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BIG FUCKING SWORD

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DOOM THREAD / RETRO FPS THREAD - Last thread >>2907693

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

===WEBSITE/COMMUNITY===

http://doomwiki.org/
The OFFICIAL Doom Wiki, actively maintained and supported by the Doom community. Want to learn more about Doom? Check this site first!

FAQ/Pastebin, updated semi-frequently
http://pastebin.com/vPbiw4NR

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

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

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

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

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

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

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

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

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

[01-13] New versions of Mainframe (/vr/E1)
>>2913298 >>2915828
https://drive.google.com/open?id=0B8xWmOI7IYl3UFdQdlRLT3BQcnc

[01-11] The /newstuff Chronicles #489
https://www.doomworld.com/php/topstory.php?id=4543

[01-10] PrBoom-Plus 2.5.1.4 released
http://prboom-plus.sourceforge.net/history.html
http://sourceforge.net/projects/prboom-plus/files/prboom-plus/2.5.1.4/

[01-09] Doom Retro v2 released
http://www.doomworld.com/vb/doomworld-news/85397-doom-retro-v2-0-released/

[01-08] Gameinformer talks Doom for about 17 minutes
https://youtu.be/L54nkKlVxTI

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

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

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

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

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

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

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

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

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

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

===

To submit news, please reply to this post.
>>
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>Doomguy is blasting through the dilapidated castles of hell.
>Runs out of ammo
>Grabs a fucking claymore off the wall and starts slashing.

God fucking dammit that would be cool.
>>
oh and to pre-empt the inevitable, no, there has not yet been any more word on the Berserk mod.
>>
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>Mostly Doom, but all retro FPS welcome

Do you anons like those single level custom made Quake maps? I think they are unearthly beautiful and a joy to play.

https://www.youtube.com/watch?v=NNlJDTUwHC8
>>
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>>2916875
Obligatory picture.
>>
>>2916872
GMOTA, my friend is the closest you get.

>>2916654
>>2916672
So... I was thinking about making a seemingly multi-floor labirinthian tower of sorts (with floors made through silent tp, not actual GZDoom clunky, as they break some stuff), and I wanted to fuck up the labirinth part in a way - make it so that what appears on the map differs from what is actually there - is it possible, and if so - how?
>>
>>2916885
It's close enough.
>>
>>2916880
that is nice. start reminds of Frozen Time a little bit
>>
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Are there any more wads of the same quality as torment & torture?
>>
i asked this in the previous thread but are there any maps based off of mega churches?

it would be so much fun to run around all the giant auditoriums and bookstores/cafes blasting zombies and demons
>>
>>2916903
there's the cathedral map in deus vult 2
>>
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>>2916903
does shopping malls count?
>>
>>2916901
You know a wad looks good when the ugliest looking thing on the image are the enemies
>>
>>2916925
Is that that Blood level ported into Doom?
>>
>>2916903
I've been wanting to make a map-pack based entirely off of churches and cathedrals.
>>
>>2916960
Notre Démon
>>
>>2916970
If I ever make or spearhead it, you'll be in the special thanks section, anon.
>>
>>2916872
>>2916885
>GMOTA, my friend is the closest you get.
Would Burl Tumd count?
>>
>>2916980
It should since you have a sword from the start
>>
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I heard the Temple of the Lizard Men 4 is being made, but there wont be any lewds.
>>
>>2917003

I heard Brutal Doom 2 is being made without the blood.
>>
Shieett finding out about Acs(Named)ExecuteAlways just solved a problem my code has had for like two years.

It's getting to the point where I almost forget I actually coded all this stuff, since things are now working out mostly as they should.
>>
>>2917003
Yeah he said that in the projects thread. Honestly though I think the series gets a bit too much flak for that particular issue, since they're otherwise fine and ambitious projects. One minor but important thing they do extremely well is sound design, which is often overlooked.
>>
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http://mazmon7734.deviantart.com/gallery/55159920/Doom-stuff
The spider mastermind died for this
>>
>>2916901
Ultimate Simplicity and Thunderpeak
>>
>>2917134
>wolfenstein with commies instead of nazis
well, fuck, i need this now
>>
>>2917134
> http://mazmon7734.deviantart.com/art/Curvy-female-Wolfenstein-sprites-576238653?q=gallery%3Amazmon7734%2F55159920&qo=7

topkek
>>
>>2916958
That's from ZBlood, so kind of. But speaking of porting Blood maps to Doom, has anyone seen this?
https://www.youtube.com/watch?v=VO6Me__oHhw

Apparently you can load maps directly from Blood's files into Doom through some hackery. Fucking bizarre
>>
>>2917154
That's because Zdoom was gonna gain Blood Support for some reason, I believe.
>>
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>>2917134
I threw up a little
>>
>>2917134
>Bruiser Succubus
Hell I'd still hit it.
>>
https://www.youtube.com/watch?v=pfmwPDlIZrU
>>
>>2917178
God damn, those Blood reapers scream more than the revenants.
>>
>>2916903
Play Blood, its full of mega churches and cult temples.

>>2917003
>tfw stole all the nude angel textures from this WAD.
Not sure If I'll ever use them.
>>
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>>2917134
kek
>>
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>>2917215
Christ
>>
I sawed the demons, like the demons that you’ve seen. But you have no right to call me old-fashioned. You have a right to quit the game. You have a right to do that, but you have no right to judge me. It’s impossible for words to describe what is necessary to those who do not know what Doom means. Source Port Wars! Modern FPS sensibilities have a face, and you must make a friend of unforgiving monsters and Nightmare! difficulty. Horror and strafing are your friends. If they are not, then they are enemies to be feared. They are truly enemies… I watched a Demon run along the edge of chainsaw. That’s my dream. That’s my nightmare. Running, gliding, along a pool of lava... and surviving.
>>
Is there a Smooth Doom compatibility patch for Valiant? It's either I load Valiant first and don't get SD's visuals or I load SD first and don't get the faster weapons/monsters of Valiant.
>>
>>2917304
Get the moddable version of Valiant.
>>
>>2917304

Get Valiant: Vaccinated Edition.
>>
>>2917215
is that tommy wiseau
>>
Hey guys, i am playing samsara and i am having tons of fun, but i was thinking, in the same way samsara allows you to play as multiple characters from games with similar (if not the same) engine, are there any wads that allow you to randomize enemies and add enemies from other games? Zdoom Wars kinda of does that but i was looking for something a bit different
>>
>>2917382
I think it only works for Zandronum, but there's Samsara servers with a monster randomizer. Some have one that isn't from other games, but there is a randomizer specifically for other games.
>>
>>2917317
YOU'RE TEARING ME APART CARMACK
>>
>>2917382
Samsara Monster Mixer. Very customizable, too: you can set a random mix of monsters, a random "set" of monsters, or blacklist sets you don't want.

Or just use one set for a whole playthrough to pretend it's another game on Doom maps.
>>
>>2917436
>select skill level:
>im fed up with this whorl
>>
>>2917436
>Not "Rip and tearing me apart"
You fucked up.
>>
>>2917459
But anon, I'm getting tired of rip and tear jokes
>>
>>2917410
Nevermind, i was trying colorful hell and it met my standards, not really the crossover i was looking for but its good
>>2917448
Oh nice, thanks man
>>
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>>2917436
>>
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>>2917134
why
>>
Doing some voice acting for a spider demon boss

Retake on the classic "My servants can smell your blood" (none of the original sound was used)
https://clyp.it/zux4usbt

"You cannot defeat me!" (during the combat)
https://clyp.it/e3tk4kzm

After you've killed it:
https://clyp.it/1nzbakez

Doing the sound is fun! The ambiance in the cave map is glorious: custom dripping cave water and the odd blood curdling scream in the distance. Very disconcerting.

Also the Berlin map has Russians playing accordion and yelling. The WW2 section will end with a massive battle between T-34s and the Wehrmacht, supported by Panzer IIIs.

Is there a way to make a monster armored? can I make the tanks armored so only a certain amount or type of damage gets through, yet normal weapons still cause the ricochet sound from its pain state?
>>
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Do you guys know that this exist right? It's a doom based RTS. I think its fun for messing around and you guys should give it a look. Its called Doom wars The force awakens? and here is the link. http://stratagus.com/games/doom-wars/downloads
>>
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Weird question

Are the DOOM demons actually true legit demons? The games outright say they are -- with inclusion of saying you're in hell as well -- Lore-wise I only thought people called them demons because they fit the bill, but when they try to meld with our technology despite being powerful occult creatures, it feels off.
>>
>>2917607
>but when they try to meld with our technology despite being powerful occult creatures, it feels off.
Technology = Powerful
Demon power = Powerful
Technology + Demon power = ???
C'mon, man, it's basic math.
>>
>>2917607
Technically they're all demons or zombies, yeah. The whole 'using technology' has always been backstory implications rather than anything firm, like salvaging Deimos for gear to arm their forces with and maybe suiting up the Cyberdemon or something. Doom 4 seems to be going the route of Demons not only stealing technology explicitly, but the UAC and potential extremists/evil people within intentionally experimenting on and implementing technology into them.

Trust me, this isn't the 'novels', which made the demons turn out to be evil aliens.
>>
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Would it be possible to combine DoomRLA (without the monsters), Colo(u)rful Hell, and Oblige together? Or does DRLA require the monster wad?
>>
>>2917712
It doesn't require the monster wad, that's more like a nice bonus that combines with it.
>>
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>>2917720
Radical.
I'M READY TO ENTER RNG HELL
>>
>>2917725
terrywads
fucking everywhere
all the time
they're in my dreeeeeeaaaamms
end it please
>>
>>2917725
i touch crotch
>>
DOOM WAD IDEA

>Takes place a few hundred years into the future
>Aliens have invaded our solar system
>You're on a colony on Titan
>Aliens have destroyed the colony, and destabilzed Titan's orbit sending it into Saturn
>First episode has you battling through the ruins to get to an escape teleporter

y/n
>>
>>2917730
meh/10
If the originally is going to be show through level design or something then its good
>>
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>playing scythe 2
>find secret level
>its the first level from scythe 1
>almost finishing the level by pressing the last button
>"Oh well, i guess they just pulled an wolfenstein and nothing e-"
>wall opens
>new area filled with monsters and a BFG
>kill everybody
>"that was cool, good way to show someth-"
>another wall opens
>kill all the enemies there too
>"Okay, now it must be the-"
>Big ass area now being revealed
>monsters everywhere
>>
>>2917730
You could have just said "Doom in ruins". It's not like anyone's going to read the story. And it's been done but could be done well again. Or badly. Just make the levels.
>>
>>2917756
>>2917761
The story directly plays into the game though.

Levels get darker and more foggy as you play on.
Story segments are scanable ala Metroid Prime
It uses no Doom assets so once I finish a playable demo and get my shit planned out I'm gonna kickstarter this shit and release it for Dreamcast
>>
>>2917134
> http://mazmon7734.deviantart.com/art/Hdoom-R667-monsters-544196889
>Realm667 HDoom sprites

I say the Spider Mastermind made an excellent sacrifice, I see some great potential going on here
>>
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>>2917759
Man scythe is cool. I think the one you refer to is the super secret level, you know, the one you access by doing a superhuman speedrun of the map with the plasma marines. I always have to changemap into the map32. Fuck time triggers.
>>
>>2917778
You guessed right, MAP30 is also really fucking cool, the only thing missing there is the icon itself to keep spawning enemies

I actually combined that level with samsara's monster mix and i got multiple final bosses on each area, there was even this moment when i had to fight 2 hitlers and the final boss from Heretic at the same time, shit was fucking amazing
>>
Did the Doom Community ever find out what kind of gloves Doomguy/Kevin Cloud was wearing?
Down to the brand-name and everything?

We've investigated all the guns, why not the gloves which held them?
>>
>still no Doom wad that has you hunting for treasure deep in the jungle
>no aztec themed demons and treasure hunting goons
>>
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>>2917160
Seriously? I'm skeptical.
>>
>>2917816
I don't know why, but I think the dev started adding support, but didn't get very far.
>>
>>2917815
what about that lizardman mod?
>>
>>2917134
This is one person who's trying to revive the already dead Terry WAD scene
http://wojti2000.deviantart.com/gallery/
>>
>>2917727
Don't worry, it's ended.
Except for a few people like Wojti2000 who are trying to make it happen again
>>
>>2917552
Cool!
>>
>>2917023
ACS_ExecuteWithResult will run immediately, so if you ever run into weird behaviour with scripts running in the wrong order, try that and *those* problems should disappear too. It also lets you use SetResultValue() to return things to the calling script.

Personally, I only ever use ACS_ExecuteAlways for Zandronum with clientside scripts. WithResult'ing them just has them run on the server.
>>
>>2917816
>>2917819
iirc Randy disappeared for several months (as he is wont to do) and when he came back he said he'd been disassembling Blood and making tons of notes on its data structures etc. then later he claimed the whole lot had been lost in a hard drive crash.
>>
>>2917925
Interesting that WithResult works too. I've never made anything related to or compatible with multiplayer, but it's good to keep in mind.
>>
I'm new to this. Never ever played DOOM so I want to get into it. Read all the information in the OP. Thought I'd play the game unmodified etc so I headed to chocolate-doom.org but the website looks dead.

What should I do? I'd like to clear the original/vanilla game before trying out any of the fancy stuff.
>>
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>>2918014
>I headed to chocolate-doom.org but the website looks dead.
it's not. what did you do wrong?
http://www.chocolate-doom.org/wiki/index.php/Downloads
>>
Where can I find quality Quake meems?
>>
>>2917945
If you want more details on how the two work, look at this file: http://www.hastebin.com/makapehoso.c

If you run script 1, you'll see messages in this order: "lel 1", "lel 3", "lel 2"

This is because scripts called by ACS_ExecuteAlways run in a last-in-first-out manner: last one called is the first one run. This is undefined behaviour, but it hasn't changed in at least 4 major ZDoom versions. Still, it might change in the future, so be wary of that.

If you run script 4, you'll see messages in this order: "lel 4", "lel 5", "lel 6"

This is because scripts called by ACS_ExecuteWithResult will run *immediately*. Otherwise, you wouldn't be able to get a result value from them in time through SetResultValue.

From here down, ExecuteWithResult will be abbreviated "WR', and ExecuteAlways will be abbreviated "A".

If you run script 7, you'll see messages in this order: "lel 1", "lel 4", "lel 5", "lel 6", "lel 3", "lel 2"

Makes sense. Script 7 runs both scripts 1 and 4 immediately with WR. Script 1 calls 2 and 3 through A. 4 runs 5 and 6 immediately with WR. Going down the stack, we run scripts 3 and 2.

If you run script 8, you'll see messages in this order: "lel 4", "lel 5", "lel 6", "lel 1", "lel 3", "lel 2"

Script 8 runs 1 and 4 through A. We go down the stack, hit script 4, and run 5 and 6 immediately through WR. Then we reach script 1, which calls 2 and 3 with A. Keep going down the stack and we run scripts 3 and 2.

=== post was too long, covering script 9 in next post ===
>>
>>2918064

If you run script 9, you'll see messages in this order: "lel 1", "lel 4", "lel 5", "lel 6", "lel 3", "lel 2"

Script 9 runs 4 and 1 - IN THAT ORDER - through A. We go down the stack, reach script 1, which then calls script 2 and 3 through A.
So right now, the stack *should* look like [4, 2, 3], and we *should* run 3 next as it's the last in the stack, but that's not what happens.

From this, we can tell that the stack's read all at once before running scripts. Which is to say, the entire stack was read when it looked like [4, 1] before any scripts got executed, so it runs scripts in the order of 1, then 4. Script 1 adds its scripts to the stack, in the order [2, 3].

Once every script in the first stack-reading is done, it'll read the stack again, and run the scripts in the order [3, 2]. If they added scripts to the stack, this would go on for however long it lasts.

This is probably more than you ever wanted to know about how scripts are run, but hey.
>>
>>2918068
And now that I splurged all of that, I'm tempted to figure out how Delays interact with all of this.

If I had to guess, they work under the same system, although now each tic has its own script stack. So a Delay(40); run on one script would stick it on the <tic+40> script stack. A script run 30 tics later, but with a Delay(10);, would be stuck on the same stack, but since it was added later, it'd be run first.

Which also makes me wonder if Delay(0); actually does something. Hm.
>>
>>2916849
>that anus
lewd
>>
>>2918081
Yeah, seems like it's the same system.

http://www.hastebin.com/ufaneciqak.c

Puke script 1 and the messages come in the order: s3, s2, s5, s4.

Delay(0) does nothing.
>>
>>2917725
nice doom meme
>>
>>2918068
>This is probably more than you ever wanted to know about how scripts are run, but hey.
No such thing as too much knowledge. How WR and A affect the order is pretty damn important and I saved that for future reference.

>>2918081
>And now that I splurged all of that, I'm tempted to figure out how Delays interact with all of this.
I wonder if executing one of the scripts from a custom function would change the order of the stack?
>>
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could someone help me organize this mess?
how do you keep your wads?
>>
>>2918223
iwads/ for iwads
pwads/ for pwads

that's it
>>
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wat
>>
>>2918225
and pk3s?
can I then drag the whole folder to gzdoom.exe?
>>
>>2918225
>>2918230
save files?
>>
>>2918230
>can I then drag the whole folder to gzdoom.exe?

oooooooooooooh god I

>855 files in my pwads folder

I gotta try this now
>>
>>2918232
>CVARINFO error

well ok that was disappointing
>>
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that is why I am asking, how do you make all this to work? I can make folders, sure.
but what about different save files?
will they be created auto in the folder of each wad?
will a gzdoom shortcut on every folder be enough to make it work?
What if I want to combine stuff? Now I play XWeaponsNM + ketchup + Smooth. I have to drag all of them in gzdoom.exe.
>>
>>2918238
Download ZDL. It allows you to choose which files to load, change load order, and to save the whole preset as shortcut.
>>
>>2918226
>>2918226
>>2918226

Anyone know what this is about?
>>
>>2918298
no, sorry, it's been posted a couple of times without explanation
>>
>>2918313
Romero hasn't elaborated more on it himself.
>>
>>2918246
thanx doge. seems cool!
what happens with the save files though?
will they stay in the gzdoom folder?
>>
>>2918332
yeah, that can't be changed
>>
>>2918298
>>2918313
>>2918320
>these hopeful idiots who think he's talking about Doom

Why do you guys continue to convince yourself that John Romero wasn't done with Doom 15 years ago?
>>
>>2918406
boy I can't wait for this custom daikatana level, my hype level is killing me
>>
>>2918406
https://www.youtube.com/watch?v=YUU7_BthBWM
https://www.youtube.com/watch?v=9v_0HD7iOz4
https://www.youtube.com/watch?v=ygp4-kmjpzI
https://www.youtube.com/watch?v=fu7phUkpeUE
>>
>>2918406

now watch as people are going to get pissed because he wasn't talking about a doom map
>>
>>2918226
>>2918298
>>2918406
IF he was making a Doom map nowadays, do you think he'd use Doombuilder or DoomEd?
>>
>>2918486


In the first video >>2918448 posted, Romero touches that very subject. He feels it would be foolish to release a 1993 map in this day and era where "much more complex and amazing maps have been made".

So it's more than likely he would go full Tormentor667 if he ever does another map again.
>>
>>2918486
>IF he was making a Doom map nowadays, do you think he'd use Doombuilder or DoomEd?
100% positive he would use Doom Builder.
>>
>>2918503
Speaking of which https://twitter.com/romero/status/688054778790834176
>>
Where can I find weapon skins?
>>
>>2918406
don't call me a "hopeful idiot" when i was just answering the question
>>
>>2918513
>Misc. Author Info: My previous Doom levels were made in 1995 for The Ultimate Doom (e4m2, e4m6), so this is a warm-up.
>this is a warm-up

Oh shit.
>>
John just did make a new map. He posted about it on social media.
>>
>>2918568
shoo-in for cacoward nevertheless
>>
>>2918513
>>2918570
So can this considered an "official map" or is this past the due date?
>>
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>>2918513
wow, it's real
>>
>>2918513
Damn link isn't working. Could anybody please reupload it if you got the file
>>
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>This fucking map
Holy shit I'm in love.
>>
>directly jumping into the map
>not playing through the rest of e1 first to hype yourself up

Doing it wrong.
>>
>>2918581
https://u.pomf.is/ofdrtc.zip
>>
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>>2918580
well, it finally happened. john romero just made me his bitch.
>>
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>>2918590
You are my hero, anon
>>
>>2918593
Well it could be worse.

There could've been chaingun guys.
>>
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>>2918593 (me)
damn, this level is really hard!

>>2918601
heh, true.
>>
>>2918462

WELL FUCK ME SIDEWAYS
>>
>>2918589
i think that might make it too easy but then again i just died twice pathetically so maybe you're right
>>
>>2918589
pistol start all day every day
>>
>>2918570
the next version of Brad Harding presents Brad Harding's DOOM RETRO will be bundled with this, mark my words
>>
>>2918601
Npe since its Doom 1.
>>
Prediction time: At least ONE person unironically will say Romero has lost the touch
>>
>>2918602
What software do you use to record, and will it work with GZDoom?
>>
>Tfw you just said "Yeesssss!" out loud after finding a big secret.
>>
>inb4 romero comes back with a full Iwad
>>
>>2918602
I like the architecture, but I cannot get out of the first few rooms.
Maybe I'll try it on ITYTD
>>
>>2918646

>This kills the Bethesda.jpg
>>
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>>2918631
ROMERO HAS FUCKED UP! NO DIFFICULTY SETTINGS? LIMIT REMOVING? WHAT THE FUCK... THIS ISN'T MUH VANILLA! HOW CAN I PLAY THIS WITH DOOM V1.0 ON MY 1980's COMMODORE 64 WITH ALL THIS SHIT?
>2016
>BEING ROMERO'S BITCH
>>
>>2918580

Looks pretty cool. I'm going to play it soon.

I feel like a few people are going to be contrarian and say it sucks just because, but at the same time you don't usually see this kind of thing in the Doom general so maybe not.
>>
>>2918593

Hell yes. Looks fun, and has that indescribable feel that Romero levels all have. I'm glad it's challenging and he didn't pussy out.
>>
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Post YFW when Romero reveals that what he means by "warm-up" is that he's been the map designer for Doom 4.
>>
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>>2918669
If that's true, then maybe the average modern FPS player will need to git gud
>>
>>2918656
Thefuck you talking about, there is difficulty settings
130/240/291 monster on skill 1/2/3 respectively, as well as different enemy composition on same plases.
>>
>>2918680
I think he was joking
>>
>>2918680
I was just shitposting anon
>>
Just finished on Ultraviolence, that was a wild fucking ride, I hope he puts up some more maps.
Or a megawad called The Bitchmaker
>>
>>2918680

He was kidding, don't worry my friend.

>>2918669

I don't know anything at all about the development of Doom 4. Do you think the developers for it actually considering hiring him? Is there any reason they couldn't offer him a job? That would be sweet. Maybe he doesn't have enough experience working with modern FPS engines?
>>
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>>2918697
>Or a megawad called The Bitchmaker
>>
>>2918698
A long while ago he was talking about starting work on a new FPS, I don't know if he ever went through with that, or if he's being secretive.
>>
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>>2918513
>Others Files By Author : doom1.wad, doom2.wad
>>
>>2918706
I would believe that didn't work out. This was back in 2012.
>>
>>2918717
M-making video games takes t-time anon! There's still h-hope!
>>
>>2918719

This is true, and there probably is a tiny amount of hope, but still it's most likely not going to happen. Romero's the kind of guy who would post about his progress and the game's development often, even in it's earliest stages.

However, when he said he was beginning work on a new FPS he may have just been referring to it's planning period: coming up with story ideas, writing a design document, etc. That could take some time if he's doing it on his own and plans on assembling a team later.
>>
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>>2918593
>>2918602
this was the third attempt. 25 minutes long so a bit much to webm. here's the demo

http://temp-host.com/download.php?file=sp46ro

>>2918634
it's my own engine. so no it won't work with gzdoom.

>>2918639
i just did this when i found the tenth and final secret :)
>>
>>2917229

When was this? Early 80s?

You've gotta love that smug as fuck look.
>>
>>2918513
>Start up level not expecting much
>Pretty challenging and fun
>Enemy ambushes are set up in a way that they can happen without being blatant about the setup
>Detailing is pretty nice
>Pacing is fun
>Only found one secret
This was nice pleasant surprise and I am glad that Romero can still make such a fun level.

I would like if Romero stuck around to make more Doom levels.
>>
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This is pretty fucking good

https://sketchfab.com/models/4bc5944a2a664e1093f8722b7e32df4e
>>
Do you all really still play with no mouselook / no jump / keyboard only?
>>
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>>2918669
maybe he will not be the direct map designer, but maybe he will release a whole series of maps via snapmaps?
>>
>>2918725
can somebody upload the wad somewhere else, I can´t connect to his dropbox
>>
>>2918736
>no mouselook
yes, i prefer mousewalking from years of habit
>no jump
yes, jumping breaks most maps, they're not designed to take it into account
>keyboard only
i did play keyboard-only at first but not for a long time. the original game had full mouse support, in case you were wondering.
>>
>>2918736
Depends on if I am playing with gameplay mods.
Doom originally supported mouseturning so there's no reason not to use a mouse if you want to
No mods: Vanilla experience
Custom maps only: Still play it like it was intended unless
Map doesn't support jumping: No jumping.
Gameplay mod? Pretty much anything goes since I'm just playing it for fun.
>>
>>2918740
heh it's probably been swamped.
anyway, see >>2918590
>>
>>2918513
i'm really surprised

he's still got it
>>
>>2918735
https://sketchfab.com/models/c8e36476d01742f69bd213a62a028024

Heres a model that a bit more true to the source.
>>
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>>2918513
>think the level is over
>it keeps going on and on
I want to get off Mr Romero's wild ride
>>
>>2918406
>>2918462
looks like these guys got btfo
>>
>>2918736
Depends of what wads i am playing, some pretty much require you to use the mouse and freelook, others need you to jump, i usually like to bind mouse3 as jumping just in case and use space and ctrl for fly up/down since i like to play gameplay wads a lot
>>
>>2918736
>no [freelook]
>no jump
I only enable these if the map specifically says they're required. They're just not DooM.

>keyboard only
Vanilla DooM has always supported the mouse, but yes, I actually do play entirely with keyboard controls. Mouse turning feels "sloppy" to me. I always overshoot or undershoot no matter how I adjust the sensitivity. I play much better with the precision/consistency offered by a keyboard.
>>
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>died a few times but finally got a good start where you had to run through some monsters to grab the chaingun before they start teleporting
>manage to continue the whole level carefully but get there
>start feeling this weird itch and save just in case because fuck doing the whole thing again
>Hell brothers battle happens
>15 HP
>wakemeup.png
I KNEW he was going to fuck my shit up at some point, i just knew
>>
>>2918735
Needs more pink around the mouth, otherwise loyal to the original/10, i fucking wish we had classic alts for the next doom, i don't really hate some of the redesigns but i will never get tired of the old DnD look
>>
>>2918763
That's actually pretty good, I think it's better yeah
Bit too zoomed in tho
>>
Can somebody here share the "Take a break" mod?

The link on the topic's OP died.
Probably ages ago
>>
>>2918775
yeah if you survive the beginning (i noticed the e1m5-esque secret door with two barrels in front, and used it as cover) the rest isn't difficult if you are careful. there is a big teleporter trap near the end but you can more or less run away from it and funnel everything towards you. frankly the bruiser brothers needed to be the bruiser octuplets or something, i arrived there with 100 shells and 30 rockets so they were a bit of a pushover
>>
>>2918513
Jesus fuck, that Baron reveal was the tits.
>>
>>2918802
and covering the teleporter was the cherry on the top, it made the whole invasion segment so much more effective since you couldn't see what was coming for you
>>
hold your horses
romero released a level
>>
>DMGUYDZ64 said:
>A bit harder than i expected but it was fun , Wasted a lot of HP on those damaging sectors :P .

>Linguica said:
>In the pre-bugtest version, all damaging floors were of the -20% variety. Just imagine...

https://www.doomworld.com/vb/post/1544640
>>
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>>2918802
>drop down to the baron space
>see two huge red portals
>baron aggro sound
>mfw
>>
>>2918807
I thought it was a bit sudden since there was no long hallway to it
>>
the wad tries too hard to cornerfuck you with shotguns too many times
other than that it feels like a doom 2 map which is cool but a bit off when compared to rest of episode 1
>>
>>2918820
This is Romero we're talking about. What did you expect
>>
>>2918820
It feels more like an Episode 4 map, but good instead of shit.
>>
>>2918824
yes
>>
http://www.doomworld.com/linguica/e1m8b/index1.htm
http://www.doomworld.com/linguica/e1m8b/index2.htm

linguica bugtested it and didn't take down his notes
>>
If this "warm-up" means we're getting new Doom levels by Romero, then by all means please do. A Romero megawad would be cool as hell.
>>
>>2918838
It would've been amazing if he had contributed to DTWID
>>
>>2918829
cool
>>
>>2918829
how did you find that
>>
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Guys, Romero isn't going to be making more DOOM maps.
He's making a whole new game.
>>
>>2918829
>the top pic
red means "visplane overflow" right
>>
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>>2918853
>He's warming up by making DOOM maps
>He's stated before that with modern computers, a new FPS should be 10x faster than the original DOOM

Holy fuck.
Whatever he's making, it's going to be balls to the wall.
>>
>Quake mapjam 1
>Honey theme

What are they talking about. This theme isn't sweet at all.
>>
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>>2918853
>>2918706
Holy fuck I was right.
>>
Has Romero ever apologized for Perfect Hatred.
>>
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While I have never been a huge fan of the tech base aesthetic, mainly due to playing the first episode so many times over the years it lost its charm. This level though, this fuckin' level. It's like a best of Romero tech base compilation. Once I got back into the mindset of the first episode and some of that Romero trickery it wasn't so rough. Hate to say this kind of shit here but, this is a "Remember the basics of CQC" map. I mean that in the best way possible. Fucked up after the soulsphere by doing stoned retarded shit but got through, even if by the skin of my teeth at the end there, after that.

Those goddamned shotgunners man. Checking every corner with a blast of my own shotgun became habit halfway through.

This made my day.
>>
>>2918862
if he's in charge of every aspect its just gonna bomb again like daikatana did

he needs someone to rein him in
>>
>>2918870
>Implying Ling and several others in the Doom Community won't help him
>Implying he won't post a short demo and ask for Doomworld's advice/feedback
>>
>>2918870
Maybe Romero wants this to be made only by him? You have to remember one of the reasons Daikatana bombed was the team made up of modders with no prior full title making experience.
>>
>>2918862
>>2918853
Someone should've gotten Romero into position for advising the new Doom at the very least.
When you think about it, besides the 'escort your team' bullshit, it probably does what Daikatana did better in terms of progression without being a shitty game all around.
>>
>>2918882
Don't forget the sudden decision to move to a newer engine, a mistake that DNF also made
>>
>>2918860
yes i believe so
>>
>>2918890
Well I feel it's only an issue if there's no talent who can handle the engine. For example Valve got Michael Abrash who worked on the Quake engine and could aid Valve in pushing it even further.
Daikatana team was dry on talent and Romero somehow didn't see that.
>>
>>2918868
why? it's a great map. if anything deserves an apology it is that the rest of E4 afterwards does not live up to the readme's promise ("a new, never-seen-before FOURTH EPISODE that makes the first three episodes look like a walk in the park!")
>>
>>2918870
I think he learned a lot from that, Dai-Katana probably humbled him quite a lot, he flew too close to the sun and he knows that.

>>2918890
Dai-Katana shifted engines once and was delayed a few years.
It's not a bad game, but it's not a good game, it's a mediocre game which couldn't live up to it's hype and it had some issues during development.

Duke Nukem Forever shifted engines like 3 or 4 times, and was restarted from scratch many times, was delayed for over a decade, before it was bought out and a tiny team in a kitchen was paid to hurriedly patch together what they had in a rush. So DNF was the most delayed game ever, it, yet it was also rushed, quaintly, which is why it's the worst shooter of the century. DNF had MASSIVE problems with development.

Dai-Katana cannot compare to Duke Nukem Forever because Dai-Katana had neither as many problems, nor was it even close to as bad.
>>
>>2918909
Idk I thought they were pretty hard
>>
>>2918870
I think his circumstances have changed quite a lot since then. It's no longer the late 1990s, where's he's a fresh young millionaire and one of the hottest game designers in the world.
Like >>2918913 said, Dai-Katana was probably a big reality check.
>>
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ooooOOOOHHHHH
ha YAH! ha YAH! ha YAH! ha YAH! ha YAH! ha YAH! ha YAH! ha YAH! ha YAH! ha YAH! ha YAH! ha YAH! ha YAH! ha YAH! ha YAH! ha YAH! ha YAH! ha YAH! ha YAH! ha YAH! ha YAH! ha YAH!
>>
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>>2918931
LICK-IT-YA-LICK-IT
>>
>>2918513
>i found out about this on fucking facebook
god damn
>>
Considering how spartan Episode 1 was, even with Ultra-Violence, Romero's E1M8 is great but is pretty much nothing like how the difficulty scaling normally would be. Also kinda feels like it wants to be something else entirely; while the original E1M8 focused almost entirely on the Barons for the climactic boss encounter, I guess Romero realized that to modern Doomers the Barons were just a tough Imp by now so their fight feels more like an aside note in a fancy teleporter room.
>>
>>2918725
>25 minutes long
that's basically en entire episode, holy shit
>>
>>2918736
mouselook, no freelook, no jump right here
>>
>>2918968
aside from the two webms i posted earlier, it was almost entirely unseen, and i did spend a fair amount of time wandering around looking for secrets and such. for comparison:

rdwpa, 26:56, one death - https://www.doomworld.com/vb/post/1544647

dew, 29:10, no deaths - https://www.doomworld.com/vb/post/1544691
>>
>>2918725
>it's my own engine. so no it won't work with gzdoom.

Guess I'll just wait until I can play his level using gzdoom.
>>
Poor guy.

His level is going to be picked apart and scrutinized to hell and back.

The pistol start is a little rough on UV but it's doable. other than that i liked it though.
>>
>>2918983
You can play the level in Zandronum and ZDoom just fine. Dunno what the fuck he's talking about.
>>
>>2918984
maybe but so far the reception has been overwhelmingly positive. now admittedly some of that is going to be fanboying but i believe it is a genuinely good level and i am hard to please
>>
>>2918991
>>2918983
he's talking about his recording software, duh
>>
>>2918991
he asked what software did i record the map with. i said, i used my own engine. of course it's playable in gzdoom but gzdoom doesn't have my video output code (and nor should it). sorry for the misunderstanding.

>>2918994
thank you, at least someone didn't misunderstand me
>>
That was a dang good level. Romero still knows level design.

But I dont think Daikatana's faults was the level design
>>
>>2918998
>(and nor should it)

What are these fighting words all about?
>>
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>>2918862
>>He's stated before that with modern computers, a new FPS should be 10x faster than the original DOOM

Holy fuck.

I hope he succeeds with that.
>>
>>2919004
you misunderstand. my video output code is very very minimal and thus entirely un-user-friendly. i am enough of a nerd to be able to remember all the ffmpeg options and am happy to type out three mile long zsh commands to do video conversions but most users would find my code utterly useless. hope that explains. i am not dissing gzdoom at all, i am saying my code isn't good enough for an engine that other people use. again sorry for the misunderstanding.
>>
Don't forget to disgrace the level by running it with Brutal Doom.
>>
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I made an oopsie
>>
>>2919010
>and am happy to type out three mile long zsh commands to do video conversions

why not make a function in .zshrc

beats getting carpal tunnel every time you want to convert to webm
>>
>>2919018
i'd have to edit it every time to fiddle with the parameters. i usually end up finding the previous one from the shell history and tweaking it.
>>
>that text document

What the fuck? I'm not the only one who noticed this right?
>>
>>2919010
My mistake then. So many people on this site are such pessimist assholes that I feel I have to be on guard at all times and expect it. I sometimes forget that the maturity level of /vr/ is way above that of /v/ and some of the other boards here.
>>
How do I get PRBoom+ to not load DOOM 2 every time I run it?
>>
>>2918862
What is with this mentality? Why do people want FAST fps games? There's no strategy, there's no challenge, it's just AVOID BLAST, KEEP MOVING.

Doom was paced well, and anything more frenzied than that is destined to be shit. That's why games like Serious Sam were never massive hits.
>>
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>>2919034
Would you rather sprint around like a maniac killing pop-up targets with ironsights as you fight the evil russians/terrorists/bad guys yet again in another CoD ripoff?

Doom and those that mimic its design properly are games that gain their difficulty by enemy composition and level design blending together to create complex challenges, yeah. Serious Sam just puts you in an area that's either wide-open or has lots of little hidey-holes enemies will attack from as you get swarmed by waves of either the same enemy or a clusterfuck. But that doesn't mean a 'fast' FPS is going to be Serious Sam design. Especially if Carmack knows what he's doing in level design and still has that Doom touch.

The problem then becomes, "How does the player's speed and capability, both character-wise and skill-wise, oppose the level challenges and how do we design the levels around that?"
>>
>>2919034
IMO having to move around constantly to avoid damage is more interesting than being so slow you can't avoid damage followed by "YOU'RE HURT! TAKE COVER!" and wait behind convenient waist-high pile of rubble while health recharges
>>
>>2919034
>Why do people want FAST fps games?

Because most of those retards are people that never even played those original games and they assume that Doom was just like Serious Sam.
>>
>>2919031
prboom-plus -iwad doom -skill 4 -warp 1 1

or use a launcher
>>
>>2919034
>there's no challenge, it's just AVOID BLAST, KEEP MOVING.

I take it you're not a big fan of shoot-em-ups?
>>
>>2919031
If you're running from the command line, you can do prboom-plus -iwad tnt.wad or whatever.
>>
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>>
>>2919051
Shmup, or danmaku?
>>
>>2919059
he actually did it

the absolute madman
>>
>>2919045
wrong John, my friend. :)
>>
>>2919059
JUST
>>
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>>2919062
>>2919070
That wasn't even Brutal
>>
>>2918870

That was a long time ago at this point. I think he's learned his lesson. Also, as others mentioned, the game's development had many other problems are than Romero himself. One story I read stated that half of the development team were pronouncing some of the character's names wrong.
>>
>>2919071
the absolute MADMAN
>>
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>>2919078
just fuck my shit up senpai
>>
>>2919089
Fuck, now i need to replay this level with Wolfenstein enemies
>>
>e1m8b
>with samsara

Ow
>>
Now I need to find out if it plays well with project msx
>>
>>2919091
It's funny because the Duke 3D mod I use replaces every single imp with a pigcop. Which is really fucking unbalanced, really damn fast. But since this map is so reliant on shotgunners, most of the pigcop ambushes are outdoors while most of the indoor ambushes are either the fodder enemies or those goddamn exploding drones in point-blank closequarters.

The map is basically unplayable without extreme caution.
>>
Someone do it with Hideous Destructor and report back.
>>
Here's the new article.
http://www.gameinformer.com/b/features/archive/2016/01/15/doom-a-new-vision-of-hell.aspx?PostPageIndex=1

We've got Teleporters, Jump Pads, The Summoner, Colored Skull Keys, and hard to spot Spectres.
>>
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>>2919113
I'm on it.
>>
So just beat Romero's map on I'm too young to die since I mainly wanted to just see the level and play it.

Pretty cool level. Very hard even though I had it on easiest.

I could only imagine how horrific that level would be on nightmare.
>>
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>>2919135
It quickly becomes apparent that I need a loadout that starts with a radsuit.
>>
>>2919139
With all the backtracking and trailing back through older locations thanks to new openings or keys, I can imagine it'd be pretty damn difficult.
>>
Just tested it with a combination of psyche and colorful hell and it works like sex

Gonna test possess me and doomrl next, if anyone else doesn't want to try too
>>
>>2919142
it's not the cracks on the floor that hurt you, it's the surrounding areas which are of course much harder to avoid. it's evil
>>
>>2919151
Okay, doomrl is fucking hard as balls but it was entertaining

Possess me isn't that fun since most enemies are just shot gun guys and imps, but it was okay
>>
>>2919162
>Okay, doomrl is fucking hard as balls but it was entertaining
what class did you play it on?
>>
>>2919165
Technician as always, i am a huge sucker for crafting and improving with the stuff i find, plus he is one of the most balanced and has some good starter weapons
>>
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>>2919142
I think I've secured the starting area now. Shotgunners were generous enough to give me both shotguns, and I found a useful secret with combat armor and a box of shells. Should be able to power ahead.
>>
>>2919146
Yeah I had to think what some of those switches even opened. I got stumped a bit when I got red key. That last little building area is pretty mazelike and confusing for a bit.

I would like to see what he could come up with doing an entire episode of like 8-10 maps.
>>
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>>2919172
And right around the corner I found this baby. Things are looking good.
>>
So Romeros level was pretty good...
From his txt file:
>so this is a warm-up
Wonder if he'll do other map replacements. If he covers the whole game we can have a Doom the Way Romero Did It wad.

Had trouble pistol starting it on Ultra Violence though. Too many shotgunners.
>>
>>2919226
apparently not >>2918853
>>
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>>2919213
long shot
>>
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Is there any way to start recording a demo in PRBoom Plus using a hotkey?
I hate having to type up a whole command line before going in.
>>
>>2919236
Why would I take his word for it?
>>
>>2919241
bind the command to a keystroke.
>>
Romeroe1m8 is also pretty fun with BURL TUMD, I recommend.
>>
>>2919241
no because you can't just start recording in the middle of a map, everything needs to be properly inited or the demo won't sync, so it basically needs a restart
>>
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>>2919238
This room was fun to clean out. Wish I'd recorded it in motion.
>>
>>2919245
that isn't possible sorry!
>>
>>2919034
I like the speed of Doom just fine personally.

>>2919046
>IMO having to move around constantly to avoid damage is more interesting than being so slow you can't avoid damage followed by "YOU'RE HURT! TAKE COVER!" and wait behind convenient waist-high pile of rubble while health recharges
I agree with that, but I like the idea of being -able- to take cover.

Now, it shouldn't be a retarded game mechanic where you press a context key and you get sucked to the nearest wall and then poke out your head, I like it as it works in Doom, if you run for cover, enemies don't hit you (typically), but you can't STAY in cover, the enemies are not gonna wait for you.
This typically works very well, I tend to play half and half on that, going from cover to cover, running like a madman, etc.

As for regen health, it can be done well, but the typical CoD style where it just all regens by default if you wait is so boring and just forces the game into a shit formula in 90% of cases.
The later Riddick and Far Cry games did regen health in an appealing way, in a way that matters.

>>2919048
I've never played Serious Sam but I don't think I'd like it, I'm not fond of big slaughterfests like the later Plutonia maps and shit.
>>
>>2919120
I really wanna test that chaingun mod.

Also I wish the Cacodemons were like MSX's. The fucking scream they do is terrifying, and with them being able to rush to your head it would be quite a thing
>>
>>2918984
whatchu talking about? it's a badass old school level with a good challenge that makes you think
>>
>>2919270
not him but i wouldn't be surprised if there was a community project to dissect+imitate it. it will be started "ironically" by one of the cacoward regulars, but i guarantee a bunch of people you've never heard of will take it absolutely seriously as their shot at mapping fame and glory
>>
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>>2919254
Cheeky little bastard caught me in the middle of reloading my SSG.
>>
>>2919280
fuck em. they can go rot. meanwhile the rest of us can enjoy more of Romero's upcoming endeavors
>>
>>2918027
Hey, thanks for the reply. It's still not working for me, even after reboot, different browsers, etc. I'm located in France, could it be the reason? I don't get it.
>>
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>Watching demos of people playing through Romero's new map
>There's one where a dude makes it to the end of the level with over 150 HP left
Jesus fuck dude
>>
>>2919301
I found a soul sphere and ended up with a decent amount of health at the end... Not that high though.
>>
>>2919262
The best way for enemies to deal with cover is to exploit angles. Surprisingly in modern gaming, the James Bond game Bloodstone did that; unlike SC Conviction whose gameplay Bloodstone based itself on, the enemies did not just stay put like retards and wait to get shot, but actively move in diagonals so that they could keep shooting. In the hardest difficulty it did work, it would work wonderfully if health was limited and the enemies were more aggressive.
>>
>>2919301
>>2919301
Was he rushing or going slow?

If you pace yourself slowly you can end it with 189% like I did
>>
>>2919287
I'm in Baguetteistan too and I can access that link. Try a proxy/tunnel site maybe? You not being able to access it doesn't make any sense though.
>>
what song is this on e1m8?
>>
>>2919335
"Spooky Level Song"
-By Bobby Prince
>>
>>2919301

>tfw beating it with 2 HP left
>>
>>2918513
That was awesome to say the least. Great fun to play and some nice visuals.

>>2919120
Cool to see skull keys are back too. It was probably safe to assume that with keycards back but it's good to have confirmation.

I'm glad they went into a bit more detail about the Summoner, guess it's not the Doom 3-style Archvile after all. Interesting that they call it "robed," I wasn't expecting that sort of aesthetic in the designs. Hopefully id releases an image of it soon, can't wait to see it.
>>
>>2919335
This https://www.youtube.com/watch?v=ukQblT_5_fg
>>
>>2919380
it's d'sparil
>>
>>2919380
Pretty sure the Summoner and the Arch are gonna be two different enemies.
Summoner does the job of bringing more enemies into the fray, similar to D3's Arch, and the Arch will most likely function closer to his original counterpart, with pillars of fire, and resurrecting enemies.
>>
>>2919380
>It was probably safe to assume that with keycards back but it's good to have confirmation.
They confirmed that in the articles in the magazine itself, which there's an album to in the newspost for this thread. The individual online articles just expand on the magazine article.
>>
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I was about a minute into Romero's newest map which I was playing through Chocolate Doom, and got this error which crashed me out of the game. Am I doing something wrong? I was playing using the Ultimate Doom IWAD from Steam.
>>
Project MSX and Plutonia 2 is pretty fun.
>>
>>2919447
You need a limit removing port like Boom, like it says in the readme.

>the visplane overflow is a fatal error that occurs in vanilla Doom when there are more than 128 unique floor and ceiling surfaces (visplanes) on the screen simultaneously.
>>
>>2919462
Ah, well that explains it then, thanks. Guess I'll go grab PrBooom+.
>>
>>2918513
quoting for news >>2916850
>>
Is there a metroid mod that emulates Metroid in it's entirety? As in some enemy sprites you would see in the metroid games?

I took a look at Metroid Dreadnaught but it uses the doom monsters. I want to fight space pirates.
>>
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>>2919283
That part was a pain in the ass. Got the red key now though. We're getting there.
>>
>>2919487
Once you've got the Red Key, that's it for most of the map. Now it's time for the narrow hell and final battle.
>>
>>2916880
this looks like a nice map.
do you play these online? is there still people playing?
>>
>>2916880
Saw this post the other day, forgot to reply.
Yeah, I like them aesthetically but I don't really like Quake. And I've tried, man, I really have.
>>2919510
TDM's got a small community.
>>
>>2919494
How the heck does one get the RL behind the window? There's a "hidden" elevator in the acid room but it doesn't budge.
>>
>>2919384
That's what it sounds like it could look like, yeah. I'm just surprised they'll have designs that incorporate that kind of aesthetic instead of keeping things all flesh + armor plating/metal. It's interesting to see they're branching out a bit and incorporating things like robes.

>>2919404
I hope so, I'm just worried the Archvile will be one of the demons getting cut.

>>2919410
>The individual online articles just expand on the magazine article
Oh I know that, I guess I just assumed the magazine article's mention of key cards only referred to the mechanical type seen in techbase levels.
>>
>>2919516
where can i get quake without paying legally free
>>
>>2919372
I feel yah
>>
>>2918736
>no mouselook
>keyboard only?
I mouse turn, but thats it. Used to keyboard only back when i first played in the late 90's/early 00's.

>no jump
There are hardly any maps that intend its use, compared to maps that don't. So generally, I don't jump.
>>
>>2919525
nquake.com I guess. Uses shareware assets, maps have no textures. Used to play online.
Pretty specific question.
>>2918736
No jump, usually I use the mouse but no freelook.
Unless I'm playing a mod, obviously.
>>
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>>2917607
>Cannibal mutations, carnivorous aliens, and evil spirits are your only neighbors.

...Horrors of the warp, anon.
Horrors of the warp.
>>
>>2919518

If you go out of the acid room and into the open, you will hear a hidden wall back inside the acid room opening revealing a switch that will bring down that elevator.
>>
>>2919454
>Project MSX

What's the latest version of this mod? Is it beta 2 or is there a newer version?
>>
>>2919454
can confirm. You don't even need the badass enemies mod to be a challenging experiencr
>>
>>2919552
It's dead jim
>>
>>2919331
>Try a proxy/tunnel site maybe?
Didn't think of doing this. It worked, thanks frogbro.
>>
>>2919584
B-But I can still download it and play something right? I don't mind playing it even if it is unfinished.
>>
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>>2919487
>>2919494
I'd been saving the invulnerability sphere for exactly this part. I haven't fired a single shot except a couple reaction shots because when you round a corner and see a shotgunner pointing his gun in your face what the fuck else are you gonna do, these guys have done all the work for me.
>>
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>>2919596
The final battle. This was quite the spectacle to behold.
>>
Been out of Doom for while, decided to get back in because of the new level.

I'm really happy I can compile GZDoom without fmod garbage.
>>
>>2919593
v0.2a is the latest version.

But it is very dead.
It also feels quite complete outside of a proper BFG replacement but you do have horde clearing weapons available
>>
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>>2919598
And that's a wrap. Probably going to give it another go at some point without breaking the invulnerability sphere, because that just made the last part entirely too easy.
>>
>>2919602
okay I am going to check it out. I should have played it awhile ago but just haven't got around to it.
>>
>>2919604
I imagine it's probably the only reason you made it, though, but great work nonetheless.
>>
>>2919598
>>2919604
Grats.
>>
In hindsight, i'm surprised there's not an Ultimate Doom mod that tries to bring in Doom 2 enemies to the vanilla maps like PSX Doom did
>>
On the day that John Romero released a map, 2 decades later, people are saying that a mod, whose author is famous for showing up after being away for long time, is dead.
Have some faith.
>>
>>2919631
John Romero has been alive and active for his 20 years.

MSX guy has not.
>>
>>2919604
He should do a full ep1 replacement someday, with a somewhat different aesthetic.
>>
>>2919634

what if romero's making the next project msx
>>
>>2919638
I'd prefer to see his take on E2/E3 personally. We've got enough E1 imitations and remixes to last a lifetime.
>>
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I'm new to this doom modding thing, and I was recommended a mod called "Psychic." Is it any good?
>>
>>2919642
Psychic is pretty fun and very different from standard Doom gameplay.

You will like the shotgun.

Eventually you will reach a point where you absolutely demolish everything without effort though, but on the bright side this takes awhile unless you're playing slaughtermaps.
>>
>>2919575
Some of the textures on pl2 are broken, why is that?
>>
>>2919649
Are you playing on Plutonia and not Doom 2?
>>
>>2919649
are you using the plutonia iwad?
>>
How do I turn off translucent sprites other than that of lost souls in zdoom?
>>
>>2919656
>>2919657
doom2 iwad
>>
>>2919661
Plutonia 2 uses the Plutonia IWAD, it's a sequel after all.
>>
>>2919641
I'd like to see him do E1 of Doom 2.
>>
>>2919663
makes sense, I feel stupid now
>>
>>2917607
I don't think they're demons from the Judeo-Christian hell, but they're clearly not just aliums either, as they demonstrate various supernatural abilities such as raising the dead. Rather, I think of them as entities from a "hell dimension," if that makes sense. They're more akin to Cenobites, except focused entirely on death and suffering.
>>
>>2919667

Try again.
>>
>>2919667
I don't hate the mod itself. Just some of the community behind it.
>>
>>2919667
Sacrifices the core gameplay of DOOM for flashiness.
>>
>>2919602
Do I absolutely HAVE to use version 1.8.0? I got version 1.8.2 now.
>>
>>2919667

full of dumb American chauvinism. blood and gore are "edgy"
>>
>>2919667
I don't really hate it, but I think it's overrated, and it has kind of an annoying fanbase (mostly the young kids).
I think the author is a much better mapper than he's a modder (though he does make things happen, even if he doesn't always do that in the best of ways).
The author is also arguably kind of a cunt sometimes.

>>2919696
Get fucked you freedom hating commie, America No.1!
>>
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>>2919696
You're making it pretty clear that you don't know why people hate Brutal Doom, anon.
>>
>>2919686
Nah use the latest dev build if your GPU supports gl 4.0. (G)Zdoom is autistically backwards compatible with old mods.
>>
>>2919667
Because we're all jealous.
>>
>>2919716
>(G)Zdoom is autistically backwards compatible with old mods.

Any reason why it's like this? What sourceport would be best for compatability with most wads?
>>
>>2919728
PrBoom+ is compatible with everything except ZDoom-only wads. You may have to mess with the compatibility settings for very old wads that exploit bugs in the original engine though. You can then break out GZDoom for the ZDoom-only wads.
>>
>>2919674
same
>>
>>2919742
Tested it out in Doom 2 and it looks like the regular run speed is even faster than Doom 2. Didn't sprint though.
>>
>>2919742
>PrBoom+ is compatible with everything except ZDoom-only wads.

Also Zandronum mods.
>>
>>2919781
Zandronum is just ZDoom with multiplayer that actually works.
>>
>>2919667
I actually enjoy the mod itself, but refuse to play it or support it because the creator is such an egotistical, childish, racist cunt.
>>
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What do you mean by this Romero?
Romero?
ROMERO WHAT ARE YOU WORKING ON?
>>
>>2919643
Actually, colorful hell balances out the "point where you absolutely demolish everything without effort"
Except in slaughterwads, i just hit SF2012 map 07 and uhhhh
>9999 britains
>All upgrades are mine
>Due to all the corpses around, there are million of nailguns in the ground, from which i get high amounts of money
>Quickbuy to time freezer and overcharge
>Black-tier monsters are pretty much unthreatening.

This also reminds me, if CactusHege is here and he's still working with colorful hell, please add flags that prevent fear to Orange and up monsters, terrorsphere MAKES A BLACK CYBERDEMON RUN AWAY.
>>
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>>2919806
Someone in the comments posted this:
>sadly you're not making the new doom :/

That is the only reply Romero favorited.
Guys.
Romero is up to some sneaky shit.
>>
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You're starting to sound a little red there, boy.

>>2919696

Also, we need a doom edit of this.
>>
>>2919667
I like it, but the community around it has no idea why they should appreciate vanilla doom, and has mostly outright refused to touch it. The mod has created a great divide among the doom community in recent years.

Seriously, it's a fun mod, and I like Project Brutality, but fuck the people that start out with Brutal, and never touch anything else.

>>2919801
Racist? Context? I'm curious, I know he's got the ego, but this I have to know.
>>
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>>2919810
>>2919806

Probably just more normal DOOM levels.
>>
>>2919847

Oh fuck off.
>>
>>2919847
didn't get the responses you wanted and just decided to jump right to the point, eh?
>>
>finish Romero's level with no secrets found

Eh.
>>
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>>2919806
>>
>>2919858
I'm not the guy who asked why people don't like Brutal DooM, I don't really care about that - I'm more interested in the Mark fiasco
>>
>>2919862
if you don't really care about doom mods and are only interested in internet drama, then you can head somewhere else
>>
>>2919868
>Implying I haven't been lurking the last 3 threads and collecting wads
>>
>>2919868
Most of us are here for doom first, buddy.

And I'm sure once the dude gets the answer, he'll go back to playing doom and other good games, like that brutal doom mod all of the kids are playing these days.
>>
>>2919868

>if you don't really care about doom mods and are only interested in internet drama, then you can head somewhere else

You just described like, half of doomworld's ""old guard"" that only show up when it comes to berate a kid's first edited IWAD project
>>
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>>2919806
>>2919841
>>
>>2919881
>And I'm sure once the dude gets the answer, he'll go back
you are optimistic to assume that he actually wants an answer
>>
Just beat Romero's newest level. Hot fucking damn, he's still got it after all these years. One of the best maps I've played in a while.
>>
>Advanced engine needed : Limit-removing source ports

Can Chocolate DOOM run the new Romero level? Or will I need a more modern sourceport?
>>
>>2919918

I don't believe chocolate doom is limit-removing.
Go with PRBoom+, though he tested on ZDoom.
>>
>>2919918
Doesn't look like it will.
>>2919447
>>
>>2919918
I tried ChocoDoom and it crashed under a minute of me playing the level. If you want a limit-removing source port that still somewhat feels like the vanilla game, you'll have to use PrBoom+.
>>
>>2919918
Chocolate Doom will crash with visplane overflows. You can use Crispy Doom though.
>>
>>2919924
>>2919927
>>2919931
>>2919932
Thanks all, it seems like it's finally time for me for me to set up PRBoom+
>>
What's the source of the infamous "UUUUUUEEEEEEHHHHH" sound effect
>>
>>2919972
>infamous "UUUUUUEEEEEEHHHHH" sound effect

Not that infamous, since I have to ask what you're talking about.
>>
>>2919996
The wall humping sound I assume.
>>
>>2917607
I think humans intuitively will deify any living civilization if it came from another planet or dimension. It mainly depends on the cosmology of the doom universe, if its "atheist", then the new dimension would serve as hell. Also depends on if there is some occultacry ruling UAC that intended on this happening all along. Who brings candles and chainsaws to mars? You could say that the mortal dimension was warping into hell, but my theory is secret NWO type people in the UAC put down all the symbolic demonic textures installed into the bases to help with the magick.

The scary thing is there is no heaven, and "satanism" is defined as being an opposing force, so the antagonizing force wouldn't be strictly satanism if there was no heaven dimension to oppose it, it would more be a filter of human understand dressing up these aliens. Since most of the aspects of demons are symbols to teach cultural lessons, and its not like giant goat men would actually serve as efficient soldiers.

With raising the dead, the fact they come from another dimension could serve as a sci-fi macguffin, but they can also be demons to explain a fantasy macguffin.

TL;DR "legit" demons aren't real, so no they aren't "legit"

https://www.youtube.com/watch?v=vB46XpnwhrA
>>
>>2920020
>and its not like giant goat men would actually serve as efficient soldiers
I dunno
Knights and barons seem pretty effective to me
>>
>>2919996
>>2920003
i think he means the sound zombies make when they die
>>
>>2919034
I think the speed aspect is misinterpreted by many people, and I don't understand your point, serious sam isn't as fast paced as doom.

Doom is more of a melee brawl than a shooter, most of the time you are right up to hordes, and you are essentially parrying and countering while focusing more on movement with accuracy/presicion being very straightforward. There are no instances of breaks requiring precision. And I mean even if you are using guns, they are most effective close up. Shooting a supershotgun into a horde of zombies is a visceral experience, cutting down a horde, or swinging into them with your invisible hitscan lasers that seem to work best at close range.

I would argue that a big element people forget about doom is its proximity in the levels, how close the hordes are to the player, that affects it. I think this in turn allows the game to be interpreted as being faster, since everything of interest is happening right in your face and you get that feedback.

You arent just shooting and killing right away like its paintball, many enemies have alot of health and so do you, so you are essentially swinging at eachother, in strict "shooter" terms, the combat in Doom makes no sense. But even in moments of paintball, it can be "fast".

I think people throw around the fast term alot. I mean is it about speed endurance, or needing split second reactions on a dime or both? Doom is more speed endurance, you need to keep up an octane pace.

Either way the weighing of speed vs proximity is what allows doom to be so heavily influenced by the level design. Most games don't rely on level design as much as doom does, most games are just open world and have virtually zero level design. So thats another factor. Games have to respect the speed/distance/level design simultaneously if they want to think they understand doom.
>>
>>2920020

Please, tell us more about your thoughts on religion and demons.
>>
>>2920041
If I was a cyberdemon general and I saw a pack of Barons getting blown up by a single man with a rocket-launcher I would cringe.
>>
>>2919972
you need to provide us with a context
>>
>>2920061
You don't think Phobos was an inside job? Why hasn't anyone considered an occult cabal from inside UAC before? I mean would these employees even have to be possessed?
>>
>>2920070
but having credit cards disproves the existence of demons, so what could the occult cabal be getting their power from?
>>
is setting up doom on linux a pain in the ass
>>
>>2920087
./configure
make
install

If you can type those commands into a terminal, you can get chocolate doom or prboom+ running in five minutes. ZDoom is a little more involved, but it's still just literally just copying and pasting commands from the wiki.

http://zdoom.org/wiki/Compile_ZDoom_on_Linux
>>
https://www.youtube.com/watch?v=Vo7Jz4JVTk8

>>2919972
Is that the one that plays in Terry wads?
>>
>>2920096
Yep that's the one
>>
>>2920062
Note that Doomguy is the only one who had any success fighting the demons.

Do you know how wildly difficult it would be to fight off demons as a normal guy?

>Baron of Hell
>Takes five rockets to kill one
>They can come in groups of 2-25 easily
Nigga rocket launchers are single shot.

They could probably take a tank shell to the body directly but they wouldn't be able to do shit to the tank except maybe if they got up close to the side or something
>>
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>>2920096
You know, for the first 7 levels that wad feels more like avant garde art than the birth of the Terrywad genre.
>>
>>2919926
Stole code and resources without permission, did not credited authors, when confronted - put credits somewhere NOT IN THE FILE. Took him 2 years to clear out everything he was not permitted to use in the wad.

Started and deliberately maintained flamewars around his work, when confronted about it, attempted to put on a pokerface, but then did it again (this was what got him banned on ZDoom, not the suicide joke).

Also I doubt you'd link a suicidal person to a suicide guide as a joke.

Back when most ppl were thinking BD was tongue-in-cheek, he took himself and the violence on face-value and made a realgore mutator where he used images of real people guts and gore from war and terract photos, which showed people his real attitude towards gore. For him, at least at that point it was not "fun", but "serious buisness" instead.

lots of other shit he did that I do not care to remember. Oh and he's also self-admitted neo-nazi, which is not all that unusual in modern brazil though.
>>
>>2920105
I love that sound, I too want to know its orgin.
>>
>>2917928
it has to be a fucking cosmic law that blood will never get a sourceport
>>
>>2920147
doesnt he look like duke irl
>>
so, my first impressions of romero's new E1M9:
it's beautiful, the mapping is clever and fun (love that little ramp), most of the time you can't stop and think (or check the map) else the demons will tear you a new one

only thing that irked me was that some lamps were in a (too dark to see anything) area and not "emitting" light
>>
I have played Doom for quite a while, but was never in the modding scene. So excuse my newfagginess. But is there any type of survival mod, where you try to hold out as long as you can? Like waves and stuff?
>>
>>2920203
Zandronum has an invasion gameplay mode and check out Alpha/Delta invasion for it as well.
It's exactly what you are looking for.
>>
>>2920215
Alright, thanks man.
>>
>>2920203
futility.wad
>>
>>2920216
There was another one but I forgot the name of it, it had a lot of boss fights and a lot of level variety.

Note that these invasion modes do end after X amount of waves, but it's almost always with a boss fight of some sort.
>>
>>2918406
Haha. Eat shit faggot
>>
>>2918678
Except doom was never hard retard.
>>
Alright guys so I was told in my thread that is currently up right now that I can actually play heretic and hexen using a doom source port.

Which shareware wads can I use for this? I would really like to try these games out.
>>
>>2920251
http://doomwiki.org/wiki/Andrew_Stine_%28Linguica%29

Doomworld Head Honcho

>>2920331
Check the pastebin, there is a link in it to an archive of all of the full game IWADs

But if you really want the shareware wads:
Hexen: http://www.doomguy.net/download/hexdemo1-wad.zip
Heretic: http://www.doomguy.net/download/heretic1-wad.zip
>>
>>2920345
Perfect I will check out the pastebin first. Thanks
>>
>New John Romero FPS
>you play a cop who is on patrol while an alien invasion suddenly occurs
>Realizing that aliens are murdering people and committing awful crimes you decide to enforce the law
>Motorcycle driving plays into the combat
>game takes place in the 80s
>Over the top story
>Synthwave ost

Would you?

https://www.youtube.com/watch?v=Nqe7jPX6DQY
>>
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original revenant do not steal.
>>
Are there better alternatives to glquake? I tried it and it plays fine but everytime I run it it seriously fucks up my computer (explorer crashes, system freezes up and eventually goes to a black screen with only cursor visible) and I have no idea why
>>
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>>
>>2920363
>Final battle
>Alien mothership destroys town
>You ride your motorcycle up a ramp, and crash into the mother ship
>You land, do a wheelie as you shot an xeno scum in the face
>Badass one liner goes here

I'd play this
>>
Can someone PLEASE make an automap view plugin so figuring out what linedefs to mark hidden isn't such a pain in the ass?
>>
>>2920331
Get zdoom.

Then find the Hexen and Heretic Wads. They're all over the internet
>>
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>>2919817
>Also, we need a doom edit of this.

How's this, anon
>>
>>2920437
Nice
>>
>When you work out how to do deep water in hexen
wow its really easy. So many things I can do, first step: create a 90% underwater map

I'm also going to need some water enemies that aren't stalkers and can actually swim.

Gillbeasts
>>
>>2920363
So Romero's take on Duke?
>>
>>2920452
>Romero working on a new game
>Jon St. John recently mentioned he was recording for a new game

Coincidence, or...?
>>
>>2920363
This whole LOL 80s SO WACKY fad is so played out at this point it's not even funny.
>>
>>2920375
Try quakespasm. Or Darkplaces (turn off all the extra effects and it doesn't look much different from glquake)
>>
>>2920203
Oooh ooh, play Reelism! Just play it with an open mind, don't spoil yourself.
>>
Oi cunts I'm still waiting for a reason why the internet hates SgtMarkIV considering 90% of the internet acts exactly like him. Gonna give me an answer this time or just remove all my posts like fucking pussy cowards?
>>
>>2920643
HE TALK ABOUT RBUTL DUMB BAN HE
>>
>>2920437
Looks great, and saved
>>
>>2920643
No one owes you anything. Fuck off.
>>
>>2920643
Why don't you try asking on the forums he's actually banned from? Who's the real pussy coward here?
>>
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>>2920643
Dude, we've been over this subject innumerable time for years now. The discussion only leads to whining and shitflinging.
>>
>>2920660
So give me an answer why the internet hates him despite acting just like him and I'll shut the fuck up.
>>
>>2920643
I suggest you read the archives, because we have had this conversation a hundred times and we are all sick of it.
>>
>>2920643
I personally dont really care about him. I only know him from the whining that goes on here. I haven't even played brutal doom, and dont really plan to.

He sounds like a douchebag though
>>
>>2920663
"the internet" is a wide variety of individuals, most of whom have no idea who this person is.

why do you care? why does anyone care? can we talk about constructive retro FPS things instead of fangirling some modder?
>>
>>2920656
desu he is asking a fair question
>>
>>2920670
No he's not. This is the DooM / Retro FPS thread, not the Internet Drama / E-celeb thread.
>>
>>2916894
>that is nice. start reminds of Frozen Time a little bit

There are tons of maps like that, Quake comunity is a healthy comunity.

>>2919510
>this looks like a nice map.
do you play these online? is there still people playing?

You can play it in coop in coop mode. I don't think they are made to be played in competitive gameplay, but maybe there is a way.

>>2919516
>Yeah, I like them aesthetically but I don't really like Quake. And I've tried, man, I really have.

Well, to each their own. For me, as much as i love Doom, it's a refreashing experience to play those Quake maps from time to time.
>>
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>>2920376

Dear satan i want one.
>>
Should there be any reason why I can't use or open anything in GZdoom?

I can rebind the control to any key but pressing the key does nothing, not even the grunt audio prompt. Every other function is working fine.

I'm clutching at straws here. I just wanted to shoot things.
>>
>>2920376
>>2920716
This makes me think that there's gotta be ones of some of the other Demons floating around.
Also makes me wonder why they wouldn't just use these, instead of the digital models.
These would've looked a million times better, especially with the size of the sprites used on DOOM 64.
>>
>>2920668
Fangirling? Just read the question fuckwit: "Why do most people hate him despite acting like him on the internet?" I don't like him and I don't hate him either - I want to know a good reason to hate him.

The fact that he acts like 80% of internet users is not a sufficient reason to hate him or you wouldn't be on 4chan.
>>
>>2920749
read my question you shitstirring fuckboy
>>2920659
fuck outta here and go ask the places that actually banned him
>>
>>2920748
>Also makes me wonder why they wouldn't just use these, instead of the digital models.
Because you can't repose them for each frame of animation.
>>
>>2920754
do you have a pic of all the original sculpts? I cannot seem to find one
>>
>>2920758
Nope, sorry.
>>
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>>2919809
yes hell this is cactus, I lurk this topic a lot and I am still working on CH even tho very slowly.

I had completely forgotten fear was a thing cause its such underused thing, but I'll definatly add that flag for monsters that are fearless enough.

I wont touch time freeze tho as it's more used for screenshotting and bug testing shenigans from what I've heard.

I have lot of polish up things, overhauls. rebalances and some behavior changes in the bag for the next release to make this thing a tiny more up the bar from its outdated clunkiness, I just have to get some time to finish up adding few compatability related things and finish up one little... fun white tier guy before I release up the next version.
>>
>>2920753
topless kek, what the fuck dude, are you actually angry?
>>
Is there a good youtuber that does a bunch of Doom content?
>>
>>2920807
cyberdemon531 comes to mind.
He's fucking nuts but he's pretty good at the game.
>>
>>2920815
Why are all Doom Youtubers so fucking Auts?
Omegalore, Aquarius, Cyberdemon531, and Jaxoon all come to mind.

Some of the streamers are Auts too, but at least there's some nice ones available.
>>
>>2920827
Not exactly a YouTuber but KingDime is super chill.
>>
>>2920834
Not him but yeah dime is cool. He seems really shy though.
>>
>>2920827
I love how the more you watch Aquarius199's videos, the more you see his descent into autism.
The videos start out pretty normal, then his captions get exceedingly awful and cringeworthy the further you go, and then once you get to his 2015 videos, he's putting links in his videos that go to his Deviantart drawings of FNAF characters drawn as bodybuilders.
It's fucking bizarre watching a man just tumble down like that.
>>
Is it possible to make bullet puffs and/or decals that look different depending on the texture you shoot at?
>>
>>2920852
I remember seeing a comment where he admitted that was his fetish. Disgusting that he does this at his age.
>>
>>2919034
shut your mouth.

Serious SAm is a top tier series, it wasn't a massive hit because it's from a third party developer and not a multinational with tons of marketing money, what sort of point is that.

Serious sam just takes the most frantic moments from the most frantic doom wads and makes it a full game out of it, and it works... not all games have to be the exact same

and by the way there is a ton more skill involved in serious sam than the original doom wads obviously, what a stupid point of view you have...
>>
>Scythe Map 30
>over 700 monsters
>375 of which are revenants

but why
>>
>>2920878

Welcome to the bone zone, motherfucker.
>>
>>2920873
>Serious sam just takes the most frantic moments from the most frantic doom wads
But serious sam isn't really "frantic" at all, it's more about planning and tactics than the twitch reactions and precision required for hard doom wads.
>>
>>2920754
The original clay models and latex models were reposable.
>>
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>>2920881
>>
>>2920376
>>2920716

Context: Gregor Punchatz just revealed on Twitter he made a Doom 64 latex model used for the Pinky.

Rumor on the mill has it that there might be more.
>>
>>2920878
What do you mean why?
Why not!
>>
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>mfw Romero's next FPS uses the now-open-source iDTech4
>>
>>2918513
>Romero dusts off doom map dev kit after 15 years
>still got it
based as fuck
>>
>>2920130
What if doomguy is one of the next "divine mortals" created by god, like Moses or Jesus?

But instead of being able to manipulate water or heal people, he instead has the power to kick major demon ass?
>>
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>>2920878
>>
>>2920950
>revenant
>with
>jetpack

pls no
>>
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>>2920954
Anon... I...
>>
>>2920969
noooooooooo
>>
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>>2920954
Where have you been, anon?
>>
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Agitation powered jetpacks..?
>>
>>2920983
>/v/ space program
>>
so, it's been ages since I've touched Doom. I downloaded all the basic wads, and Zdoom and everything works fine except that Use/Open is not working no matter what keys I bind it to. I don't remember ever having this problem and I can't seem to find a fix. any ideas?
>>
>"I limited myself to shareware assets"
>Invulnerability in the middle of the map

Romero pls, my OCD is kicking in
>>
>>2921030
Make sure the key you bind it to isn't bind already.
>>
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Why are skeletons so cute bros?
>>
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>>2920973
hmmmm....
>>
>>2921042
just checked again, Space and O do not appear to be bound to anything else.
>>
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>>2921046
>>
>>2921037
There are berserk boxes also
>>
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>>2921061
and textures not found in doom1.wad!
>>
>>2921030
Are you binding Heretic/hexens "activate inventory item" key perhaps?
>>
>>2921071
nope, I've made sure of that. I even tried redownloading the whole thing and it's still not working. the console shows that both O and Space are bound to "+use" so I really have no idea what the problem is.
>>
>>2921069
oh well i guess everyone who wants to play Romero's first map in 20+ years will have to pirate doom.wad.

what a shame.
>>
>>2921046
I dunno.
>>
>>2920146
Draw request: Satori with a cacodemon for a third eye
>>
>>2921079
Post your .ini ?
>>
>>2921079
Just to isolate the problem, are you running a development build or the ancient "official" 2.7.1?
>>
anyone else going to keep e1m8b as a complete replacement for phobos anomoly in their normal playthroughs?
>>
>>2920753
>>2920749
You (and the likes of you) have been answered thousand of times:
NOBODY CARES about mark.
Also nobody cares about DoomRetro and lots of other shit that only gets discussed here if something significant comes out of them.

People get angry at you because you keep pestering them with pointlless questions that already have been answered.
>>
I'm having kind of an unusual issue with Doom right now. I redownloaded Doom along with GZDoom so I could play Romero's new map, I started the game up, got my settings the way I like them... But I'm entirely unable to interact with anything, I bound E to be my "Use" key, but it won't work, can't open any doors or hit any switches at all. What gives?
>>
>>2921114
press enter on the keybinds and then backspace to completely clear them. Try rebinding everything
>>
>>2921116
Nope, nothing. Still can't interact.
>>
>>2921090
I wonder how's his "aaa" would sound...
>>
>>2921030
>>2921114
Two at once? What is going on!?
>>
>>2921082
:(
>>
>>2921127
Could it possibly be the latest dev build of GZDoom that's causing it? Because that's what I got.
>>
>>2921127
no clue. I've tried deleting everything and reinstalling everything, but still no dice. I'm using Zandronum right now, and while I'd prefer to be using zdoom, I can at least open doors now

>>2921131
I downloaded the lastest version of zdoom. that may be the issue
>>
>>2921136
No issues here, downloaded ZDoom just yesterday. Version 2.7.1.0. Does the path to your zdoom contain spaces?
>>
>>2921138
See that's not the latest version, 2.7.1 is years old.
>>
>>2921141
well okay but that was on the main page
>>
i just built:

ZDoom 2.8pre-2070-ge6b6fd7 - 2016-01-16 16:31:20 +0100 - SDL version

(on linux) and started with a blank config, and space worked as a use key. so i don't know what's going on. Works For Meâ„¢
>>
who would've thought romero's newest map used a_setspeed
>>
>>2921142
I know. The lead developer has refused to make any version since then "official".
>>
>want to try Hideous Destructor out, no other wads loaded aside from Doom 2
>gives me some shitty error about actors
Uh-huh.
>>
>>2921154
see >>2921141

get a dev build
>>
>>2921164
Anon, the guy withOUT the dev build is the one with no problems. Seems something was broken last patch.
>>
>>2920807
how about ICARUSLIV3S?

> https://www.youtube.com/watch?v=vngkUmFfyOE
>>
Why do we hear so many of the same songs in different wads? Is there some sorta Royalty-free Doom MIDI site?
>>
If I want as close to a vanilla experience as possible, but I want to play on a modern resolution, what sourceport should I use?
>>
>>2921282

Chocolate Doom, yo.
>>
>>2921283
Chocolate doom only runs at doom's native resolution though, yeah? I wanna play at a modern resolution.
>>
>>2921282
>>2921286
You check out PrBoom+ at all yet?
>>
>>2921286
not sure what you mean, chocolate doom runs fine at any resolution your video card can handle
>>
>>2921297
I'm not too familiar with it so I may be wrong but the one time I used it it only ran at 320x200 stretched to match monitor, yes? I want a higher rendering resolution like modern sourceports such as ZDoom for cleaner graphics but without all the extra fluff those sourceports have.
>>
>>2921221
>That gamma
>Those filters
Nope
>>
>>2921304
oh right with you now. yes it scales up. anyway you can try crispy doom, it's basically vanilla + limit removal + high resolution.
>>
>>2921315
Alright, I'll give it a try. Thanks.
>>
>>2921313
It's such a shame it's not possible to apply trilinear filtering to TEXT ONLY.
>>
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I've been fucking around with some resolutions, and I've come across a little oddity here.
I can't tell which of these is the proper scaling for DOOM.
I always remember it being around what the 1280x960 resolution shows, and it seems to me that the 1280x1024 stretches the screen upwards too much, making everything way more thin than it should be.
Anybody know which one is correct?
>>
>>2921337
the 4:3 one is correct
>>
>>2921221
"god mode orb"
can't count
lacks basic game knowledge
dubstep intro
>>
Can I ask why the fuck Scythe is so highly rated?
Everything after MAP 20 is an absolute shitshow.
>>
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>>2921442

He did GMOTA justice though.
>>
>>2921481
Same reason Plutonia is highly rated. Its super hard and people like a challenge. Anyway as has been pointed out before, the text file tells you to turn the skill level down at MAP21 unless you are a Doom-God. So don't blame the WAD because you're too lazy to read.
>>
>>2921481
Because levels being small means I actually have patience to finish them.
>>
>>2921481
Normally I'd say "git gud", but I actually have to agree with this one.
>>
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>>2920437
Perfect in every way.
>>
>>2921507
Then I'll tell you to git gud.
>>
>>2920479
I don't think you really understand what the fad is all about.

It's more about a neo-futuristic vibe that's inspired by the style and aesthetic of the 80's, plus good synth.

https://www.youtube.com/watch?v=swBNVi10irc
>>
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>scythe map22
>>
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Any way I can get PrBoom+ not to have colours so washed out?
>>
>>2921614
press F11 a few times
>>
>>2921606
man the fuck up, nigga
you ain't even at the rough parts yet
>>
>>2921617
Shit thanks man.
>>
why is UV considered the "default" difficulty. isn't it meant to be the hardest? not normal?
>>
>>2921646
Because Doom and Doom 2 only start becoming remotely challenging at UV.

Personally, I'd add a UV-fast option to the skill menu, but oh well.
>>
>>2921646
It's somewhat default because it has more enemies, while it isn't nightmare, it can present a challenge in many maps or sometimes still a breeze on certain maps.

>>2921657
Kinda easy to just set fast monsters on when you're using a engine like zdoom or w/e, so it's not really necessary.
>>
>>2921657
Maybe I'm just a shitter, but yeah DOOM 1 is pretty easy on Hurt Me Plenty but I don't feel the same way in DOOM 2. I feel like the difficulty curve of the games are linked together and DOOM 2 picks up where DOOM 1 left off and continues to get harder and harder until it's actually really really challenging even on Hurt Me Plenty.
>>
>>2921534
Speaking of that, violence.wad is a must play if you love Doom and synthwave.
>>
>>2921668
>Kinda easy to just set fast monsters on when you're using a engine like zdoom or w/e, so it's not really necessary.

Makes it easier to access for people who don't know command-line flags or console commands (ie. people new to Doom).

And it's a change that takes, what, two minutes in MAPINFO (for ZDoom)?
>>
>>2921682
Man just because people prefer options to actually be in the menus doesn't mean they're new. I was playing doom when it was new (admittedly I was a small child but still) and I'm of the opinion every option available should be put in a menu. You shouldn't have to bother with command line garbage.
>>
>>2921704
You would *hate* ffmpeg.
>>
>>2921713
I've tried using it. I do hate it.
>>
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>>2921442
> dubstep intro
do you even know what dubstep is?
>>
>>2921724
of course not
do you not remembe the doom 4 music discussion
>>
>>2920716
And here I was thinking the Pinky Demons looked smooth in D64, but it was just the digitization and compression. From what little we've seen of the Pinky Demons in Doom 4, they look like a mixture of the glowing eyes and big ass face of the original with these bastards.
>>
>>2921481
>>2921507
I agree as well. I still think both Scythe wads are good overall though. It's just that they both have a whole lot of awful gimmicky levels that most of the time for me just aren't that great.

Scythe 2 is the better of the two. Especially the first few levels.
>>
>>2921606
LITERALLY ONLY GETS HARDER.

https://www.youtube.com/watch?v=HmQO_qQTpf8
>>
rip doom thread

long live the next doom thread, y'know, soon-ish
>>
New thread when?
>>
>>2921646
The iwads (excluding Plutonia) were generally pretty easy on settings below UV for most players. So people got attached to UV. Problem with such attachment though is that when maps are made significantly harder than the iwads, there are people who would rather iddqd and complain that the map is too hard, then actually switch to a lower skill setting.
>>
>>2921957
or you could savescum until you beat the map(s)
>>
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>>2921960
I'M NOT NO FILTHY CASUAL
>>
>playing Scythe for the first time
>reach MAP30
>AAAAAHHHHH
>manage to beat it after somewhere around 30 tries
>final kill tally: 666/783

Never was there a more fitting end to such trial and AAAAAHHHHH-ing
>>
>>2922021
That map took me forever to complete too
>>
Pistols starts or keep inventory for Master Levels?
>>
>>2922241
I hope you're playing them on the PSX TC otherwise they're not that interesting desu
>>
>>2919213
what does brown rifle do again
>>
>>2922302
What about that makes it more interested? I don't know anything about the PSX TC
>>
I've been playing Doom in the Windows 95 launcher that comes with the shareware version. Mouse option doesn't work and resolution doesn't go over 640x480, 640x400 doesn't work at all, and there's no way to have a fixed aspect ratio.

What's the best source port that matches Win95 but gives it higher resolution with fixed aspect ratio, has mouse support, and doesn't have a bumfuck amount of options like ZDoom? No jumping and ducking and shit. I'd like it as vanilla as possible, but still look nice.
>>
>>2922330
CrispyDoom?
>>
>>2922330

L I T E R A L L Y PrBoom+
>>
>>2922329
shrug

the sound effects and aubrey hodges music kinda ties it all together

plus I look at the name of the levels and immediately think they are ominous enough to deserve the spooks treatment
>>
>>2922302
IMO, the maps by Jim Flynn and Sverre Kvernmo are actually pretty good.
>>
>>2922330
Crispy Doom and PrBoom+ are good options.
>>
>>2921949
This. We're on page 9.
>>
>>2922665
sorry i'll do it now. it was too early when i went to bed (page 5).
>>
NEW THREAD

>>2922693
>>2922693
>>2922693
>>
>>2920643
It's one thing being successful, it's one thing being an asshole, but if you're both (but not a billionaire/american, just successful in a niche or a community) you will be fucking hated.

Some people just don't like him as a person. Some people are jealous, some people hear shit talked about him on the internet and think that it's true.
>>
Why do we hear so many of the same songs in different wads? Is there some sorta Royalty-free Doom MIDI site, cum brothers?
Thread posts: 583
Thread images: 109


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