DOOM THREAD / RETRO FPS THREAD - Last thread >>2907693
Mostly Doom, but all retro FPS welcome
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===WHERE DO I GET WADS?===
So You Want To Play Some Fucking Doom? (v6b)
/idgames torrent (as of 2013-11-25; 12GB): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent
## Our WADs can be found here! ##
## /VR/DOOM COMMUNITY PROJECT ##
Make a Boom map for Doom 1.
[01-13] New versions of Mainframe (/vr/E1)
[01-11] The /newstuff Chronicles #489
[01-10] PrBoom-Plus 18.104.22.168 released
[01-09] Doom Retro v2 released
[01-08] Gameinformer talks Doom for about 17 minutes
[01-06] Gameinformer article on Doom4
[01-06] Anon map release: A Morte (for Hexen, early WIP)
[01-04] Anon mod release: Gun Godz adaptation (alpha)
[01-03] Anon mod release: Custom difficulties
[01-01] Demonsteele v0.9 released: new character, lots of bugfixes
[12-31] Brutal Doom v20b + starter pack released
[12-30] Anon map release: Engineering Deck (for /vr/E1)
[12-30] Anon map release: "just a big room with a cyber demon on steroids"
[12-29] Anon map release: Wait What
[12-27] Arcane Dimensions released (Quake)
To submit news, please reply to this post.
>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.
>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.
GMOTA, my friend is the closest you get.
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?
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
does shopping malls count?
I heard the Temple of the Lizard Men 4 is being made, but there wont be any lewds.
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.
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.
The spider mastermind died for this
That's from ZBlood, so kind of. But speaking of porting Blood maps to Doom, has anyone seen this?
Apparently you can load maps directly from Blood's files into Doom through some hackery. Fucking bizarre
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.
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
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.
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.
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)
"You cannot defeat me!" (during the combat)
After you've killed it:
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?
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
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.
>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.
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.
Would it be possible to combine DoomRLA (without the monsters), Colo(u)rful Hell, and Oblige together? Or does DRLA require the monster wad?
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
>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-"
>new area filled with monsters and a BFG
>"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
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
>Realm667 HDoom sprites
I say the Spider Mastermind made an excellent sacrifice, I see some great potential going on here
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.
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 Cloudwas wearing?
Down to the brand-name and everything?
We've investigated all the guns, why not the gloves which held them?
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.
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.
>I headed to chocolate-doom.org but the website looks dead.
it's not. what did you do wrong?
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 ===
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.
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.
>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.
>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?
could someone help me organize this mess?
how do you keep your wads?
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.
well, it finally happened. john romero just made me his bitch.
>Tfw you just said "Yeesssss!" out loud after finding a big secret.
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?
>BEING ROMERO'S BITCH
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.
Post YFW when Romero reveals that what he means by "warm-up" is that he's been the map designer for Doom 4.
If that's true, then maybe the average modern FPS player will need to
He was kidding, don't worry my friend.
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?
>Others Files By Author : doom1.wad, doom2.wad
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.
>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.
This is pretty fucking good
maybe he will not be the direct map designer, but maybe he will release a whole series of maps via snapmaps?
yes, i prefer mousewalking from years of habit
yes, jumping breaks most maps, they're not designed to take it into account
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.
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.
>think the level is over
>it keeps going on and on
I want to get off Mr Romero's wild ride
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
I only enable these if the map specifically says they're required. They're just not DooM.
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.
>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
I KNEW he was going to fuck my shit up at some point, i just knew
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
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
>A bit harder than i expected but it was fun , Wasted a lot of HP on those damaging sectors :P .
>In the pre-bugtest version, all damaging floors were of the -20% variety. Just imagine...
>drop down to the baron space
>see two huge red portals
>baron aggro sound
Guys, Romero isn't going to be making more DOOM maps.
He's making a whole new game.
>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
Whatever he's making, it's going to be balls to the wall.
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.
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.
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!")
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.
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.
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!
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.
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
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
>>He's stated before that with modern computers, a new FPS should be 10x faster than the original DOOM
I hope he succeeds with that.
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.
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.
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.
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?"
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
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.
just fuck my shit up senpai
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.
Here's the new article.
We've got Teleporters, Jump Pads, The Summoner, Colored Skull Keys, and hard to spot Spectres.
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.
It quickly becomes apparent that I need a loadout that starts with a radsuit.
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.
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.
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.
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.
This room was fun to clean out. Wish I'd recorded it in motion.
I like the speed of Doom just fine personally.
>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.
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.
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
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
Cheeky little bastard caught me in the middle of reloading my SSG.
>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
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.
That was awesome to say the least. Great fun to play and some nice visuals.
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.
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.
>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.
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.
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.
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.
That part was a pain in the ass. Got the red key now though. We're getting there.
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.
I hope so, I'm just worried the Archvile will be one of the demons getting cut.
>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.
I mouse turn, but thats it. Used to keyboard only back when i first played in the late 90's/early 00's.
There are hardly any maps that intend its use, compared to maps that don't. So generally, I don't jump.
>Cannibal mutations, carnivorous aliens, and evil spirits are your only neighbors.
...Horrors of the warp, anon.
Horrors of the warp.
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.
The final battle. This was quite the spectacle to behold.
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.
I'm new to this doom modding thing, and I was recommended a mod called "Psychic." Is it any good?
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.
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.
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.
Get fucked you freedom hating commie, America No.1!
You're making it pretty clear that you don't know why people hate Brutal Doom, anon.
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.
What do you mean by this Romero?
ROMERO WHAT ARE YOU WORKING ON?
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
>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.
Someone in the comments posted this:
>sadly you're not making the new doom :/
That is the only reply Romero favorited.
Romero is up to some sneaky shit.
You're starting to sound a little red there, boy.
Also, we need a doom edit of this.
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.
Racist? Context? I'm curious, I know he's got the ego, but this I have to know.
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.
>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
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.
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+.
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"
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.
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.
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
You know, for the first 7 levels that wad feels more like avant garde art than the birth of the Terrywad genre.
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.
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?
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.
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.
Doomworld Head Honcho
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:
>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
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
>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?
>Also, we need a doom edit of this.
How's this, anon
>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.
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?
Dude, we've been over this subject innumerable time for years now. The discussion only leads to whining and shitflinging.
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
"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?
>that is nice. start reminds of Frozen Time a little bit
There are tons of maps like that, Quake comunity is a healthy comunity.
>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.
>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.
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.
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.
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.
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.
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.
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...
>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.
>mfw Romero's next FPS uses the now-open-source iDTech4
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?
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?