DOOM THREAD / RETRO FPS THREAD - Last thread >>2916849
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.
[01-16] Original sketches of Spider Mastermind and Revenant
[01-15] Tech Gone Bad, a new map by John Romero.
[01-13] New versions of Mainframe (/vr/E1)
[01-11] The /newstuff Chronicles #489
[01-10] PrBoom-Plus 126.96.36.199 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)
To submit news, please reply to this post.
If anyone wants to beef up their difficulty like one anon posted about a couple threads ago, don't be afraid to give this a shot. I renamed the difficulties to Doom 64,
removed Nightmare because I don't play it admittedly, and added Critical Mode and Contra Hard! difficulties.
I'd release this sky pack too, but I don't have anything for Episode 2 unfortunately and after a GZD update at one point, the ACS that an anon helped me with for an animated sky in Episode 4 completely broke.
I'm really starting not to like Scythe.
It just feels like "throw ridiculous amounts of strong enemies at player" later on. Which seems horribly lazy and uninspired to me, so I don't get why this gets a free pass.
I didn't realize they posted it right there in the news post
Goddamn I am blind, I only noticed the album when someone added it after I made and posted it here and at Facepunch and Doomworld
did you turn the difficulty down like the text file tells you to?
I'm in the middle of playing this
Why do I never hear about this game? It's insane, especially for 1996. Interconnected hub world system rather than individual levels, interactive NPCs, shops that sell armor/weapons/ammo, non-linear missions and optional side quests that can be done in multiple ways, stealth and RPG elements, great weapon selection, badass sci-fi/medieval hybrid theme, comfy rebel uprising plot
It's like an early Deus Ex with more action and made on the Doom engine
Yeah, that's what I'm playing. Saw it on sale for like $2.50 so I bought it and gave it a go. Turned out to be a really awesome game.
Long time no play, but I have beat it like twice.
I remember it having a storyline and a non-linear world... But I don't remember the quests being non-linear at all - and were there even sidequests? I can't remember any.
The power station mission at the beginning is one example. You can go in guns blazing or you can do it without shooting anyone or tripping alarms. There's also some optional missions you can take upon yourself to do like freeing some prisoners in one of the Order bases (not the starting prison quest). Some quests you can do out of order and apparently have different endings based on how you do things.
I want to add custom keys to a wad that show up in the inventory status bar.
However, with +INVENTORY.INVBAR and the custom inventory sprite chosen, the sprite will turn up in the upper left corner of the mugshot. I know I have to enter offsets for that graphic I suppose, but even then the mugshot still gets disabled. Any way around that?
was stuck in sunlust map 7
I couldn't get the door open and I had killed every mancubus and arachnid that I could find
there is a place behind a window I can see but couldn't gain access to
I watched a video on how to beat it and only way to complete it was through a secret?
is this level poorly designed or am I just stupid
when you kill all the arachnotrons, the pictured exit door opens. this is achieved by a complex set of voodoo doll and monster on conveyor floor trickery because without scripting you can't change the linedef action activated by arachnotron deaths on map07. it is further complicated by a desire to have the map be able to be exited even if run in -nomonsters.
if it didn't work for you i suggest you have some mods loaded that are breaking it somehow, because although apparently complex and fragile it does work perfectly well in prboom in the appropriate complevels.
well both and neither
I now know where all the secrets are because of the video but beforehand how could have I known some of the required monsters are in secret areas
it works correctly but I don't think anything required to complete a level should be hidden
some of which are really hard to find
i can confirm the map is exitable with 0% secrets (used god mode for expediency).
yes. killing all the mancubuses is not needed to exit the map. only to access the secret BFG (and large but optional battle with a hundred revenants).
> complex set of voodoo doll and monster on conveyor floor trickery
The reason being that they want to keep these map (PR)Boom compatible?
Is that a general thing with the DOOM community?
>Is that a general thing with the DOOM community?
there is a subset of the community that cares about making maps that can be recorded as demos. i wouldn't call it a general thing, it's probably a majority (but not a ubiquity) on doomworld, but is nonexistent on zdoom.org or zandronum.
What are some good wads/mods/whatevers that add more monsters?
I've been using Doomrl monsters but it has issues
Project Brutality new release coming out within 24 hours if anyone gives a fuck.
I'm not normally the type to do all the silly "get hyped" shit, but hear me out here. I've been thinking about this for longer than is probably healthy and I'm running low on sleep. The people have to know.
>4 years ago, a user named "romero" registered on the ZDoom forums and made a single post asking about getting in touch with ZDoom developers. He left his personal email address and didn't reply to the thread or make any other posts on the forum. Graf confirms that it is indeed Romero and says he's looking to contact Randy. Randy being the elusive shut-in he is, I don't know if anything came of this.
>We've known Romero has been working on a new FPS for some time now
>A couple days ago he makes a Doom map "as a warm-up", tested in ZDoom and Crispy Doom (Ling's port of choice, I would guess. Romero's always said he prefers Doomsday.)
>says he's going to be doing a whole lot more mapping, but is ambiguous as to what the maps would be for
>various hints on social media >>2919890
I've never worked with other engines, but my understanding is that basically none of their editors work anything like Doom Builder. Why would he make a Doom map instead of getting familiar with more modern editors, unless his new project would also be using Doom tools? Pure hypothesis here, but I think GLOOME/GPL-GZDoom has attracted the highest possible client. I think his new FPS is being made on the Doom engine.
- same old weapons with some tweaks
- flipping off button
- allied marines
- all the bits from BD
- every monster has at least 1 variant or more (zombiemen can have pistols to rarely plasma rifles, 3 types of Caco, cyber Hell Knights, Baron Centaurs, Dark Imps, BFG wielding Mastermind, Railgun Revenants, flying Arachnotrons, Acid Mancubi, Ice-Viles and so forth)
- enemies have new behaviours such as zombiemen throwing grenades, Jetpacking Revenants, Ceiling-crawling imps, Pinky can eat imps/zombiemen to regain hp
- press v to slash with machete
- about 30 weapons ranging from pistols, revolvers, smgs, carbines, miniguns, auto-shotguns, plasma-thrower, cryorifle railgun, 3 kinds of BFG and a demon-tech rifle that uses the souls of demons you've killed
- all these weapons have an alt-fire and a tertiary function which usually dual wields, changes ammo type or firing mode
- you can customize literally everything, such as which new behaviours monsters perform, which weapons are allowed and which new monsters appear (and in what order)
- rare consumable items such as medikit, sentry gun, mines, beacon that summons 3 marines, and some other stuff
- after all this its all fairly balanced with a Dynamic Progression algorithm that ensures you aren't overpowered too early and that OP monsters dont appear too early
I'm sure there's some other small bits but that's most of it. The imminent update will be adding a shitton of bugfixes, drastically better performance (as in stable 60fps on 500 monster maps), new enemies like a flamethrowing zombieman and rare jetpacking zombieman and some other goodies I don't remember.
Exactly opposite. Besides,
bulletsponge is not balance
enemies that one-shot you is not balance
It's imposible to keep things balanced with a randomiser on maps that were not supposed to have it.
It also breaks loads of shit, including monster kill switches and some often used gimmics, including some voodo doll behaviour for some reason.
It also prompts enemies to infight more when they were'nt able to previously, this for instance breaks some scythe 1/2 maps, sometimes making them autofinish in ~30 seconds.
tl;dr It only works properly on vanilla-ish maps with no complex gimmicky scripts involved. Thing is most fun wads have such levels.
It's only a randomizer on specific monster spawns. PB will never swap out an Imp for a Hell Knight or a Pinky for a Mancubus. The only randomizer is whether the vanilla mancubus will become an acid mancubus, and I've even seen 2 vanilla mancubi swapped for a single Volcabus (Unmaker Mancubus). Same applies to other monster types.
I'm also still yet to see BD or PB breaking triggers on maps they should work with. If you're pairing BD or PB with something like Ultimate Torment and Torture well then you're a fucking retard. Anything that changes monsters won't work correctly with a wad that has its own dehacked patch.
Not to mention if you find it too difficult or too easy, not only can you choose between about 9 difficulties in PB, but you can customize weapon availability, monster abilities and monster variety. So any problem you may have with balance you can address yourself. So your argument is not just invalid, but also retarded.
POST MUSIC THAT GETS YOU IN THE MOOD FOR RIPPIN AND TEARIN!
KMFDM - Mini mini mini
Ministry - Jesus built my hotrod
Rob Zombie - Dragula
Correction: this mod does not do that.
Well, it spawns different monster variations in groups, adn those monster variations do infight, and im pretty damn sure Scythe 1/2 does not use any custom monsters, yet in several levels infighting starts right as you enter the map, and level autofinishes some time after that, because for some reason voododoll-reliant scripts get activated.
i dunno ask painkiller (not gonna remember/type in stupidass 1337 2p33k)
Here's a cut enemy from Doom 64.
I think you'll like what's next.
>Ling's port of choice, I would guess.
His bug test notes said he used it because it's limit removing without adding Boom additions and so forth, so he could make sure the level was beatable on a port that didn't include them.
>Been making maps for two years now
>Still not happy with anything I make
>Think my maps look like shit
>Think my maps play like shit
>Don't even finish most maps due to loss of inspiration
How do I fix this?
speaks for itself really
thanks to whoever used my shitty drawing on the OP on the last thread
feels good man
How do i get good at Duke Nukem? I find my health goes down extra quick. Not even sure what I'm doing wrong, aside from getting hit.
Duke Nukem, after the first episode, is a little bit
shit.Especially with all those little bastards that fly at you and explode. Play Shadow Warrior instead. Or just decrease the difficulty, if you absolutely MUST play the D00k.
The thing about Duke 3D is contrary to the image of Duke as a guy that wades forward into battle and shrugs everything off as blaring rock plays, very little is actually...like that.
Most of the time you have to play extremely cautiously, peeking around corners and dragging enemies around one by one. Take note of the hitscanners and take care of them first.
What would even encourage the careless "run in and fuck everything up" playstyle?
I'm thinking a damage reduction (and maybe slight regeneration/vampirism) effect that kicks in, and gets stronger, the more enemies you kill in a quick timespan. Basically, kill to live.
that is pure cancer, anon.
Balance matters a fuck ton...just look at the GMOTA guy and his endless tweaking and fiddling with shit.
If the game feels unbalanced people pick up on that shit right away.
>What would even encourage the careless "run in and fuck everything up" playstyle?
While I don't have the answer to this question, I think that Doom actually caters to this playstyle more than Duke Nukem 3D for reasons I'm unsure of.
While often times you need to be very careful in Doom, I find myself in extremely hectic situations in which I'm forced to run around frantically and kill a ton of shit as fast as possible far more often on UV in Doom 2 than on it's equivalent difficultly in Duke Nukem 3D. It may just because I'm better at Doom, though.
or look at samsara in its early heydays
samsara was known and praised for being ludicrously balanced, complete with several threads digging and comparing damage numbers (i think there's even a .pdf floating around now?) and nobody able to decide on a single general tier list because everyone was so viable
addons and zandro updates kind of broke things, though
what a shame
Chiming on on GMOTA's balance. Or overall quality really, the creator has the rare ability to understand when "less is more" - unlike Demonsteele, which while it has a lot of really cool content there's too much overlap and needless complexity.
I would actually call that one of the biggest flaws of GMOTA, the constant reworking and removing and redoing.
In Demonsteele, things generally stay the same outside of additions. There aren't any massive gamechanging rehauls from version to version.
I really like both mods, though.
You have to learn the behavior of the pig cops.
Never face off with them, give them a quick shotgun blats then duck back behind cover. It's easy once you get the hang of it because they always go prone before they shoot and then often just keep shooting for a few seconds. Just wait for them to stop.
If it was a solid hit, but not a kill...and you feel the need to conserve shotty ammo (because it's pretty much the best weapon) you can finish them off with 2 or 3 hits from the pistol. It's just my tactic...save up your shotty ammo for the parts where it's best to just spam it, like you go swimming and oh look...5 octobrains.
or the chaingunner commandos, best to finish them off quick with the shotgun.
otherwise with the grunts, you can just dodge and weave all day, eventually you'll get to where you can just kick them to death if you really want.
wrong. the level design for every episode is awesome, especially the second. sure the suicide drones are a shit enemy, but they do not ruin the game.
Well I never played GMOTA during early development so I have no perspective on that. As it is right now, it's tied DRLA for "best gameplay mod" imho. P:MSX could be up there if it had been further developed a bit.
So what do you guys actually think of Romero's level? I really enjoyed it. I wasn't amazing, and had a few iffy bits, but overall I really enjoyed the experience. The final room was great, too. Really gave me a amped up E1M8 feeling.
Fuck yeah, new Lainos map.
He and his Russian Doom Clan buddies can make some kickass maps. Highly detailed while still being able to maintain good gameplay.
As the creator of GMOTA. I don't think it's very balanced. Also I hate that asshole you posted with his stupid smug cackle and the fact he throws you around.
I've actually been wanting to slim down GMOTA for awhile now and remove some shit to make it more cohesive. But I'm pretty sure term would bust my balls, and I'd wind up upsetting a lot of people. I understand I fucked up there, in the mod's early days I got fed up with people constantly remarking how lacking it was, so I said "fuck it" and dumped every idea I could think of onto poor Blaz.
If I could have my way without causing any fuss. I'd remove the dart mode, put the sword throw as a more streamlined mechanic, and possibly remove item crashes.
This is why I've been putting off adding kustam. I've been thinking about him a lot and writing shit down before doing anything else.
But hey. GMOTA is my first project, and it shows
I think the dart mode just needs it's own ammo. And then not much. It's strong, but it could be balanced by keeping ammo scarce.
maybe just remove the cluster missile too. It's just too strong.
it looks cool as fuck, but it's OP.
>But hey. GMOTA is my first project, and it shows
No, it really doesn't.
>If I could have my way without causing any fuss. I'd remove the dart mode, put the sword throw as a more streamlined mechanic, and possibly remove item crashes.
I haven't played it enough to really have a specific opinion on these things, but the biggest issue I have is that the gauntlet just isn't very fun or satisfying in any mode that doesn't require energy.
On another note, something I really wished GMOTA (and many other gameplay mods) had though is a comprehensive guide in a text file or whatever that explains the various modes, attack buttons and functions the player has access to.
That was one of the core things about GMOTA though: Ammo's not really a thing you have to worry about, it's all mana based, and said mana can be gained by attacking monsters.
and yeah I'm going to fucking tone the cluster missile back, I took a look at the POW'd up cluster missile again recently and I nearly had a fit, was I fucking drunk when I decided that was a good idea?
>but the biggest issue I have is that the gauntlet just isn't very fun or satisfying in any mode that doesn't require energy.
Admittedly, that's kinda the point, Blaz's strong point is his sword, the arm cannon is only meant to be an option when you can't reach things with your sword.
and yeah, whenever I finally get my shit sorted, I'm gonna include a manual of some kind.
and it does show if you take another look at it, it suffers from that "let's just dump everything in there" mentality that new and inexperienced modders suffer from
>Admittedly, that's kinda the point, Blaz's strong point is his sword, the arm cannon is only meant to be an option when you can't reach things with your sword.
I wasn't talking about effectiveness (since the knife spray thing eats cyberdemons for breakfast) but general 'feel'. There's no reason for a weapon to be less fun than it could be.
Not sure what I can do there, I've been toying with the idea of tweaking the buster a little, removing the mid charge shot and making the primary, uncharged shot like a combo thing, where as you tap the fire button, you shoot like, 3 normal little shots and then finish it with a mid shot.
Tweaking the sound effects to be a bit meatier would go a long way. Like a more percussive burst like machinegun fire for darts, and the other mode's sound sped up ~50% and overlaid with a laser PEW! or something. This isn't my area of expertise, just a general feeling that the gauntlet feels kind of dry compared to the awesome and visceral standard sword's sounds and visuals. Having the recoil frame offset downward rather than up and to the right might help too.
I'm still not even sure if I should keep the darts, but I'll look into adding a percussive sound and fuck around with the firing sounds of the buster.
What exactly do you mean by recoil frame though? Like when Blaz's arm is raised as he starts to shoot? I did that intentionally so it doesn't look like he's got his arm outstretched the whole time.
I seriously cannot comprehend those who claim a female Archvile doesn't make sense
Bobby Prince used the voice of a crying little girl saying "why?!" for the Archvile's death sound.
And don't get me started on the fan art. Do I even need to mention the fan art?
I still remember the fan theory that the Mother Demon from Doom 64 was some sort of evolved or mutated Archvile, seeing as they both have fire-based powers and a knack for resurrecting demons (albeit Mother Demon seems to act on a broader story scale since they don't actually do it in-battle).
Any updates on the anon that was making a stupid wad about eating all of the WHIR? That shit was funny.
I actually own the models.
I also own Greg Punchatz.
He's chained up under my desk right now working on recreations of each and every model.
If he doesn't get them finished within twelve sleeps, it's five whips of the Schwankus Stick again.
>I've also been toying with the idea of inflicting a small speed debuff when firing the blazter
I play GMOTA a lot and this sounds like a TERRIBLE idea.
You shouldn't cut speed from the player in Doom unless it is getting a payoff or you are designing a gameplay mod around a slower pace.
I also use the mid charge shot a fair amount so I'm not sure how that would pan out.
If anything, changing the standard shot into forcing a midcharge buster would make it harder to generate a full bar of red meter against some sturdy monster.
So it's not a bad idea there.
Just don't cut the speed of the player unless it's giving an advantage to do so.
The mid shot actually generates like, triple the mana of an uncharged buster shot though.
As for the speed penalty thing, the only reason why I've been contemplating it is due to how good the Blazter is, you could pretty much rock entire maps using nothing but the arm cannon, its subweapons, and the heavy cannon mode alone.
Blaz was never supposed to be this good at ranged combat.
>I'm still not even sure if I should keep the darts
I have no particular love for them (stylistically speaking).
>I did that intentionally so it doesn't look like he's got his arm outstretched the whole time.
I understood that, but looking through the actual frames I see that GFIRB0 -GFIRE0 actually do recoil when shooting. I registered it as being part of the same motion that brings it up while playing.
>I've also been toying with the idea of inflicting a small speed debuff when firing the blazter, mainly to discourage using it at close range without resorting to self damage.
You could just make the projectile do less damage at short distances?
I don't think there's a way to actually do that unless I make the projectile start as a weak one at first, then spawn a -different- projectile with the same velocity and direction. Plus it'd be weird to convey that to the player
>The mid shot actually generates like, triple the mana of an uncharged buster shot though.
The little shots do so little damage you can get full meter from something like a Hell Knight or a Baron or a Cacodemon
As for weakening the cannon in general you can
>Make the shots take more red meter
>Reduce meter gain
>Reduce damage output
Slowing him down won't really change a player's mindset with it because projectiles shot at the player are linear for the most part.
The player doesn't need to make wide dodging movements a lot of the time unless there's a wave of bullets coming. But since they aim directly at the player you can do bullet herding pretty easily if you desire.
well if I make uncharged shots into a combo thing, it would mean you'd be able to generate energy at a comfortable rate but not cheese off a single monster, and most of the sub-shots take a shitload of energy as is.
Reducing damage output doesn't sound like a great idea either, but I might lower the range a little more.
I've actually never used that particular flag for something like that, there's still the issue of conveying this.
I could always make the projectiles do random damage, but I feel part of GMOTA's charm is the fixed damage values.
> it would mean you'd be able to generate energy at a comfortable rate but not cheese off a single monster
This is what I was thinking when you said it forces mid-charge shots. It would make it so you can't just turn anything into a battery when isolated.
I was just thinking of ways to emphasize more melee focus for Blaz.
If you make new characters for GMOTA I'd say Blaz would be the all rounder right now.
Oh, shit my bad, I guess my reading comprehension is awful.
I do plan on adding other characters, and if all goes right it'll work like this:
Blaz will have strong melee, normal health, and shit range, I really do need to tone back some of his subshots a little, along with his item crashes. Part of my problem with him right now is he has WAY too much shit that requires different states and button presses. I want to streamline him.
Kustam will have mediocre melee, more health, and best range, but kinda slow compared to the other guys, he's also gonna have some different quirks when it comes to his subweapons but that'll be for another day.
and Samson will be a bit of a wild card, throwing grenade weapons everywhere and capable giving himself and his buddies buffs, but the trade off his he'd have a tiny health pool because he's a dumb little kobold with hardly any armor.
>I've actually never used that particular flag for something like that, there's still the issue of conveying this.
Here's how DRLA did it anyway.
>I could always make the projectiles do random damage, but I feel part of GMOTA's charm is the fixed damage values.
It was just a suggestion as a preferable alternative to hobbling the player if he shoots really. Fixed damage values is otherwise something I really enjoy in fast paced games (ever since playing star craft).
>Blaz is is strong melee, normal health and shit range
>Kustam is mediocre melee, more health and best range
This is a good reason to maybe not slow down Blaz.
But it could still make sense to slow him down with it. You could also cut his firing rate.
I think you should work on the new character first before major rebalances
Then you have a point of reference to work with.
Yeah, you guys have convinced me to not touch Blaz's movespeed. and I guess I could curb his fire rate with the buster a little, on top of add that little combo thing.
I'm really not sure if I want to start development on Kustam until I get Blaz where I want him.
The main reason to not touch the speed is because it doesn't really address the problem you are having with it and it wouldn't really encourage people not to go with shooting if they felt like it.
Yeah, I was just kinda scraping the bottom of my own barrel of ideas in an attempt to bring some balance to this mess.
As much as I hate to admit it, making the buster fire at a slightly fixed rate would help quite a bit. If it was his only weapon there wouldn't be an issue, because I fucking love being able to hammer the fire button in games and lay waste with a fast trigger finger, like the dagger in Ghosts n Goblins.
Just because I really like a mechanic doesn't mean it melds with the rest of the ones I got implemented.
Another thing, carefully consider tweaking the spiky turret ball. They're outrageously efficient since they don't only deal damage without putting yourself at risk, they also take monster aggro away from you. It's become a habit to spam those out while shooting away with the peashooter just to get more mana for turretballs. (in slaughter type situations that is)
I usually attempt maps without saves, with pistol restarts from deaths. If I've decided that its length (50+ minutes) makes for tedious restarts, then I resort to saving after grabbing keys. After completing a map with saves, I then start the next map through pistol start as punishment.
Any doom wads where you take pictures of demons for points kinda like Pokemon Snap?
Or maybe there's a town and people want pictures of certain demons and you need to go around and look for it, and you return to him and he's grateful
Never really awed over Brutal, but this one turned my head. Loved the monsters in it. And it's miniguns.
What makes it bad in your opinion? I think it's great. Has the most satisfying machine gun among doomlikes, the world is immersive, it's challenging but not bullshit, feels way ahead of time. The part where you join an assault on that Order castle and you got your Front troops backing you up is one of the coolest things I've seen in a pre-2000 FPS.
because it's all some fucking corny rehashed modern combat extremely implausible shit with all kinds of cinematic bullshit to advance the story.
It's like a *really* bad action movie. Make a good fucking game, people will play the SP.
Wolf did it pretty well, it was corny, it had forced bullshit, but it never felt annoying or heavy handed like I feel in CoD/BF type games.
Anybody grab the remaster of this? It's my first time playing it, it's actually really fun and your character sprints around like a gold medalist all the time
It just seriously puts you in the mood for a wild gunfight, running from cover to cover, blazing, charging out with a shotgun and get as close as possible to score a full pattern of shot and then run back behind something as the gun pumps/reloads, then continuing out the other end letting loose with your automatic on a horde.
Also I love the sexual tone of the song.
You don't have to.
Not trying to advertise, but click this.
Then the big red DOWNLOAD NOW button on the mirrors line, and then a window pops up.
>Click to download Project_Brutality_12-1-15.zip if it doesn't start automatically or try another mirror.
Should say that. The filename there should be a mirror for the download, click that and it should work. No log in required.
Not bad, cheesy, but it should be.
Mine isn't Rock, but damn is it a head-banger.
Pretty often, usually during slaughtermap-moments. I get really frustrated too quickly if I run through an entire map and get demolished close to the end, without saving. I just hate that. So I save at least once per map. As like a checkpoint.
Or these two.
I guess I have more synth than metal on my mind right now.
I'm interested in it, but I'm gonna wait for a price drop/sale. $20 is a bit too much for an old game like this.
I used to play it a long time ago at my cousin's house but past the first few areas it'll basically be like my first time playing it
By enjoying BOTH vanilla and modified Doom instead of being an edgy teen who says vanilla is the only way to play Doom ever, despite not actually being born when Doom was released.
Why does it bother people so much how other people play the damn game?
You can dislike BD without being a purist fag.
I think the hate is exaggerated for BD, but it's not really a fantastic gameplay mod.
For instance, AtM cuts out a lot of the not very good luggage and has MUCH better aesthetics and style.
Yes, you did. You said "modified Doom", but if you follow the comment chain, you'd find that you said it in defense of an offshoot of Brutal Doom, hence the nostalgia for this tired, weak argument. Having taste and being a purist are not mutually inclusive. I play the game modded much more often than I play unmodded, and don't even have any Doom ports installed besides GZDoom. That screenshot is still repulsive. The inconsistent and ever-ugly filters, the weapon sprite that looks like someone just opened it in MSPaint and scribbled blue all over it (probably the fault of the filters more than the actual spritework), the dumb crosshair, the pickup message that states the ammo count I would suspect doesn't respect the double ammo setting, all those ammo types and so many unnecessary HUD elements, that's just what sticks out to me from one screenshot alone. You can tell it's the sort of mod that's all about being "THE MOST EPIC REAL BRUTAL DOOM EXPERIENCE EVER - THE WAY IT WAS MEANT TO BE PLAYED". Which makes sense. It's a Brutal Doom offshoot, of course that's how it is.
First off, that hud isn't inherent to the mod, whoever took the screenshot opted to use that
Second off, jesus christ can you be any more angry about the most fickle of things over a screenshot of someone else's game?
>Tries to imply criticism isn't about the mod but about the aesthetics of the image
>mentions gameplay settings
That's all the argument ever boils down to. Purist types who can't wait to tell everyone that "brootal dumb and anything related to it is for gears of war-style brainless morons," the people in the middle who don't give a fuck, and the people who actually like BD/PB and have to put up with or respond to retards like you.
I agree BD doesn't change much in the gameplay department, just gore and some aesthetics. That's why I prefer PB that adds a lot to the gameplay while staying close enough to Doom.
I'm not familiar with AtM though. Do go on
Looks like they just turned down the pixelation by one level, doesn't exactly ruin it. I've seen countless UV-MAX runs in vanilla levels on PrBoom that use worse filters
That's caco blood, how else do you expect it to look?
A bit big, but in a mod like that, freelook is encouraged and a crosshair isn't exactly a mortal sin.
You are projecting, possibly right, but that is straight projecting.
>unnecessary HUD elements.
It's clear that you haven't really touched that mod before.
There are a lot of mods for Brutal Doom, and honestly, you are right, a lot of them give that vibe. That said, you just have a clear bias with the mod. Get over yourself. It's not horrid.
This. The hud has appeal for showing all of the data, and it doesn't clog the screen like that visor hud that we've seen float around. Even MSX clogs it up more than that. (MSX is a good fucking mod too)
Here's another hud that people use with Brutality. I used this one for straight Brutal and it worked nicely with keeping the vanilla feel.
>I agree BD doesn't change much in the gameplay department
Allied Marines: Optional
Kicks and middle finger: Optional
Reloading: Can be disabled
The only significant changes to actual gameplay and not just appearance is the rifle replacing the pistol and some enemies gaining new attacks.
That's hardly drastic.
I uh, I don't think the author of Project Brutality knows how the default assault rifle looks from the side
Yep. Not bad, but the remake could use some expansion ala duke 64.
if you play this, and hit map32, make sure you find the mg42, it's fun
I understand that HUD is not native to the mod, that's no surprise, but is it not adapted for it nonetheless? I don't think you can dynamically generate a list of ammotypes like that with SBARINFO, and it certainly isn't possible to dynamically resize the border around it.
There's that purist strawman again. Keep being wrong, and keep being the first to resort to petty insults. Really brings the memories flooding back. How long has it been? Three, four years?
And another classic. You asked for criticism, you got criticism. But you didn't like the criticism, so you call me mad in some attempt to discredit the criticism. Get some new arguments to defend your Michael Bay's Doom with, this is the same exact shit your kind had four years ago. Next you'll be saying I'm just jealous.
>The only significant changes to actual gameplay and not just appearance is the rifle replacing the pistol and some enemies gaining new attacks.
>That's hardly drastic.
I don't even know where to fucking begin with this much wrong.
Dude, BD changes the gameplay RADICALLY.
AtM basically cuts a lot of the fat from BD, and just has some of the basic concepts from it (ADS for the rifle and shotgun, which is very useful at times), and has much more smooth gameplay and overall being less cluttered.
It cuts out a lot of the excess retard gore as well, and no fatalities. I'd say that it's much more processor friendly, than BD, because there's not like 25 gore actors per dead enemy, but it features a lot of Voxel models, many which look nice, but they absolutely EAT memory.
You can turn that off with a CVar or just erase them from the .pk3 and it massively boosts performance.
The shotgun in AtM is fucking amazing.
Having criticism towards something means absolutely nothing if you fail to recognize the fact that a majority of people disagree with you. Having said that I don't necessarily like nor dislike BD but I do agree with some of the points you made
You fuckers sure do get into heated arguments over mods for a singleplayer game from decades past.
an (un)fortunate coincidence. i went looking for suitable images for thread starters, and saw it here
pale blue and yellow aren't colours you see often in doom so it is quite refreshing
needs more variations on that one statue texture, can see it repeated six times in the same shot including three right next to each other
looks really neat, but these doors look way too big for humans
hm, and maybe you should make these pillars into real pillars instead of stickers on the wall
same with the statues, maybe it'd be better to have an actual alcove with a statue decoration inside them
>how does one not cringe in revolt from this picture alone
i don't know. it's not to my tastes, which lie in the limit removing and boom compatible maps regions, but it didn't hijack my amygdala either, as it seems to have done for you
>Having criticism towards something means absolutely nothing if you fail to recognize the fact that a majority of people disagree with you.
Not even part of this discussion, but this a pretty horrible argument to make.
What the fuck did you just fucking say about me, you little bitch? I'll have you know I graduated top of my class in the Doomworld forums, and I've been involved in numerous secret projects on espernet, and I have over 300 confirmed cacowards. I am trained in DECORATE and I'm the top ACS coder in the entire ZDoom forums. You are nothing to me but just another Brutal Doom fanboy. I will wipe you the fuck out with precision the likes of which has never been seen before on this Earth, mark my fucking words. You think you can get away with saying that shit to me over the Internet? Think again, fucker. As we speak I am contacting my secret network of Zandrones across the USA and your IP is being traced right now so you better prepare for the storm, maggot. The storm that wipes out the pathetic little thing you call your life. You're fucking banned, kid. I can be anywhere, anytime, and I can make a shitwad in over seven hundred ways, and that's just with CustomInventory alone. Not only am I extensively trained in DEHACKED, but I have access to the entire arsenal of the ZDoom wiki and I will use it to its full extent to ban your miserable ass off the face of the forums, you little shit. If only you could have known what unholy retribution your little "clever" comment was about to bring down upon you, maybe you would have held your fucking tongue. But you couldn't, you didn't, and now you're paying the price, you goddamn idiot. I will shit fury all over you and you will drown in it. You're fucking B&, kiddo.
But... I use the HUD for Combined_Arms.
Everyone's got different tastes. It looks a little too MS Paint simplistic for me in aesthetic, but I get why the author would avoid fancy design so that it can be more modifiable and modular. All the same, though, it's not bad in my opinion.
But that's just my opinion.
at some point any internet argument seems to transition completely away from its original subject and on to two belligerents trying to pick holes in the last thing the other said. that has clearly happened here
Honestly, if the HUD isn't critical to the experience (for instance Hideous Destructor or Project MSX, where the HUD contains info that no custom HUD would), then it should be a separate optional file. Some people just want their Doom mod with no UI changes, or have another HUD they prefer over your choice. It doesn't seem to me that your HUD has any functionality that any other custom HUD would lack, so why force it on people?
>and charges from damaging enemies.
oh is that how it works!?
no wonder i couldn't get anywhere on a slaughter map where BFG+cells was intended as the primary weapon (SF2012 map23, where SSG and RL were also available but with very little ammo)
Yeah, I've been in the process of tweaking how fast it builds charges up, I want it to hit a nice medium between being handy for slaughtermaps but not EZ mode where you can just shit out a constant supply of super balls.
>marksman loadout in hideous destructor
>waiting for the perfect shot
>it hits but the enemy survived
>prepare for second shot
>see them bleed out right after they step back out from behind cover
This gun is comfy as fuck. Now if only I could actually get past the beginning of the map.
True, but you just gotta learn to throw yourself behind cover, be it getting into the habit of getting behind corners and pillars, or even ducking down behind walls or crates, even if just briefly.
You do have a brief window between them spotting you and them opening fire, which you have to learn to use.
how to reach this switch without "fly" cheat?
Thanks. Those textures were taken from TR2's Venice level theme, which in itself sadly does not offer much in terms of this sort of decoration. They pretty much used the same column and statue as well. Actually, the alcoves of the statues are slightly curved in. I think it is a bit beyond me to isolate and separate the statue from the alcove, and then edit the alcove to look empty.
The colums however... I think I could make them jut out a bit, but I'm afraid players will get caught on the edges when trying to dodge.
I can adjust the doors' height no problem, as they are polyobjects.
Just when I thought I was gonna make it. Dammit.
So originally the deadline for the project was the end of last year but it got extended to a couple of days ago. Since that time there's been nothing new. Here's what we have now:
>Mainframe by me
>Gravity by me
>Untitled by Buttghost
>Engineering Deck by Gageat
That's 5 maps short. So what now? As far as I see these are the options:
>release the project anyway as an incomplete episode
>can the project
>extend the deadline again
>remove the deadline and wait until we get 5 more maps at some indefinite point in the future
>I make 5 more maps
>some combination of the last 3 options
Hey guys, I need some help.
For about half a year, ive been trying to play quake iii arena. The problem is, almost every single server is just bots. There are also a lot of servers with custom maps, and because of how old the program is they take hours to download, if the game dorsnt crash first. Last night I got so sick of this, I just bought the remake called "Quake Live". Does anyone know any non-bot quake iii arena servers with no custom files that people are usually playing on?
Guys, this is spooky.
A few weeks ago I posted here and told you about a Doom dream I had. About a strange BFG I was using in a warehouse or something. A BFG that shot grinning human heads.
Well, a few days ago I started playing Whispers of Satan and what do you know, on level 8 there's this little storage room which looks almost exactly like the one in my dream! I turned the brightness very high so you can see it better.
I'm scared. How can a storage room that appeared in my dream exist in a WAD that was released in 2009, and this is the first time I'm playing it? Spooky, I tell you.
I made a thing.
Every time I see that wad, all I can think of is Garrison Keillor's "Catchup Advisory Board"
>I've never tried it out, so convince me.
Okay, here's what you do. You go download it, and then play it.
I don't know what's up with some people asking someone else's opinion (and get convinced) about a WAD when they haven't even formed their own by playing said wad first.
A better question would be: Why do you want to get convinced of playing a wad?
Yeah, pretty much.
Zandronum forums recently opened up a section for wad reviews and it's pretty much fucking pointless for the same reason.
Doom mods aren't like some kind of vidya where you need to put in $50 in an oversaturated market filled with buzzwords and advertisers trying to give you a sale.
It takes maybe fifteen minutes to download, play, and form your own opinion.
Convince you? Man, convince yourself.
That's some very vague criticism so I'm guessing you didn't play the game
Something more specific than "it's dumb and it sucks"
I don't know how anyone could say the enemies in the game are bullet sponges unless they tried to play through the entire thing with just the punch dagger or the electric-bolt crossbow
Hey guys, I know this question gets asked often but it's always interesting to hear your opinions on this matter.
What is your?
Favorite default Doom map? (Doom 1, 2, Final Doom etc are all applicable)
And favorite community/custom map?
kmxekmxkmexxmkximexxki's reviews are all very well written and are nice lounge reading, but you aren't really going to be getting that quality from either forum posts or anon posts.
Again, it takes maybe fifteen minutes to download the wad and find out for yourself.
>That's some very vague criticism so I'm guessing you didn't play the game
It's "vague" because I'm not going to write a fucking essay, anon. I first played it in the 90s, tried it again in the 2000s sometime, and then again when S:VE was released. On none of those occasions did I particularly enjoy anything about it. Sorry if I hurt your fee fees by saying a pretty obscure game actually has a reason why it's obscure.
so I got it from hearsay that those game informer cunts actually had a chance to play the game and briefly mentioned there being shotcunts with fucking holo shields
you think we'd be getting some RATTATATATATATT shiteaters too
> I´m not the only one who loves Carpenter Brut
> he also likes to play DOOM
> sexkiller on the loose
god damn it anon, god tier taste here!
my personal fav are Anarchy Road & Turbo Killer
may I ask you for your
I think we should play some games together.
I´m not online very often, because college and stuff...
>YOU GOT THE DEMON RUNE
agitation flows through you
The article isn't 4 days late, they just haven't updated their Doom hub page since the 13th, even though they posted a new article since then (on the 15th).
People have tried to get them to notice but they seem oblivious. Because they haven't updated the hub page there's no telling when the next story will drop, either.
Sorry for the repost, got the dates wrong before.
ladies and gentlemen, behold - the turret that can not be fired because of the fortification (or rather poor scripting) (BD starter)
How am I supposed to get over there?
Anyone else want to share their opinions? I need to play through them again before I share my opinion.
What I can say though is that, although I prefer Doom 2 over Doom 1, I think Doom 1 has far more consistent map quality. Both are great though and feature some of the best level design in video game history, even if Doom 2 has some quality dips.
That actually looks really fun
I think you're thinking too hard about this, pol.wad was basically you fighting memes and stereotypes, this wad seems to be pretty much the same thing except with less memes and more stereotypes, hell, if it wasn't for the eight chan symbol on the doors i wouldn't even be able to tell it wasn't made by our /pol/
>This however seems to be made for the edgy online contrarians
>the very thing pol.wad made fun of.
I'm bored, looking to spice up my doom. Any non-sensible, dumb fun WADs I can kill time with?
How the fuck do I get rid of this?
Or is this just a part of the mod's fucking with you?
I hope you don't actually have to change anything, because imho, any mods that make you do this stuff are poorly made.
Im new to doom modding but after E1M8b i decided to find more maps and stumbled upon Doom the way id did.
I found this in the readme lol
Honestly the best way to make that work is to feature actual levels made for it.
Goofy, funny, silly and sort of offensive levels to go with the style of the gameplay. I mean I guess it's pretty funny to see Moonman after all these years again, but I can't see myself playing through Scythe or Hellcore 2.0 with a gameplay mod like this, if you know what I'm saying.
While there's the novelty of seeing everyone's favorite meme running around, in regards of actual gameplay Moon Doom is just really another bog-standard weapon/enemy replacement mod.
It's pretty much just a completely half-assed Stormer Doom.
I've downloaded a lot of wads in the last few days, but I ran into some trouble.
DoomRL Arsenal seems really cool, but when I load it I become unable to use the "use" command no matter what I bind it to, making the game impossible to play because I can't open doors.
Also I can't seem to get any HUD packs to work.
Please tell me that I'm retarded and that there's an idiot-proof solution that I'm missing.
>DoomRL Arsenal seems really cool, but when I load it I become unable to use the "use" command no matter what I bind it to, making the game impossible to play because I can't open doors.
Update your engine, your particular version broke the use key.
Ages ago I asked if you were interested in seing the sword slash animation touched up with some SFX. I just now finished a 3-frame proof-of-concept animation and figured you'd want to see it.
Was a good learning experience for some PS effects I haven't had the chance to do.
Just try it yourself and make your own opinion.
Then bring that opinion here, I will compare it to mine, and then someone will probably get called a homosexual. That's God's way, son.
That looks really, really cool, anon. I'd be all for it and would be very grateful for that.
A couple things to keep in mind, though.
1: There's a whole bunch of variety of different slashes, most of which about five/six frames each, so if you want to do them...well, just keep in mind there'd be a lot of ground to cover.
2: At the time, Zandronum's software mode couldn't handle transparency very well, if at all. ZDoom can handle it fine (maybe with the exception of R_DrawTrans, but not many people use that), but there's still a chance Zandro software isn't too hot with transparent HUD sprites. I'll give this a check now, hopefully it's not really an issue.
I'll just choose my favorite from each WAD.
E3M6, E2M1 being a close second (that music)
MAP 10 or MAP 28
Hard really, I am not as fond of Plutonia (respect though), MAP23 was cool, but I also liked MAP29, even if it was confusing.
Favorite vanilla wad, really tough to choose. Either MAP04 or MAP 16 (loved MAP31 too)
Favorite community map? Probably D2TWID, too many good maps to pick.
>1: There's a whole bunch of variety of different slashes, most of which about five/six frames each, so if you want to do them...well, just keep in mind there'd be a lot of ground to cover.
With intelligently set-up macros it shouldn't be too hard. Luckily for me you have actual frames rather than offset animation in textures.
Those are things that only struck me recently, as a near exclusive user of/modder for the hardware renderer.
>I'll give this a check now, hopefully it's not really an issue.
It could always me made as a patch if there's a problem.
Really glad you like it, I'll have to go at it for a while before I promise anything though.
Any doomer should like Dark Synth music, it fits PERFECTLY with Doom, just like heavy metal does. Thanks buddy, Turbo Killer was probably my favorite track off that EP next to Paradise Warfare.
Nig Bick Digger is my ID, look for Ed (from Ed, Edd, and Eddy) wearing a bandana). I work retail for a living, so you're fine.
Make a folder named whatever, inside of which you put one folder called "Maps" and one folder called "Music". Put your map wads (1 wad/level) inside Maps, and your music files renamed to whatever standard doom tracks they're supposed to replace inside Music.
Then zip the whole thing up and change the extension from .zip to .pk3. Drag and drop into gzdoom or associate .pk3 with it.
All of this if you're unwilling to replace XWE with Slade3 that is.
Does anyone else's antivirus go off when you try going on Chocolate Doom's website? This has been going on for months for me. I thought the site got hacked at first or something but now I'm starting to think it's a stupid false positive.
So, i sent an email a couple of days ago to Romero about his new map and he actually sent me back an answer,
Well, you did break the agreement, and you did fuck up by doing that, but it's not quite the end of the world for him. Not like he told you what his game even is about anyway.
I wonder what it'll actually be, perhaps some kind of spiritual successor to Doom? Or how he originally intended Quake to be? Or maybe even Daikatana: the (hopefully) good edition.
>implying that notice is at all legally enforceable
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Gameinformer's thingy updated again:
Hideous Destructor, the most FUN mod ever made.
in some cases, yes. But after replaying it several times, I've been starting to like some of the maps that are usually criticized like downtown. I think it's the exploration. Nirvana is still one of the shittiest levels ever though
I don't think it's that terrible. If there's a dip in quality then it's around the time you get to the city. And I'd argue it's mostly because they wanted to represent an architecture that the engine just couldn't pull off at the time.
Suburbs is still a weirdly abstract level for what it's trying to represent. No matter how much you want to accept the corruption of hell.
I do like the first couple, right up until the start of like you said, the city levels.
While I prefer my maps to look like something, they have to be fun to play as well. So with Doom II my problem is Map01 to Map12 are fun to play but look like nothing. Then the city levels look like something but play like shit. Then there's Hell is half-half.
>And I'd argue it's mostly because they wanted to represent an architecture that the engine just couldn't pull off at the time.
if you look at the first levels of duke nukem, they don't really need features that the doom engine couldn't handle
but yeah, doom doors and the limited textures