DOOM THREAD / RETRO FPS THREAD - Last thread >>2922693
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.
[01-19] Another Gameinformer Doom4 update:
[01-18] Ketchup 5.0 released
[01-18] Project Brutality v2.0 released
[01-17] D64 Marine / cut Hellhound / Archvile, and another Spider Mastermind sketch; D64 Pinky
[01-17] About half a hour of footage of ID and Doom circa November 1993.
[01-17] New Lainos map: Comatose (Overdose 2)
[01-17] Stardate 20x7 beta release
[01-17] Japanese Doomers community project
[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 188.8.131.52 released
[01-09] Doom Retro v2 released
To submit news, please reply to this post.
may as well post this again:
Celebrating GMOTA's 2nd birthday by sharing with you guys my first weaponset I made with SLADE
It's still not good
I actually like seeing stuff like this, mostly because it lets you laugh at it and go "oh god, I thought *that* was a good idea?" and relive memories.
Then in my case you get bored in five minutes because all the weapons are A_Explode(a_fucking, lot)
How the heck do I make Slade 3 recognize syntax for and compile ACS functions from recent development builds? I really really need the updated SetHudClipRect to work :(
Does anyone know if there is a guide to find all the secrets in the First demo episode of The Adventures of Square? Or how to get to the secret level? I can't find any information about this game online.
Okay, gotta be completely honest, I'm kind of excited to see how this turns out.
Any way to turn off the marine voice entirely in Project Brutality.
I really hate the shitty "AHH THE CHAAINSSAWWW, THE GGGREAT COMMMUNICATOR", every single time I play.
Turning off automatic taunts doesn't help it either.
now if only recaptcha would stop being a little bitch
Big circular room with Cybie
bcrwcd.zip (15 KB, 2016-01-13) - Topi Hattukangas
warp to e2m8. note the screenshots were all taken while i had light goggles on. it's usually much darker. the walls of the title room open up as you move around it. you don't have the resources to kill the monster immediately*. thus tension is maintained throughout, as you have to keep moving, watching for rockets, while opening and clearing the side rooms.
eventually you are surprised by being locked in a chamber with a spiderdemon, and a reason to use the BFG. i think the author intended accessing all the side areas to be a requirement, as the last one has enough rockets to finally kill the cyberdemon. but if you are good with the BFG and lucky, 140 cells is enough to finish the level. the rocket launcher is at the bottom of a lift and can be risky to access it with a cyberdemon striding around at the top.
i liked this map. it is better than it sounds from the name. if you don't mind that it looks like a 1994 map released in 2016, i had quite some fun with it.
* unless you can one-shot a cyberdemon with the BFG, which is possible in ZDoom - Expired Licence actually requires you to do it
here's a video, shows you how annoyingly dark it is to start with
that looks like a really neat concept for a level
an area where there is a cyber and you only have shitty weapons so you have to resort using meatshields until you can get a weapon or ammo
not sure what you expect, after all it's only one map. lasts half an hour (insert joke making favourable comparison with length of latest Triple-A title here)
personally i 100%ed it the day it came out. i'll play it again but not immediately. it's not the sort of map i would play over and over again consecutively, it's a bit too long and windy for that. i will play other maps before i return to it.
Them i am going to visit him and bring my spear, teach him a lesson about immersion
ACC compiles, not SLADE.
You're gonna want the newest zspecial.acs, at https://raw.githubusercontent.com/rheit/acc/master/zspecial.acs. Replace the one in ACC's folder with this, then it'll compile.
>Go to the Facebook page to check this out
>It's a bunch of people jerking off Mark and telling him how great he is
>Shitload of messages telling him that it's absolutely disgusting that the new DOOM is ripping him off
>He's pissed because ID won't hire him to "improve" their game
>He claims that Bethesda is a shit company because they probably won't even put him in a "special credits" roll at the end of the game
Jesus fucking Christ.
I really can't take any more of this insufferable, egotistical asshole, and his circlejerking fans.
same as any other country i guess. a few residents play it, map for it, draw fan art, ...
he didn't even post a link, i think it's some troublemaker trying to stir up crap. please ignore it.
It's listed here:
And on it's Wikipedia page:
The GBA game Dark Arena also uses the engine, apparently:
So they may perhaps be the most recent commercial games to use the engine. Not sure. I notice there's no citation on any of the articles listed, though.
>man asks mark how to donate.
>mark posts donation mail, and remember him to only donate if he really feel like doing it.
>meanwhile the Doom Retro guy is blatantly saying "If you don't donate to me, I will no longer work on my project."
/vr/ never changes.
> exploding a zombie's torso with the SSG at point blank, even having the same bug causing the gibs to fly at the actor's absolute back angle. - Check.
> curbstomping an imp - Check.
> ripping the spine/heart of a imp - Check.
> ripping the guts of a Mancubus - Check.
> Call of Doom cancelled right after id Software's creative director Matt Hopper acknowledged the existance of Brutal Doom - check.
> Brutal Doom: Doomguy rips Revenant's arm off, and beats his head with it. Doom 4: Revenant rips Doomguy's arm off, and beats his head with it.
> Early Brutal Doom versions featured a fatality where doomguy would drop from above and stomp a zombie/imp into the ground. Seems like it's a feature on Doom 4 too.
Given the leaked material, If it wasn't for BD, I think you know exactly what Doom 4 would have been. So be glad for BD's existence.
Is it normal that the dummy sectors for sloped 3D floors are not "hollow"?
I mean, it works like this, but it doesn't look right.
>meanwhile the Doom Retro guy is blatantly saying "If you don't donate to me, I will no longer work on my project."
Yeah and we said that was stupid as hell, too, you clueless newfag.
oh well i knew about that. but it was a long time ago and he stopped. but the way the post was worded suggested it was some new thing. in other words, as i thought the poster was trying to stir up crap. thank you.
I had that for my GBA a long time ago. Honestly a pretty shitty game, but there were some neat things like a Redeemer style guided rocket launcher. I would really like a sprit rip of it though.
Yes, since I use the auto updater. I fixed it though. The problem was that the dummy sector was situated to the west of the target sector instead of either north or south. The dummy sectors have to match and align in length with the target sector, or else both won't have a 1:1 shape when you are using slopes.
Dumb challenge project idea that will never be made: Sincerity 2: Velocity of Sapience
Basically, you take Mock 2's maps and try to turn the general layout and flow (whatever there might be of it) and turn it into actually playable and cool looking maps.
Absolute mad man
Also, you know MM8BD right? So, there was this one addon for the game that randomized levels with specific effects, things like gello floor, ice floor, flying, vampirism, multiple projectiles, less speed, turbo speed, mirror enemies, etc etc, are there any doom wads that do the same? Randomizer status effects for maps?
Isn't that sort of coming full circle?
One guy mods the original to be more gory, stupid and obnoxious, then the right holder to the property make a new installment based on that, and now in turn modders make that game more simple and closer to the original.
Pretty much, since this is doom we are talking about (also Bethesda) they might add a workshop or something, and since the game already looks good i guess polishing the turd will be worth it, but if Doom 4 ends up exploding with the new brutal doom audience, expect sequels following the same style but somehow looking and playing worst
>The dummy sectors have to match and align in length with the target sector, or else both won't have a 1:1 shape when you are using slopes.
Yeah I know that, I believe I even answered when you were asking about sloped 3d floors recently (could have been someone else though). But I didn't knew it mattered if it was aligned on the X or Y axis. Guess I've lucked out every time I've used them myself.
Basically, what the engine does is extend the control slope to infinity on its local X and Y axes, and uses that slope on whatever 3D floor is set to use it.
So if the lines of the top and bottom of the control sector aren't lined up with the top and bottom of the 3D floor sector, you get weird behaviour as you see the wrong part of the extended slope.
I was in the middle of playing Beta 1d of the new megawad Mayhem 1500, and something really started to bother me.
The music they used on MAP04. It is really good and I recall hearing it in some other WADs in the past. I don't think its from Final Doom, but I almost want to say it was in one of TeamTNT's WADs.
Here is the song: http://vocaroo.com/i/s1Lk61DDhWXl
It was a MUS, converted to MIDI and passed through FluidSynth using the GeneralUser soundfont.
Does anybody know what this song is? Its really cool.
Same deal. The tops and bottoms have to be aligned. Otherwise, things get weird, and usually end up clipping through ceilings.
This is one such weirdness.
> doom is about RIP AND TEAR
> some guy makes a mod which enhances this by adding some minor stuff
> ID realises that DOOM is about RIP AND TEAR and people like it
> ID therefore makes a new DOOM game with more gore elements
> ID totally copyed the mod
I´ll never understand that kind of logic
It's like this.
In this image here, the blue line is parallel to the Plane_Align line, and includes it. On any given line parallel to this one, the slope is at the same height. This is what you'd align the control sector by.
The red line is perpendicular to the Plane_Align line. This is the direction the slope runs.
So once you've made the shape of the sector you want a 3D floor slope in, choose the line you want the slope to start or end at, and extend it as far out as necessary. The Plane_Align line should be on that line.
If that makes any sense.
>On any given line parallel to this one, the slope is at the same height. This is what you'd align the control sector by.
Actually I'm gonna rephrase this, because it's misleading.
At every point on any line parallel to the blue line, the slope is at the same height. There, that's what I meant.
>So once you've made the shape of the sector you want a 3D floor slope in, choose the line you want the slope to start or end at, and extend it as far out as necessary. The Plane_Align line should be on that line.
Now I get it. Thank you for being patient with me. I'm sure this will have saved me a lot of future headache.
>Go 2 it
>Using Hexen enemies to fight orange and blue cyberdemons
Shit, i forgot the master levels for doom 2 existed
And it's in my steam library for some reason
How do i get these working with zdoom?
Are they even any good?
You're better off using the variants in the PSX Doom TC for convenience since it arranges them into an actual map order. The Master Levels by itself is just a DOSBOX loader that lets you play each of the maps separately from eachother as they load over MAP01, which is annoying to say the least.
Hell has met its.. well, you know.
Hoping someone can help me out here.
So I have a couple wad/pk3 files loaded into my gzdoom config file startup (or ini; whichever) but every time I set the keybindings for specific mods it resets once I close the port. I've tried both writing the command binds manually into the file AND setting the file as READ-ONLY but whenever I close out the game it just gives me an annoying error message or rewrites itself, which means I'm not really solving the problem at hand. What the hell am I doing wrong?
Why do those skulls remind me of Postal 1 so much
That's as maybe, but you should at least be upfront about it and say that the PSX versions have significant differences, such as slower enemy movement and incredibly slow revenants.
I found this one. It works in Zandronum, but it needs Skulltag content. I hope you can stand its custom monsters, though...
Also apparently someone is working on an 849 addon but iunno.
>It works in Zandronum
Fookin nice. That's exactly what I wanted. Not for the custom monsters though. For UT99 flavored DM/whatever.
>Also apparently someone is working on an 849 addon but iunno.
Did Term throw up whatever he had done anywhere for them to work off? Sprites or whatever code and what-have-you...
>Which Classic First-Person Shooter Franchise Did You Play The Most?
This is a poll up on gameinformer right now. Not trying to hate Doom here. I just was curious to know what this threads opinion on the matter is. I'm actually somewhat surprised. I figured Doom would be 1st while Goldeneye would be 2nd place.
In case anyone was curious, Half-Life is in third place.
I'd say the Nintendo 64 was something kids had easier access to than a computer.
I grew up with Duke and Goldeneye myself, then as I got older I picked up Doom and fell in love with it.
It's funny, I was the exact opposite as a kid. My dad was way into commodore 64, amiga and DOS way back when so my first exposure to video games were stuff like cannon fodder, keen, wolfenstein, blake stone, raptor and finally doom. Whenever I see people talking about goldeneye, ocarina of time or even mario I can't help but feel like I missed out on something
>trying to find doom wad that allows you to play as an arch vile and create your own army
>accidentally find the single edgiest doom wad you've ever seem
Jesus Christ, just look at this shit, almost makes me want to search for Linkin Park midis so i can listen while i play this
Opposite here. Didn't have an n64, but played a lot of GE007 multiplayer at a neighbors. Still. Played the shit out of Doom in the 90's so. There's that.
Also the poll is for gameinformer, so it's unlikely that you'd get the same results elsewhere. Like here for instance.
Probably because of the intermission screen with all the screaming faces and what not.
>odyssey of noises
>Arch-Vile and Pain Elemental
Now this is my jam
Speaking of Doom 3, what the fuck is up with the spam of "ECHH-DEE" mods for it on Moddb? Seriously, you'll see it when you see it.
can someone help a noob out?
i've been trying to play custom wads lately in zdoom and nothings working
i followed all the instructions but it either doesn't launch when i open up the proper iwad or it just doesn't show up in the launcher at all
Jesus fucking Christ this was a mistake.
Thank you very much, anon!
(I was playing with 4:3 resolution stretched to to 16:9 and forgot screenshots get squished, oops)
Oh fuck, i also found a wad that has custom Linkin Park songs, i am going to try both together, wish me luck lads
>you can literally use your own soul and blood as weapon
>most weapons are dark magic, skulls and other shit like this
>monsters sound less goofy and more demonic
>this fucking song plays on the background the whole time
Words cannot express what i am feeling right now
It really is, i will try using some monster based wads with this combo to see what happens
Also, anyone can tell what number is the transition theme from whem you kill the icon? I am trying to acess this unique theme through IDMUS but i am not having any luck, already tried almost everything from 32 to 90 and nothing
Colorful hell seems to disguise most enemies due to the grey scale, this shotgun however remains pure sex
I honestly don't even know anymore
I actually already made a 720p 35fps widescreen-friendly rip of both Unreal and UT99 weapons Pitch it . It's here: http://forum.zdoom.org/viewtopic.php?f=37&t=38067
Pitch it up to the author of those UT guns mod, would you?
Also on the note of that mod: It's author either does not understand how UT guns worked or fails at recreating them. I can explain why and how they should work but that would be a rather long post so I digress untless you are really interested.
Its a shotgun
>this is getting ridiculous
This is what a doom anime's finale would look like
what wad is this? I am seriously needing some medieval looking stuff in my life
That's either a giant suggestive hole in the Cyberdemon's crotch, or very unfortunate lighting.
Do glowing Flats set in GLDEFS work in Zdoom, or are they a GZdoom only thing?
ZDoom can not into dynamic lighting so no.
I asked this once several threads ago, but recieved no answer:
Is it possible to make several projectiles to auto-aim onto different targets (not homing, but with vanilla autoaim function), like it was done with etheral crossbow in Heretic?
Updating my GZDoom setup after a break from ripping and tearing.
1.8.10-1151 or g2.1.pre-1666?
Which is best? Is there any significant bugs with the 2.1.pre that makes it worse than the 1.8.10 build?
P849 addon dork here (not the UT99 weapons mod author).
I already found your rips and I'm using them, but apparently the select/deselect animations are missing so I'll have use your tutorial to rip them myself. Anyways, thank you very much!
>Also on the note of that mod: It's author either does not understand how UT guns worked or fails at recreating them. I can explain why and how they should work but that would be a rather long post so I digress untless you are really interested.
Although the only UT weapons I plan to include are the redeemer and the impact hammer (for the punchdrunk mode), that would be interesting.
I think you didn't. But I can easily rip the sounds using the editor.
(I also want to have an optional mode with older weapon sounds. They were replaced with UT sounds after a patch for some reason.)
>I havn't played the doom 64 wad yet simply cuz it's still so dated
>but I'd play the fuck out of Brutal 64.
you are either a smart troll (something extremely rare to see in /doom/), or you're genuinely retarded
Hitler did nothing wrong!
Can we please stop responding to "roll" posts? We're usually better than this.
>ARE YOU BLOODY FUCKING KIDDING ME?!!
Brutal Doom is a gameplay and gore mod that changes all the weapons and enemies, even though you can kinda-sorta make them more like vanilla. The Starter Pack is a mapset released alongside Brutal Doom v20b, which works best with Brutal Doom or a variant thereof but can be played with other gameplay mods. Some of the maps are literally out of Freedoom but with alterations, other maps are entirely original, but it basically mashes the 'Hell invades Mars' into ten maps, then drops you into Earth, fighting into a nearby city, and then making your through a portal and into Hell for the finale.
It's not a bad pack but it traded a bit of aesthetic for good level design.
Brutal Doom originally is a gameplay conversion that adds hitzones to the enemies, (like head/legshots) with different gory animations of death for each location, it also makes enemies to behave significantly differently.
It's supposed to be tongue-in-cheek at 80's actions, but author takes himself and his "work" extremely seriously. He is also a huge jerk and a likes to incite flamewars. Also the fanbase is annoying.
Project Brutality adds in lots of customisation and lots of new enemies and weapons it's good, though not without its issues.
Starter Pack is a set of maps compiled/edited/made by Mark with BD in mind. Not a bad map set, but map design could be much better.
Oh, I'm not much into gameplay mods. The reason I can go back to Doom so often is because I find that its feel is spot on and doesn't need adjustments. Especially the locational damage turns me off completely: I do headshots enough in modern games, with Doom I just want to burst my chaingun cannon in the enemies' general direction.
I wouldn't mind some extra details to the death animation, but that's about it.
Thank you anyway. Have a casual speedrun of a semi-obscure wad.
You could give Smooth Doom a shot. Although tic rates on attacks aren't quite accurate in a few cases, it's otherwise Vanilla gameplay with smoother animations, more death animations and gore options, and a number of clientside variables for customization.
I wouldn't judge Mark's mapping capability by the Starter Pack. Seems like it's just a huge mixed bag of resources reunited in a rush just to meet BD20b's deadline. He even refused a nomination for the Cacowards. I am interested in seeing how this wad will look and play when he actually finish it.
If you meant to say that somehow setting the mouse sensitivity of an axis to the lowest setting will disable it completely unlike how it works in most games then that's what you should have said instead of referring to some non-existent setting label
I also did not include idle animations because of the file bloating and all the extra work.
Here's what the author of that wad got wrong:
Shock Rifle sphere for some reason can only be shot from the pont where it was launched, but not from any other position for some reason (I havent really looked into it).
Flak Cannon's shrapnel has 2 phases - 1st phase flies straight forward (unaffected by gravity) and glows until it impacts a surface, when it starts loosing its glow and starts to bounce around, affected by gravity. IIRC it also deals less damage after the first bounce. Shrapnel that comes out of explosions behaves the same way.
GES Bio Rifle charged shots throw taridium drops in different direction depending if they impacted floor, wall or ceiling, - in the mod it always throws them up, which often makes them explode instantly if it's shot at wall/ceiling.
Dual Enforcers do not fire in double (in UT the firing period was random), which makes it possible to fire 1 shot instead of always firing 2 like in the mod.
Hope this helps.
On a sidenote, about GLOOM.
Does A_UserPSprite(int layer = 1, state pspState = "")
Function allows to create multi-layered weapons I've been asking for a long time? This would allow to make modular weapons (like attaching scope to a weapon) without the need to create extra sprites and states.
Okay, honest question here.
Coming from an original poster on /doom/ (here).
WHAT HAPPENED TO SAMSARA?
painkiller anon here with another painkiller re doodled mod i've removed some weapons to keep things simple i added 2 new souls and the cyberdemon and the spiderdemon can now disappear
bottled souls= 5
green soul = 2
red soul = 10
black soul =25
opsoul(soulspere that disappears) =100
the painkiller helli combo can now rip through enemies.
any way have fun
ask if you want the weapons replaced with the others
here is the link
considering this has been over on /doom/ time and time again, i sincerely doubt your claim, but let's tl;dr it
a) ijon left, so the code fell into the classic community trap of "only one guy can do this and he didn't comment his code"
b) the addons consumed everything, to the point where people were playing older versions over new releases, just for muh caleb
c) skulltag's split to zandro and zandro updates were breaking things very quickly, without a lot of indication as to why
d) your mum
what about term?
term is not ijon, in which lies the problem. ijon's code is notorious in that it works and it works wonderfully but other people (who are
or claim to beprofessional programmers) get baffled in how the fuck it actually works
it's the same with any community-run project
when a man like that completely rewrites the code under his standards and then leaves, nobody is capable of matching it and so it all quickly dissolves
wouldn't matter if it was term or edward or zombiekiller or torr samaho himself
Well, then it seems the only thing to do is rewrite it from scratch. A tall order, so I'm giving up hopes now, until I learn how to fuck with the doom engine other than building maps, that is.
think of them more as real-world locations. Sometime real life is pretty boring, you just have to slog through and kill everything that moves.
Roleplay the fucking hero son, it aint supposed to be easy or pleasant.
That's basically the conclusion I came to, yeah.
It's feasible, but fucking hell that would be an ungodly amount of work for very little actual progress.
It's unfortunate, and I certainly didn't want the mod to end like that. But sometimes you've just gotta man up, accept that you fucked up, and move on to do better next time.
And keep the source open for anyone else to play with, of course.
I was thinking something more along the lines of realizing the absurdity Romero posting on 4chan and take into account the fact that dubs are disabled on /vr/, but playing PI works too I guess.
I didn't think you were Romero for a moment, but I will admit I didn't know dubs were disabled on /vr/. Especially considering last thread we had trips.
So...half-fooled me, I suppose?
Fuck off Carmack.
You may have made the engine, but I shaped it, molded it, turned these games into what they are.
I carried the whole team.
Not to mention that Romero's maps were always absolute donkeywank.
I have a question about the next Doom game: How are the people who works on ID Software today who worked in the original Doom and Doom 2?
I know that Romero is not in it but, what about the others?
Gameinformer updated again:
The Explosive, Modified Arsenal of Doom
>of realizing the absurdity Romero posting on 4chan
pretty sure everyone here knew that
>and take into account the fact that dubs are disabled on /vr/
this, however, i think was the question point for some people
i remember a while back someone specifically called for a "dubs decide what i map about" and it ended up being a castle where they spawned in a pentagram
so if dubs are disabled, it's a recent thing
That depends. Setting the bob amplitude to 0 for each weapon in the physics model does the trick. I've taken the liberty of editing one for you:
Loading this physics model with Infinity's map file won't work, however. Inside that map file, every story level comes merged with its own unique physics file which needs to be edited seperately. To do this, you need to split the map file, edit each model, then re-merge.
For splitting/merging, I recommend Atque:
For editing physics files, I use ShapeFusion:
Some good news, though. Marathon 2 uses a single external physics file and doesn't require any splitting/merging of the scenario file. Loading the physics file I linked above should work.
TL;DR: Disabling bob in Marathon 2 is pretty easy. Infinity requires a bit of tedious editing.
Does anyone here ever fuck around on Zandronum and play on the Complex Doom servers?
What do you think of the mod?
I started playing it with randoms because
I can't get any games started hereand it's quite fun.
Might I add that I can't get any games started here period. Like...no one wants to actually play anything here.
In spite of my long post, I went and did it myself anyway. Here you go:
I also forgot about the first game. This is much the same process as editing M2/M∞ physics, but requires older tools and an emulator to run them. I did that for you too:
Like Marathon 2, this can be loaded externally without having to crack open the scenario file.
Have fun, anon!
Any idea why pinky demons won't ascend these stairs? I want them to go into the building when they hear shooting but they just get stuck at the stairs. the stairs are in increments of 8.
Anyone here read through this?
Is it worth picking up? How accurate is it?
>Anyone here read through this?
>Is it worth picking up?
Very yes, especially if you have an interest in making things.
>How accurate is it?
It's sensationalized, but very accurate.
Most of it is pretty accurate.
The best parts of the book are Romero's and Carmack's youths, as well as their time from forming their company to after the completion of Wolf3D, very good read.
Been gone a while, what's the current latest greatest mod, and what's the latest greatest zdoom mapset?
Not gonna play them in tandem, want to try each on their own (though mod w/ scythe 2, maybe)
>can only get the fake contrast in PrBoom+ to look exactly the same and as dark as vanilla when playing in a horizontally stretched aspect ratio
I wish they'd port the resolution rendering method of Chocolate Doom
Yeah. IMO, especially for the statusbar and menu text.
When I use 640x480 x2 screen scaling on prboom+, the status bar is noticably distorted. Where as Crispy Doom, which has its internal resolution as 640x400 stretched vertically into 4:3, it looks completely fine.
Who's your Doom mod raifu, /vr/?
I'm not even mad. I'm amazed by lack of visual cues and mapdesign integrity.
>oh, im gonna use a gimmick I haven't used anywere else in an unsignificant and not memorable sequence! (what is mapdesign and feature curve planning)
>But everybody would get stuck at this point? (what is visual cue)
>No worries, I'll just write solution on-screen! (what is handholding)
Good performance against low-tier mooks, definitely. But how does she stack up against bigger baddies?
Sunlust was such a fucking trip, holy hell I barely got out of that one with my sanity.
So much fun but so punishing, you need some time to really enjoy that one, and forget UV if you don't want to save or practice each level for hours.
Sunlust and the other WADs by the authors have such a unique style that combine difficulty and aesthetic together so well it makes me cry.
It'd take longer against a cyberdemon due to their explosion immunity but a fully upgraded flaregun is no slouch, she can carry you through almost every encounter, she's got infinite ammo too.
It's your crosshair. It shows up when you're not moving to show that you're actually aiming your gun instead of hipfiring. It doesn't magically reduce spread or anything silly like that, but recoil is much more manageable on most weapons while aiming. The vulcanette's high setting is particularly hard to control when not aiming.
HD's cyberdemon still has the standard 4000 HP, but when your gun spits out 8-60 damage per shot at a rate of 2100RPM with very high accuracy, that doesn't last very long.
The sights are further back on the gun than the HUD sprite shows, I suppose. Muh minimalism and all that.
Separate mechanic, actually. If you crouch or stand in front of a short wall, you can brace your gun to reduce recoil to trivial levels. This is the only way to fire the Brontornis cannon without hurting yourself in the process.
So, just spent 20 minutes trying to reach blue key in THE CITADEL, and found out you can squeeze through only two opened bars. And I know you can walk over the torches in zdoom, but damn that's a stupid secret.
found an predecessor to brutal doom
Well it's time to get back into Hideous Destructor
What is Soldier of Fortune?
>agonizing deaths and screams
>Mob of chainsaw skeletons clatters around the corner and murders a hapless NPC, cackling all the while
When can this start happening in Doom
This post is confusing.
Tell you why it's better... in your opinion? I don't know why you hold that opinion. Who am I to tell you?
Anyway, the simple answer is that more advanced does not equal a better game. That being said, if someone prefers Quake over Doom over vice versa, I respect their opinion.
Like i said, details, the tentacles are a nice idea, maybe something to imitate his darker pink and daker red textures so you can give him that squishy look, also make his teeth bigger and more visible
If you put the upper half of the walls on the top texture of a separate line, you could vary the upperrs and lowers independently to avoid having a gajillion columns wherever there's a statue.
You can also bring the floor and ceiling together to use two textures on the wall.