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DOOM THREAD / RETRO FPS THREAD - Last thread >>2928105

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

===WEBSITE/COMMUNITY===

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

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

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

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

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

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

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

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

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

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

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

[01-21] PSX Soundtrack extended release
http://aubreyhodges.bandcamp.com/album/doom-playstation-official-soundtrack-20th-anniversary-extended-edition

[01-20] Anon mod release: Disabled weapon bobbing in Marathon
>>2932024 >>2932135
https://www.dropbox.com/s/bk56soqn6xz51ce/InfinityMap-NoBob.sceA?dl=0
https://www.dropbox.com/s/nk9gy2snty40vbj/M1%20Physics%20Model-NoBob.phys?dl=0

[01-19] Celebrating GMOTA's 2nd birthday by releasing its predecessor weapon mod
https://dl.dropboxusercontent.com/u/8380892/SHTCNT_V2(weapons%20only).pk3

[01-19] Another Gameinformer Doom4 update:
http://www.gameinformer.com/b/features/archive/2016/01/20/the-explosive-modified-arsenal-of-doom.aspx
http://www.gameinformer.com/b/features/archive/2016/01/18/see-how-id-39-s-new-doom-breaks-the-modern-shooter-mold.aspx

[01-18] Ketchup 5.0 released
https://youtu.be/AdDGNEoLnzw

[01-18] Project Brutality v2.0 released
http://www.moddb.com/mods/brutal-doom/addons/project-brutality

[01-17] Doom monster design sketches and Doom64 models
https://www.doomworld.com/vb/post/1545448
https://www.doomworld.com/vb/post/1545649

[01-17] About half a hour of footage of ID and Doom circa November 1993.
https://youtu.be/HpEBUV_g9vU

[01-17] New Lainos map: Comatose (Overdose 2)
https://www.doomworld.com/vb/wads-mods/85523-comatose-overdose-2/

[01-17] Stardate 20x7 beta release
https://www.doomworld.com/vb/wads-mods/85502-stardate-20x7-beta/

[01-17] Japanese Doomers community project
http://jpcp.webspace.ne.jp/bbs/jpcp_topic_pr_393.html

[01-16] Original sketches of Spider Mastermind and Revenant
https://twitter.com/GPunchatz/status/688014360690724868
https://twitter.com/GPunchatz/status/688115779758260224

[01-15] Tech Gone Bad, a new map by John Romero.
https://twitter.com/romero/status/688054778790834176
https://www.doomworld.com/vb/doom-general/85493-

===

To submit news, please reply to this post.
>>
And all the imps said "pretty Fly for a Doomguy"
>>
>>2934942
>90s maps
I'm going to be very lazy and just say "start with the WADPAKs", they're not perfect but they're a good selection.

https://www.doomworld.com/idgames/levels/doom/v-z/wadpak1a
https://www.doomworld.com/idgames/levels/doom/v-z/wadpak2
https://www.doomworld.com/idgames/levels/doom/v-z/wadpak3
https://www.doomworld.com/idgames/levels/doom/v-z/wadpak4
>>
How do I make my wad so that the player questions their own existence?
>>
>>2935052
place 2 or more spawn points.

That way there will be other static models of the player around, and if you shoot them they will do damage to you.]

You could have them in all kinds of death traps and the player has to resist pulling any switches to complete the map.
>>
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>>2935063
that's actually a good idea
>>
how do I use this shit?:
http://forum.zdoom.org/viewtopic.php?t=37044&
>>
>>2934825
Sorry anon, but that's not very good. It's kinda bland, and I'm not talking about the looks.
Due to its convoluted triggers and button placements, though, it was pretty fun to route for speed.
>>2934942
I'm not an expert by any chance since normally I just start playing wads when I'm bored, but I recently found this which was pretty fun.
https://www.doomworld.com/idgames/levels/doom/p-r/rrward02

>>2935063
That's actually pretty cool.
>>
>>2935063
Or if you get a keycard or some important item, the other spawnpoints are ambushed by monsters and you have to protect them.
>>
Why does the chocolate doom website have malware?
>>
>>2935109
If you're getting a browser message about it, it's just Google being overzealous with every single website that distributes exes.
>>
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>Those useless little arms
What the fuck are you doing, character designer
>>
>>2935187
They have legs too you know. I fucking love the idea of vestigial limbs actually, makes them seem like horribly mutated once-humanoids.
>>
>>2935052
>Place keys that aren't used
>switches that use a normal wall texture
>switches that don't do anything
>switches that lower lifts/open doors in unreachable areas (sound must be heard)
>exit somewhere behind secret walls
>>
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>>2935187
maybe it's some sort of combination between cocoademon and pain-in-the-ass elemental?
>>
BIG DEMON COCKS

little marine dicks
>>
>>2935187

someone post the gain elemental comic.
>>
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Need advice for gitting gud.
I haven't been playing very frequently at all, but I've been stuck on map 8 of Alien Vendetta for a while. I don't want to start resorting to saving mid-map, but I feel like I've attempted it so much that I just get impatient going through the same motions and let myself get fucked by dumb mistakes. The areas and traps aren't that bad individually, I'm just not used to enduring longer wads than in the base games.

AV is the first megawad I've attempted. I've played DOOM I & II a ton over the years - mostly on HMP, a few chapters on UV, then more recently did TNT and Plutonia on HMP. Felt like I got better after that, but I know the later AV maps get way longer and more intricate.

I guess what I'm asking is if I should just keep going at it, or try another megawad that's easier following up Plutonia. I just don't want to let myself lose interest.
>>
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>>2935214
>>2935187
>>
>>2935215
Play through Doom 1 and 2 on Ultra Violence if you have to. Due to more enemies and even stronger ones appearing sooner you will have to make due with what you have.

Have fun with Thy Flesh Consumed.

Or just save, Doom has that feature for a reason.
>>
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>>2935187
>>
>>2935215
Play some scythe2 or BTSX the go back to AV if you feel like it.

There's no shame in mid map saving anyway, the only reason I usually don't is that I think it's more fun that way. If you'd have more fun saving, just do it.
>>
>>2935225
>>2935227
Thanks, I might give BTSX a shot for now. Or try pistol starting the 1 & 2 maps on UV. But yeah I guess if I get frustrated enough that it's not fun anymore I'll just start saving.
>>
>>2935187
It really is amazing how the new id managed to make cacodemons look even more ridiculous than before
>>
>>2935252
Naah, all they lack is a pupil. I love 'em.
>>
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>>2935063
>>2935210
You're diabolical
>>
>>2935317
i think he must be the author of "Archelogists Nightmare".
>>
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>>2935187
Still better than the doom 3 cacodemon
>>
>>2935326
That looks acceptable for something that isn't a cacodemon at least.
>>
>>2935326
reminds me of quake 2.
>>
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HOPELESS
hopeless.zip (50 KB, 1995-07-23) - Steve Worley
https://www.doomworld.com/idgames/?id=2735

first thing you notice - very spacious. despite over 200 monsters it feels quite empty. layout starts off well with big rooms and windows full of things to shoot at but devolves into mazes, waiting around for slow lifts, repeatable 30 second doors, and finishes with a million-mile run along a monotextured imp-filled avenue. before that, a switch quest to get all the keys. it wasn't too frustrating, but i'm not sure what some of them do or what the correct order to visit the areas is, i just kept going. i wish i'd had the yellow key before setting off for the exit, not sure what lowered that. ammunition is never a problem although a backpack would have been nice. there are no official secrets but there are secret places which are invisible on the automap. you are unlikely to find them unless you hump every misaligned texture.

i wanted to like this map, it started off well, and gave a good first impression, but ultimately i found it too slow and convoluted for replays. i imagine it might be more interesting to just run through it having dissected it in a map editor, and not trying to kill all the monsters, most of them you can just run past and be damned. the author practically begs you to try deathmatch on it, but i imagine the players would hardly ever even see each other, it's too big.
>>
>>2935187
Blizzard-tier cyberdemon aside, I actually really like all the monster designs that id's been showing for Doom 4. And at least the cyberdemon looks a LITTLE cool.

I like its design more than most.
>>
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Writing a string formatting function in ACS. It's pretty fucking challenging since I can't program. The idea is to make the sucky SetHudWrapWith function obsolete by inserting "\n"s into the string itself.

Also, anyone here played Terra Nova?
>>
>>2935362
it's the closest one to what could be considered modern rendition of classic doom design. hopefully it doesn't get left out at release. I remember seeing this at time of doom 3 prerelease, but never found it in game.
>>
>>2935379

That's actually really cool but really what other ways could you do the spider mastermind? It's a giant brain on mechanical legs with a fuck off face on it.

Then again I don't doubt Bethesda will somehow manage to fuck it right up.
>>
>>2935075
>Sorry anon, but that's not very good.
no need to apologise, it wasn't intended as a recommendation. i just play stuff and post about it in the hope it is useful/interesting to others.
>>
>>2935387
Bethesda still isn't developing the game.
>>
>>2935403

I admit after the new Wolfenstein games I kind of had hope, they were good games. But I just get the feeling like Bethesda has had a lot more of their hands into a lot of the makings of Doom 4.

Something about it just screams to me of publishers wanting what's popular to make as much cash as possible. I think this largely has to do with the runaway popularity of brutal doom, now they seem to think all people care about is gross amounts of violence.
>>
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Metal as fuck
>>
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I'd like to point out how fucking pretty this game is.
>>
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>>2935451

>the baron design is actually not shit
>>
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>>
>>2935410
After Since 2000, the only new games id has made are Doom 3 and Rage. Now all the founding members have quit too. So much time has passed that it's hard to expect anything
>>
did doom 3 have any huge open areas? can't remember anything but some small martian surface pass after tutorial mission.
>>
>when doing shitty wads and uploading them to the internet is not enough to pay the bills

http://www.redbubble.com/people/gomrade
>>
>>2935528
>Joined: January 2016

You just made this, huh?
>>
I've been away awhile, but that doesn't mean I haven't been working.
>>
>>2935562

eugh no, i actually not like redbubble that much; too much content ripped off from the original artists for a quick buck
>>
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>>
>>2935576
that looks very good. believable but not overdetailed
>>
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>>2935451
Damn son that looks cool as shit
>>
>>2935451
"just finished my workout at #thegym #buff #selfie #buffashell"
>>
>>2935028
>>2931651
forgot about this

painkiller redoodled update

http://temp-host.com/download.php?file=dr03sd
>>
>>2935660
>not #buffinhell

One job
>>
>>2935660
#shredded #2swole2control #PR2D2 #fitasfuck #pussycrusher #swoletrain #hashtags #ihateyoudad
>>
>>2935665
I misread it as Buff A Shell.
>>
>>2935663
sorry, it'll be in the next one.
>>
>>2935459
I really like this Mars a lot.
It's interesting how dark they made it, but if anything, it works way better than a bright, overly sunny desert Mars.
Not to mention how fucking pretty it makes all the buildings and lights look in the distance.
>>
>>2935690
That's literally how Mars looked like in Doom 3.
I think it would be great if they include both day and night versions of the Mars
>>
>>2935690
>>2935702
Presumably Mars has night and day just like other planets. Well, except Venus.
>>
Oh God, Going Down's music is getting on my nerves goddammit.
>>
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>>2935451
I still do not like the facedesign

>>2935454
> grey
> grey
> grey
> grey
> some blood and yellow lines

meh

I still like that chainsaw stuck in the dead body

> http://aubreyhodges.bandcamp.com/album/doom-playstation-official-soundtrack-20th-anniversary-extended-edition

fuck, that´s awesome
>>
how do i disable the ingame speed modifier? i want to override it with my own speed but when i hit 0 stamina you can still keep running at the games own speed modifier
>>
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I'm finally playing through Scythe.

The last few levels are just doing my head in, I haven't been this frustrated with a WAD in ages. I managed to finaly beat fucking Run From It but I died as I went through the exit so I have the choice of either doing the next level from a pistol start, or doing Run From It again.

I'm all for difficulty but god damn.
>>
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>>2935713
I want this misconception that DOOM was an absolute rainbow of colors to end.

If anything, the new game looks far more colorful overall.
>>
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>>2935713
>I still do not like the facedesign
I do. But that's okay. We don't have to agree, anon.
>>
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can you recommend me some good music wads?
i used the PSX Music wad and it is very atmospheric. Makes TWIDT extra satanic but i need something more 'fun'.
>>
>>2935717
all right you've beaten it once so i am giving you special one-time-only non-transferable permission to do the following.

start again but turn on no-clipping mode while you go up the staircase at the beginning. this will prevent the timer from starting.

then you can proceed to the exit at a more leisurely pace and go on to the next map without losing your stuff.
>>
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>>2935713
Is this better!?
>>
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>>2935738

I don't like cheating, even if it seems acceptable but I have never been good at the whole speedrunning thing. I always die right infront of the fucking exit or die on my way through (Which has happened to me twice now). I have had no problems up until now with this WAD but the gimmick on this level is just rustling my jimmies.
>>
>>2935749
i agree it's an arse of a level and shouldn't have been in the regular set. in my opinion it should have been a skippable secret map. but here we are.

map29 is a really nice snowy city map. completely different to everything else in scythe e3.
>>
>>2935735
i've had the demonsteele midi jukebox on autoload ever since it came out
great for corny slaughter sessions

it's really easy to modify too, i ended up making variations with 2spooky music
>>
>>2935727
BUT MUH FIREBLU
>>
>>2935727
Really depends on the level and area. Doom had bright colors, but if it were nothing but bright colors it would be an eyesore.
>>
>>2935351
A fitting filename!

In all seriousness, though I liked the rounded corners in the maze, I don't see those too often.
Also it's funny how I had never realised that elevators could do more than 2 floors. I guess you don't pay attention to trivialities like that when you're actually having fun.
>>
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>>2935741
a bit, yes

> absolute rainbow of colors
I didn´t imply that

I´m just tired of refinery enviroments
>>
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just found some kinda neat cringe material

> https://www.youtube.com/watch?v=pTBV1mpK-Kw
>>
>>2935830
>I´m just tired of refinery enviroments
Well you kind of either get that or ruined streets and buildings. I prefer the 80's SciFi industrial schtick over that.

And there'll also be some shiny white startrek environments along with hell of course by the way.
>>
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>>2935870
I know that there is still hope, but I´m sceptical as fuck

rebooting franchises usally does not go well
pic related is the exception
>>
https://www.youtube.com/watch?v=NrIMb-ro-UI

>asking "doom community" questions about doom 4
> zero questions about modding
>>
>>2935451
Looks like he can fit in with classic Diablo and that's not bad.
>>
>>2935921
A few days ago they announced that they'd be collecting questions from the comments section of an article made for it on their site. No one asked about modding capabilities beyond SnapMap:

http://www.gameinformer.com/b/news/archive/2016/01/19/submit-your-questions-for-our-doom-podcast-with-game-director-marty-stratton.aspx
>>
>>2935976
Gameinformer banned my country (as well as most of east and south-east europe) from viewing their content for some reason, so I can neither read nor comment on the articles.
>>
>>2935904
There was so much bad about SW, but it still came together as a great fun game
>>
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>>2935321
How did you know?

>each floor key plays a note
>only one melody will allow you to leave this place alive
>>
>>2935991
Sorry to hear that then. All of those questions they read (except the one from a guy on their staff) were from that question submission article.

>>2935921
Still some interesting bits from this.
>Difficulty of the levels played by the GI guys has been increased since their visit
>Doom marine stays nameless
>No alternate endings
>Unlike the other difficulties, Nightmare mode has no checkpoints except at the start of the level
>An "Ultra Nightmare" mode that is even more challenging
>Bosses are in the game, bosses won't be in SnapMap ("initially?"), reasons cited are "size" or their different AI/setup requirements to make the battles work
>There is a head on a spike, somewhere. It's not a dev's head.
>>
>>2936085
>There is a head on a spike, somewhere. It's not a dev's head.
intriguing
>>
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>>2935027
>>
how do i draw integer variables called HP and stamina as horizontal bars?
sbarinfo doesnt recognize it, is there another way to visually represent these 2 global variables?
>>
>Playing Doom 64 for the first time
>Get to Altar of Pain
>That atmosphere
>That music
Fucking lordie
>>
>>2936136
Could hack around it and have an ACS loop giving out an inventory item so it's equal to their health/stamina. It's either that or make a bar-drawing function and that's a bit of a pain.
>>
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seems legit
>>
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>>2936145
>>
>>2936145
At least he's discussing the games.
On topic, Burl Tumd is fun, but I hate how Archvile's fire hurts you before he even fully attacks, and how the Imp's fireballs can slightly home. And the Cacodemon's attacks acting as a flash bang just seems unnecessary.
The weapons are still fucking great though.
>>
>>2936085
>Bosses are in the game, bosses won't be in SnapMap ("initially?"), reasons cited are "size" or their different AI/setup requirements to make the battles work
Makes sense. But we're not sure about the Cyberdemons or Barons of Hell being bosses since the Cyberdemon's been plastered everywhere, so it makes me wonder what the hell the actual bosses may be and if we'll encounter shit like the Guardian or encounter one of the alluded-to Titans
>>
>>2935808
probably some editor function did that automatically. i doubt it was actual effort
>>
I hope Sandy Petersen follows Romero and makes an actually good version of Nirvana
>>
>>2936138

The music's fantastic.
>>
Shit just got real.
>>
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Powerslave EX is dead?
>>
>>2936229
I find those messages hard to take seriously
>>
>>2936231
You can get the C&D'd beta which is still floating around. Mostly works just fine other than a couple of weird but minor mouse issues.
>>
>>2936140
yeah thats the thing though, my stamina is a float and i really dont want to mess around with converting floats to inventory integers, so how do i go about making said bar-drawing function?
>>
>>2936145
Because we let shitheads like you in.
>>
>>2936232
It's not about messages. Difficulty just have been set to maximum.
>>
Anyone here play Adventures Of Square? I found it very good.

https://www.youtube.com/watch?v=Ybsq_DP9Iho
>>
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>>2936257
Fuckin loved that shit. I really hope it doesn't take too long for the next episode to come out.
>>
>imps with plasmaguns
>enemies spawn randomly near you
>that one fucker that teleports behind you and kills you
Just kill me.
>>
Lots of new monsters coming up.

WIP Spellcross monster pack
>>
>>2936274
wad?
>>
>>2936283
DoomRPG
>>
>>2935187
I think those look pretty cool actually, and so do the new revenants. eat shit faggot.
>>
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I just wanted new retro FPS games with retro graphics.
>>
>>2936136
Try looking through the P:MSX, GMOTA or Demonsteele pk3's.
>>
Sorry for low fps, no idead how do I into recording.
>>
>>2936289
>eat shit faggot.
uncalled for.
unless you are the character designer
>>
Speaking of DoomRPG, have anybody ported DoomRPG and WolfRPG to PC?
>>
>>2936241
You could always use looped acs script that looks something like:
SetHudSize(something,whatever);
SethudclipRect(0,0,health*stamina_per_bar_pixel,0);
SetFont("BigFatRedBar");
HudMessage(s:"A"; [horrible syntax]);

As in basically printing a long ass bar and masking parts of it out with SetHudClipRect.
>>
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>>2936274
>that one fucker that teleports behind you and kills you

Heh, nothing personnel
>>
>>2936229
I never knew there was a Armageddon event, but then again that's what I always played on

Still wonder about the treasure event that was supposed to happen... I think...?
>>
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Decided to up my standard difficulty choice from HMP to UV when i started this wad.

I've slogged it through to map12 but i'm starting to think i wasn't ready.
>>
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I really don't know shit about how it'd be done technically, but could I use the sky texture used in episode 1 of Doom as a background?

The only resolutions I get from google are far to small to use as a background.
>>
quick question, how do you check if a player is holding down a button (not merely pressing it once or barely just released it)
>>
>>2936382
Like this?
>http://static.thousandwonders.net/Yangshuo.County.original.4414.jpg
It's the same actual place, if not the same shot/angle.
>>
>>2936385
Which button? Like whatever he's bound to fire his weapon or a specific key like "k" or whatever?
>>
>>2936415
yeah a custom button
>>
>>2936410
Wow, I had no idea that it was based on an actual location.
But no, I want to use the texture the game uses, resized to something I could use as a wallpaper.
>>
>>2936325
I haven't really tried but I haven't managed to get Doom recording to work. Should have a sticky about this.

>>2935362
I like everything except lacking mod support info and the chainsaw 1HKO shit.

>>2936274
sounds like he already did... huehuehueheuueueue
>>
>>2936443
Well try googling "yangshuo" or "doom sky china" or something until you find it if possible. The Id guys scanned it from a coffeetable art/photo book or traveling guide I believe.
>>
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Why hasn't this been made yet?
>>
>>2936461

Because internet celebrities tend to make for terrible mods.
>>
>>2936440
That's a bit tricky. You need to make a keyconf lump where you make a new bind for something like
addmenukey "MyCommand" "+user1" (or user2, user3, or user4 - no more) then use an acs script to do something like
int buttons=getplayerinput(-1, INPUT_BUTTONS);
if(buttons & BT_USER1 && buttons & INPUT_OLDBUTTONS)
{
do stuff
}
>>
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>>2936382
Where is that from
>>
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>>2936458
>The Id guys scanned it from a coffeetable art/photo book or traveling guide I believe.

Just out of curiosity, where did you hear that?

I'm not saying you're wrong, but I heard it was off of a Multimedia Collection CD-ROM called "Media Clips" from ARIS Entertainment, circa 1992.
>>
>>2936608
Oh, I was probably just wrong. I'm pretty sure they sourced at least one asset from such a book though.
>>
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>>2936613
The Lion, Satyr, Gargoyle, and some other Gothic textures were from a book called “Nightmares in the Sky - Gargoyles and Grotesques,” according to Doomworld user "Reinchard."
The Cacodemon was from the cover of some AD&D Campaign booklet, I think.

Also, got a hold of one of Aris' Media Clips discs, "The Best of Media Clips 2.0.1," from March 1994. Found the original image of that skybox. Here is the metadata. It was a 640x480 24-bit color TIFF format image and there was a copy in 8-bit (256 color) Windows bitmap format, same resolution.

File: MAJEST3
Disc: Majestic Places
Title: Yangshuo Cavern
Subject: Yangshuo, Karst
Location: China
Colors: Green, Black, Yellow
Format: 35mm
Photography: Tom Atwood
>>
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>>2936624
>The Lion, Satyr, Gargoyle, and some other Gothic textures were from a book called “Nightmares in the Sky - Gargoyles and Grotesques,” according to Doomworld user "Reinchard."
Ah, so that's where I got the misconception from.
>The Cacodemon was from the cover of some AD&D Campaign booklet, I think.
The "astral dreadnought".


>Also, got a hold of one of Aris' Media Clips discs, "The Best of Media Clips 2.0.1," from March 1994.
Neat!
>>
>tfw OBLIGE is a better map creator than you are
>>
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>>2935214
>>
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>>2936382
Makes me think of Myst for some reason.
>>
>>2936336
this shit makes no sense man, whatever x,y value i set to HUD message, it just does not move from the 0,0 origin
>>
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>>2935921
>zero questions about modding
They had one job!
>>
>>2936382
it's based upon a photograph of the landscape surrounding the Li River.
>>
>>
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>>2936382
If this is what you were asking, the original texture is 256x128. There's not much that can be done besides NN upscaling, which should prevent it from getting filterered bilinearly when used as a wallpaper.
>>
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>>2936718
I also made a 16:9 crop. The original size is very unsuitable for this because it's so close to the next standard 16:9 resolution (2560x1440) that a lot gets lost in the cropping.
>>
>>2936107
>It's not a dev's head.
Funny how yesterday's easter egg is today's insult.
>>
>>2936718
>>2936728
my fucking man, thank you so much
>>
>>2936146
That's not quite true, Mark is an edgelord but he was probably more than anything inspired by Duke Nukem 3D
>>
>>2936695
wut WAD?
>>
>>2936779
starter pack with dumb 4
>>
>>2936676
nevermind, looks like i forgot the .0 at the end of the coordinates, oopsies i guess
>>
what wads have you guys been playing?
>>
>>2936934
every ghoul's forest, to see what all the fuss was about.
>>
>>2936790
Anyway you can play the starter pack with standard brutal doom?
I really hate the HUD and menu.
>>
>>2936950
Just load the starter pack without Brutal Doom. You need either Doom 2 or Freedoom Phase 2, but either way the Starter Pack is nothing more than a map set that's designed with Brutal Doom in mind. Thus BD brings out some extra effects and fanciness here and there, but any gameplay wad is compatible with it otherwise.
>>
>>2936934
Right now:

Going Down
Kuchitsu
Scythe

All in combination with Smooth Doom, but with the gore turned down or off or else it'Ddbe slowdown central.
>>
I'm not into Doom-style games but I love System Shock 1 & 2
Any other good atmospheric lore/RPG driven retro FPS?

I hate Half-Life and its ilk
>>
>>2936962
heretic
>>
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>>2936962

>Any other good atmospheric lore/RPG driven retro FPS?
You should try half li-

>I hate Half-Life

get out.
>>
>>2936956
You've misunderstood me, sorry.

The starter pack comes with what appears to be a different version of brutal doom, new hud and all that. I want to run the starter pack with the version of brutal doom without the new hud and all that ugly shit.

I've replacing the pk3 file with an older version, but that didn't work.
>>
>>2936962
Strife is pretty cool, the story is like something from a 90s sci fi movie
>>
>play doom in 4:3 resolutions
>with doom format text/hud in prboom
>they look distorted.

>use nvidia screen resize to force 4:3 on my screen
>play doom in 16:10 resolutions stretched into 4:3
>looks perfectly fine
>>
>>2936971
Ah, now I get it. Download Brutal Doom v20b, and get rid of the file you were using before, for the Starter Pack he probably packaged his HUD with it.
>>
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>>2936934

DTWID, No End In Sight and Eternal Torture

I love Doom 1 wads, they're comfy as fuck
>>
>>2936990
They are. Make sure you play the DTWID : Lost Eps too.
>>
>>2936989
There we go, I had to replace the pk3 and the doom 2 IWAD, not really sure why that worked but okay. The recital is still there, but I'm almost positive that can be disabled from the options menu. Thank you.
>>
when boredom kicks in you make skins of characters from h-games
>>
>>2936962
Strife, Hexen.
>>
does anyone know any wads that have a snowy theme? looking for something to match up with the current weather wrecking the east coast
>>
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>>2936567
E1M5
>>
>>2936997
still unreleased as far as I can tell?
>>
>>2937039
What h-games is that from
>>
>>2937164
meikyuu no marionette
>>
>>2937159
Nigga, I beat that shit last month. All six episodes.

https://www.doomworld.com/vb/wads-mods/62542-doom-the-way-id-did-the-lost-episodes/
>>
>>2937224
oh, well it didn't seem to be on /idgames, which usually means it's not finished or is still in testing.
>>
This level has broken me down. I was actually shaking at the end.
>>
>>2936325
Is this just Doom RPG + DoomRL?
>>
>>2935187
you know why the cacos have arms?
it's so that they can open doors
>>
More statues! Will be useful for the eventual vaporwave map.
>>
>>2937292
neato, but there's something off about them
maybe it's the black border, not sure
>>
>>2937263

That's an awfully symmetrical map
>>
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>>2937282
That makes a surprising amount of sense.
>>
>just got an old cathodic TV
if i get and HDMI to RGB cable it's going to be awesome to play doom on that baby, right?
>>
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>>2937292
>>
>>2937292
The sky needs to be blue.
>>
>>2937347
Doom wasn't made to be played on TV sets
>>
>>2935506
I think there are bigger areas only with boss encounters
>>
What's the best Doom port to use on a Windows 98 computer?
>>
>>2937357
It'll work though.

It was on the SNES, 32X, Playstation, Jaguar, etc.
>>
>>2937368
It probably will but don't expect some magic there. It won't be like console games where the developers cleverly used dithering to get new colors. The experience will hardly be any better than with an lcd. You should probably try Doom64.
>>
>>2936962
Daggerfall
>>
>>2937375
>but don't expect some magic there
Not the same guy, I hate CRT screens, I'm just saying, it'll fly just fine.

Also lots of custom Doom content from back in the day used dithering (how well this worked is another question).
>>
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>>2936962
>I hate Half-Life and its ilk
>>
>>2937309
I suppose so. I'd say the central area makes it look more so because the flow of the level is designed to be around it.
>>
>>2935027
let's write doom music from doom 1 2 and let's try to guess each other songs.

I'll start:

song 1:

doom-dadoom, doom da----dom- DOOM DOOM, DOOM DOOM
doom-da da da doom, doom da da da doom, DOOM DA, DODODOOOM DA


song 2:

DODODODDODODO- doomdoomdoom dooom doom doom,doomdoomdoom dooom doom DOO, etc
>>
>>2936276
that looks like ass to be honest
>>
The soundfont that comes with PrBoom+ is quite good but are there even better ones?
>>
>>2937450
Uh... could #2 be Suspence? I have no idea about #1.
>>
>>2937467
http://pastebin.com/y0Mnk9s4 -soundfont pastebin, it's probably old and outdated (that's why it's a bit hard to spot) but here you go

>>2937450
first one is E1M6, no?
and i think the 2nd one is the end of level / victory theme
>>
Say, would there be any effective way to make a nightvision optic in ZDoom?

Like, iron-sights and scopes can be made, but could one make a scope and then somehow apply the nightvision effect available for the Lite Amp goggles?
Or otherwise apply an effect that lights up your surroundings and then apply some sort of colormap onto the screen while you're looking into the scope?
>>
>>2937039
good
>>
>>2937502
RGA2 does exactly that with sniper rifles upgraded with the thermal scope
>>
>>2937514
Does it look any good?

Also, do you think there would be any way to imitate the distorted effect of the Thermal Optic you have in Resident Evil 4?
>>
>>2936962
Yeah, I can't say that I enjoy Half-life either. I need some of that Heavy Metal or 2000AD vibe to fully enjoy a FPS. Half-life kinda helped kill that off.
>>
>>2935921
what a horrible interview
either all the questions have already been answered before or the guy bobs and weaves the question

if the company is ready to have one then they should be able to answer everything
also the dude keeps stuttering
>uhh uhh the the the uhh

>also they all think romeros head is in doom1
what a disaster
triggered beyo
>>
>>2935708
What else would you expect from Cyriak ?
>>
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Has anyone checked out the Doom 2 Remap Project? As far as I know it's a single guy remastering the original maps to actually resemble what they should.

He's only done the first 10 maps so far but they're really well done, a lot of the old areas look fantastic and UAC-ish. There are also a lot of totally new areas (some good, some meh). It has some pacing issues but he's working on the maps first and gameplay later.

http://www.moddb.com/mods/brutal-doom/addons/doom-2-project-remap-v031
>>
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>>2937554
It's been driving me up the wall too.
Why can't they just deny or confirm modding?
Snapmap is not a substitute.
>>
>>2937565
Okay, so what was the Gauntlet supposed to be, installation wise?
>>
I've just tried an Oblige map. That was certainly interesting. I could tell while playing it that there wasn't any real thought behind the design of the level, but to be honest I've occasionally felt like that about some manmade maps. I wonder if you took out all the Oblige banners from it and passed it as a real map how many people it'd fool.
>>2937565
Does it require Brutal Doom?
>>
>>2937582
only someone who';s never played an oblige map before. they're all the same in a way your brain can sense, after you've played two or three.
>>
>>2937579
I just hope the editor does not just consist of prefabs
>>
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>>2937565
There was that one Russian guy who was giving the whole Doom 2 a decent GZDoom treatment. Last time I've seen he's been doing map 22.
>>
>>2937582
No, it's doesn't require Brutal but I'm fairly sure it requires ZDoom or any Boom port
>>
>>2937583
I imagine it would, generally that's how it goes with procedurally generated levels.
>>2937565
>>2937601
OK, I tried it with no other wads and it worked, just without all the fluff. I only played Map01. It seems nice, the new bits were good and the way they tie in to the original parts was clever. Some dubious design, for example it took me way too long to get a shotty just because I went one way instead of the other, and what's with a megaarmor pickup right after a green one?
Pic related was pretty cool though, a literal rain of fireballs (even if imps that far away means it's impossible to 100% the map). I also got those error markers in the sky, I don't know what they're supposed to be.
>>
>>2937603
It definitely looks a lot better with the dhtp texture pack, I get the impression he's been mapping with them in mind.

And yeah, like I said, the pacing is bad in a lot of places where sometimes you can get good pickups straight off the bat, and other times you can get thrown into a slaughter pretty quickly - there's a new area in Map02 that has a giant teleporter to Hell that spawns about 150 to 200 monsters. It's still fun and I think he'll be coming back to correct these when the maps are done.

But yeah, it definitely could use a lot less ammo/weapon rooms and the new areas are literally totally optional - you can complete the levels without visiting them.
>>
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>>2937502
Yeah it's possible. What you do is you give the player the nightvision powerup, then you render 4 separate camera textures to the center of his hud and mask parts of each out with SetHudClipRect like pic related (grey blocks are camera textures)
>>
>>2937623
Or on reading your most more closely, if you want to make it cover the whole screen just read: http://forum.zdoom.org/viewtopic.php?f=19&t=37011
>>
>>2935028

colorful hell was updated not too long ago;

http://forum.zdoom.org/viewtopic.php?f=19&t=47980&start=135
>>
>>2937625
>>2937623
Yeah I was actually thinking rendering a scope overlay with black around it, and then having some kind of lightmap or colormap applied while you're looking down the scope.

Actually rendering something as separate (the NV effect in the optic, and then a clear and visible outside), seems needlessly complex.
>>
I'm sad that gloome doesn't seem to be actively developed any more. I hope it gets picked up again because some of the planned features would be amazing to work with, like the new/redone hudmessage stuff.
>>
>>2935708
Going Down was by this guy
https://www.youtube.com/watch?v=FavUpD_IjVY
>>
>>2935708
Yeah, you're better off muting most of it.
>>
I'm new to doom, how do I play through the story co-op with buddies? We downloaded zdaemon, but when we'd choose co-op and go to the end of a mission and press the finish button and we'd just end up killing ourselves. Any kind anons willing to help?
>>
>>2937703
>>2937564
Wow, I didn't know he made levels. Are they as fucked up as his videos are?
>>
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>>2935368
Some progress with the line separator function. This is really a single line string and there's none of the built in wrapping functions being used.

Now I need it to only break the lines at space characters so words don't get broken up.
>>
>>2937831
There's some sort of multiplayer options flag thing available right? You probably didn't check "allow level exit" or somesuch.
>>
>>2937859

yes, I forgot to check that, thanks!
>>
>>2937609
You weren't kidding. What the hell. How can a man have so many good ideas and so many awful ones, and cobble them together?
Honestly, that whole additional section in Map02 should be cut right before this mega imp spawn. There's nothing good past that point.
The added details to the existing areas are again pretty neat, although the sewers were a bit underwhelming and the red key building was pitch black for me, but that's probably because I'm missing some mod that makes light spread better.
>>
By the way, the venice map I'm making? >>2937292

It actually adhere's to the 10242 rule. Which is why, instead of running through Venice's canals it's entirely set around a small villa of sorts, of which that hall is the main section.

I set myself the goal of having at least 100 monsters for HMP.
>>
>>2937475
2nd one is correct, first one is from doom 2
>>
>>2938112
Guessing the first one's D_STALKS (MAP02)
>>
>>2937852
Going Down can be, yeah. For a more conventional (but still enjoyable) level of his, try The Eye.
>>
>>2938137
I loved going down, a lot to be honest
>>
>>2938162
Going Down is, along with Pirate Doom, one of my absolute favorite mapsets, it's just so gleefully mean-spirited and the maps are really pretty.
>>
I'm new for multiplayer, what should I know before I join any server in order to not look like a complete newbie?
>>
>>2938167
Go into a singleplayer Zandronum game and edit your name and things first off, so you don't look like a fucking chump, otherwise everyone will SSG your ass because they know you're easy frags.
>>
>>2938167
Not much.
Say hi. Be polite. People will toss shit at you. Keep your cool.
>>
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Lots of Windows!!! for DOOMII
windows1.zip (42 KB, 1995-12-22) - Dave Johnson
https://www.doomworld.com/idgames/?id=4206

it's true, there are many windows between the rooms. which is good because otherwise it'd be just another bunch of rooms and halls. it has two nice open areas, the inner courtyard at the beginning and a large factory thing at the top, both surrounded by tracks with overlooking windows.

the secrets are pretty random, secret doors with misaligned textures. some of them open by themselves. they weren't hard to find. i stumbled over the exit unexpectedly, because i missed the second lift out of the north yard, and ended up finding the plasma gun with no monsters left alive. still, pretty good, though.

hah, i only just noticed this is by the same guy as shotgun.wad (from the last thread).
>>
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Why does no one (not just /vr/) play CTF?
It's the most rad gamemode.
>>
>>2938340
I don't have sufficiently functional social functioning for team games.
>>
>>2938360
This to be honest, and playing CTF with strangers is always a pain in the ass
>>
>>2938340
Playing CTF with randoms is annoying. Playing CTF with friends is awesome.
>>
>swinging doors with transparent textures like cage gates

Sadly not possible, right?
>>
>>2938410
This is probably why right here, however, for me back when zandy was skulltag, I'd have a blast (most of the time) with CTF even when I was alone however this seems to be the other factor that feels as if stuff like AoW2/GvH sucked up most of the playerbase somehow, yet not even the same names of people went there from one or another.

Only time I had a problem was when pretty much obv tourny/clanfags showed up and ruined the fun turning games into a stomp everytime, shit gets boring when you're stomping or getting stomped
>>
>>2937603
Its okay, but i thought it was a pain in the ass how he used mancubi and revenants so early in the game, also why the fuck give the player the plasma gun and so much fucking ammo? I could seriously just tank most ambushes without needing to give a fuck, and some of the extra areas just went for way too long, while some looked good, others looked like "my first map" tier, even for doom 2 standards, also what is this obsession with enemies trying to hit you from far away? Its like every level needs this one section with 60 imps trying to snipe you or 40 demons from nowhere, its just annoying

overral, the level design is kinda of cool, it can be annoyingly dark sometimes (which is fine) but he seriously needs to take it easy with enemy spawns, it surely doesn't feel like "realistic doom" and its far from balanced for this kind of gameplay, but its okay
>>
>>2938481
from long experience it seems unwise to call anything in Doom outright impossible, but you are right to suggest it would be very difficult to achieve convincingly and without any truly convoluted hacks.
>>
>>2938481
Do invisible polyobjects exist? If they do, you could use one along with a non-solid m3d model of your door made to swing along with the polyobject through ACS or Decorate.
>>
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Just found a DM server with this wad on. So much fun.

Anybody else play this recently?
>>
>>2938551
Yeah but it's pretty imbalanced as fuck.
>>
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>>2938551
>>
>>2938559
Yeah. Some servers can get pretty spammy with the characters, but it's still fun.
>>
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>>2938551
I thought it was neat at first, but I'm so fucking sick of this wad by now.
This, Complex Chillax, and that fucking Bagel Horde shit are the only three things at the top of Zandronum, ever.
>>
>>2938574

What about RGA?

I actually like RGA
>>
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>>2938574
same here. The doomcenter servers can be alright I guess
>>
>>2938551
MM8BD was my jam years ago, far from balanced but still fun to fuck around with all the weapons, even better with classes mod
>>
Any good sky replacers out there that make it look like it's on Mars
>>
Need some help here. I want to replace the graphics for the pistol using SLADE.. How do I do this?
>>
>try joining a Complex Doom server
>start with 500 health / 250 armor
>have a standard shotgun, quad shotgun and demon tech rifle with full ammo from the start
>game lags like crazy because of all the particle effects
>monsters with icons above their heads, one had a heart so I guess that means it's tamed
>flying cyberdemons
>monster attacks that clip through walls
>crazy ass revenant that has rapid fire plasma rifle and claws at you from the ground when it's turned into a corpse

I don't know what the FUCK is going on
>>
>>2938601
For some reason only see like 6-7 live servers with only like 1-4 people at a time.
>>
>>2938662
Welcome to hell, that's what.
>>
>>2938574
Is it already possible to save player variables to INI through ACS? I thought about making a multiplayer-oriented RPG mod with a persistent character saves. Even have the classes written out.
>>
>>2938626
Make a wad file (or zip archive if ZDoom) with your grapics (renamed to the corresponding original graphic) in the right namespace and just drag-and-drop into your port of choice.
>>
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Wait... Did GZDoom 1.8.10 recieved a retrofit up to recent ZDoom changes?
>>
>>2938705
Oooh nice
>>
>>2938705
So wait, which should I download, 1.8 or g2.1?
>>
>>2938720
IDK - I just guessed, because why else would it rise up?

1.8.10 uses old renderer, 2.1 is new - download both and see which runs better on your system - only way to test it.
>>
>>2938720
In my experience 2.1 runs like sweaty ass compared to 1.8. I always use 1.8 Whenever I can.
>>
>>2937282
same reason t rex did. Sex.
>>
>>2938734
2.1 actually works better on new computers with GZDoom-specific maps combined with feature/graphic heavy mods like Project Brutality for instance - sometimes 30-40% faster in fact.

1.8 would work better on integrated graphics/laptops.
>>
>>2938738
Well I have a shitty old Radeon HD 5750 and 1.8 certainly works better on that.
>>
>>2938724
>>2938734
Runs like ass during intense battles, or just ass in general? I downloaded 2.1 and it's running fine with me so far.
>>
>>2937581
this was always my issue with doom 2, the levels felt too disjointed thematically, the fuck is inmost dens supposed to be in a city?
>>
>>2938683
I miss when skulltag was lively and wonderful
Used to play that one Terminator game mode on some custom made mapset by this one guy all the time
>>
>>2938756
No I mean I generally see less servers than other people, what could be wrong?
>>
>>2938705
Yes, a guy has been updating 1.8.10.
If you can't run 2.1, this will fix all your problems. Unless your computer is literally from 2003. Only God can help you then.
>>
>>2938787
Surprisingly, a PC from 2003 (P4 based Celeron with 1.6 Ghz single core and one of the earlier GeForces) ran GZDoom 1.8.10 and Brutal Doom ( a bit stripped down on the efects side) really well on maps with near-vanilla monster density. I played throguh Mandril Ass project + BD on it, having a bloody fun time.
>>
>>2938741

sucks that we have relatively modern cards and we still can't play anything right, huh?
>>
>>2938795
Yes, GL 2.x runs on some 2003 PCs. But there are a lot of 2003 PCs that cannot run 1.8.1.
Poor Soundwave.
>>
Where can I find an updated list of DoomRLA assemblies? I tried looking into the starting weapon code, but It's not saying which modpacks are needed to turn X into Y,
>>
I just played DOOM for the first time. I had some good fun till the game started using those areas where the game gets completely black where you can't see anything and switches between being able to see something and black and it's just really headache inducing. I just died to some of those invisible guys they started to use in those areas and now I'm on a break.
>>
>>2938928
look's like you need some help there brother
https://www.youtube.com/watch?v=HJcf0aOwmiA
check out theese PRO DOOM STRATS 4 helping u along
>>
>>2938874
i can't find the doomRL mini wiki on github anymore, but it had all the infos needed
>>
>>2938930
I'm playing on normal, I doub't I will have much trouble with the game beyond replaying a few levels. It's just that motherfucking fade to black.
>>
>>2938940

How you liking it aside from the strobing areas?
>>
>>2938930
Everytime.
Why the retard talk of this vid sounds much more funny than usual aquarius199-tier retard talk?
>>
Does anyone have the title music of Doom 4?
>>2935187
I like them a lot.
>>2935214
>>2936671
Maybe the designed saw this and felt bad for the caco.
>>
>>2938969
Just search Doom 4 Theme on Youtube. it's easy.

Also, it's like a slow version of E1M1 theme.
>>
>>2938935
I found them in the tracking map section of the main decorate file, thanks
>>
>>2938940
this should help:
https://www.dropbox.com/s/se2d6kogd2epfde/dark_doom.zip
just use one of the flashlights and discard the rest, the game is already dark enough on its own imo
>>
>>2938962
Configuring the controls was a bit confusing because there were so many things you could change but in the end it was pretty simple because I don't think there was anything important beyond movement and the use button, mouse was already fine as it is.

After I changed the controls I was pretty much directly into the game. No cutscenes or story, just a pure game with no bullshit and plain fun. From what I have seen of the map there aren't too many levels, but the levels get longer and harder everytime, sometimes taking a pretty big jump in diffuclty. I had no use for the pistol once I got the shotgun and the minigun is pretty fun too. Didn't get the rocket launcher yet although I found rockets for it, probably missed it because the levels have a bunch of hidden loot.

Sometimes the levels get a bit confusing but nothing too bad. It's well worth it to go trough the same room 10 times because there are a lot of secrets hidden and other places you might not have discovered yet.

Overall I'm pretty satisfied. I'm sure I will play DOOM 2 and Wolfenstein too after I beat DOOM.
>>
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>>2938978
>>2938969
>All these people complaining & asking "Where's my heavy metal?!"
>As if the Doom soundtrack wasn't also heavily influenced by industrial music as well.
Good fucking lord what a bunch of posers.
>>
Can somebody direct me to the WORKING download locations for: Internal Conflict and EDGE (3DGE) version of Immoral Conduct?
>>
Is it physically possible to run out of shotgun ammo?
>>
>>2939007
>As if the Doom soundtrack wasn't also heavily influenced by industrial music as well.
Since when was that ever the case?
bobby was literally handed a bunch of metal CDs and asked to make music that sounded like that.
>>
Don't forget that not all of the music in the classic Doom was MIDI ripoffs of actual metal music, there was plenty of slower or more atmospheric kinds of tracks, sometimes ones that tried to go for some sort of 'orchestral' thing with limited, oldbie MIDI. But everyone remembers At Doom's Gate and Running From Evil because they hear it so much that it's the face of Doom and obviously all Doom must be metal like that.
>>
>>2939059
But, if anything, Running From Evil was closer to industrial too.
>>
>>2939059
Why not have oorchestral, industrial and ambient music that is inspired by metal?
https://www.youtube.com/watch?v=3HZEF6Ujsl0
https://www.youtube.com/watch?v=t1RTgznup5c
>>
>>2938995
This guy here again. I just beat the two Satan guys in DOOM 1. After that I got teleported into a dark room with tons of invisible enemies that fucked me immediately up and after that the credits came up. Is this the end of the game? I don't feel like this was the end. I'm gonna reload that level.
>>
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So You Want To Play Some Fucking Doom: The Package : https://yadi.sk/d/469ydBaLndVCJ
>>
>>2939090
Get Eno to help produce it and I'm sold.
>>
>>2939106
Currently missing proper files for Internal Conflict and Immoral Conduct.
>>
>>2939104
Ok, nevermind. I forgot about the episodes you could pick at the beginning. I probably just finished the easy introduction episode.
>>
I downloaded zdoomwars.pk3, how do I play it? I have GZdoom but I don't know how to use it to play zdoomwars
>>
>>2939132

>gzdoom
>multiplayer
>>
>>2939115
Yeah, that last stage 'ends' by teleporting you into an unwinnable situation, with the intention of it suddenly taking you to low health, at which point the stage ends instantly ends and you finish the first chapter. If you know the ambush is there you can just chaingun through the enemies and kill all the monsters, but the room itself is just a featureless square with burning floor that you can't escape.
>>
>>2939193

Shut the FUCK UP and help me
>>
>>2939215

Whoa. Language.
>>
>>2939106
wonderful, thank you
will you be keeping it up to date as mods/the image updates?
>>
>>2939132
Everyone uses Zandronum to play online these days.
>>
>>2938662
That server was fucked.

One, if it isn't survival, deathmatch, or invasion, then it's casual (looking at you, pretty much every brutal dumb server there).

Plus, starting with that much shit is like playing with training wheels. That's just lame as fuck.

Other than that, Complex can be fun, but it's very unfair at times, and frustrating.
>>
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>>2938968
Anyone with a South Park avatar can't have a mind older than sixteen. I wish his videos weren't so annoying to watch, as old shitty doom wads are fun to look at.
>>
>>2939248
ur a faget
>>
>>2939132
Which one did you picked? The original or the remake? One of them only works with zandonum
>>
>>2939279

I got it from this page

http://zdwi.neszone.net/downloads2/

The most current version
>>
>>2939272
ur a faget
>>
>>2939281
This version only works with zandronum and has some minor differences, if you want the old, zdoom version you can get it here

www.best-ever.org/download?file=zdoomwars302_3.pk3

This website also has a gigantic list of random wads so you may want to check it once in a while in case of you looking for something specific
>>
how can i make the HUD bars scale properly to their appropriate max value? at the current moment it stops displaying stamina after ~200
>>
>>2939295

Ooooh, okay. Thanks, bro
>>
>>2939295
>and has some minor differences
MINOR

HAH

HAH

HAH

HAH
>>
>>2938501
I found that as the levels go on they get progressively worse, with way too many Serious Sam-inspired pointless arenas.
In the end Map10, the last one in v03, is pretty good if you discard the arena, but most of what's in the middle isn't that impressive.
>>
Fuck your music.
Fuck your map design.
Fuck your morbid sense of humor.
You goddamn British piece of fish 'n' chips.
>>
>>2939041
Yes, if you shoot every wall you come across
>>
Should I play Scythe or Scythe 2?
Or go through Plutonia?
>>
>>2938263
This one was much better though. The guy still has this inkling for random floor triggers, but the overall flow of the map is alright.
>>
>>2939780
I think plutonia will be a bit better to ease yourself in to some crazy ass shit
>>
>>2939007
Eh, Doom 1 & 2's default music was only influenced by Heavy/Thrash/Groove metal, grunge and hard rock. Quake was what had the industrial stuff.

That said, NIN midis were common in 90's pwads, so I kinda see your point.
>>
>>2939780
>>2939938
scythe 1-20 is easier than plutonia, which is easier than scythe 21-30. scythe2 spans the whole range of difficulties of plutonia and scythe, and beyond
>>
>>2939024
For this >>2939106


Anyone?
>>
>>
>>2939969
that looks good, what is it from?
>>
>>2939979
it's a map i made a while back
>>
>>2939960
Scythe 1 easily has the most jarring difficulty spike in Megawad history, once it enters E3.
>>
>>2938263
And obligatory timed run of it.
A suprising amount of level is skipped if you only go for the exit. It makes what I said before about the flow kinda pointless. And wrong.
>>
>>2940097
So is most of the level just a bunch of sidetrack, or...?
>>
>>2940118
Looks like it. There are two major rooms and several corridors that can be skipped completely, and it can't be said that the one room with the yellow key is used throroughly.
Still, it was decently fun on my first playthrough. I managed to go the completely wrong way so I actually ended up visiting all the level.
>>
Where can I find the Doom64 weapon mod?
>>
>>2939109
>>2939106
Speaking of Immoral Conduct, wasn't somebody porting it to modern ZDoom?
>>
>>2939007
I never asked fot Metal Music, retard.

Also, Metal Music doesn't sound good in a modern Doom. The classic Doom sound good because the music doesn't sound like Metal actually.
>>
>>2940259
>Metal Music doesn't sound good in a modern Doom.
The intro-theme to Doom 3 was pretty excellent.

Also, if you sit down to listen to a lot of the songs that served as basis for the original Doom tracks (Rise Of Ktulu for instance), it fits the theme and feel of Doom excellently.
>>
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Where can I find and download the soundtrack of Doom Alpha?

I found the album using this music wad and the music is goat.
http://forum.zdoom.org/viewtopic.php?f=19&t=29117

I currently play DTWID with music from Heretic + Doom Alpha and it is awesome.
>>
>>2940259
>The classic Doom sound good because the music doesn't sound like Metal actually.

E1M1, E1M4, E1M9, E2M1, E2M9, E3M3, E3M8, MAP01, MAP07, and MAP10 sound pretty metal to me.
>>
>>2940309
alpha has different soundtrack? shiet I didn't know
>>
>>2940259
>Also, Metal Music doesn't sound good in a modern Doom.

I dunno. If Killing Floor can pull it off, I see no reason why a modern Doom can't.
>>
>>2940215
Yes, but apparently it didnt go very far.
>>
https://www.youtube.com/watch?v=6A4-SVUHQYI
>>
>>2940317
I am not sure if it is official. This Jimmy Jukebox is great because you start in an actual map and configure your soundtrack before you start doom in the custom map.

In there there is a Doom Alpha folder and the music really kicks ass!
Maybe someone can look into the pk3 and extract the songs.. not sure.
>>
>>2940330
that sexy voice tho
>>
>>2940342
that would be cool too
>>
>>2940350
I will try to take an in game screenshot from the Jukebox.
You should try this Jukebox sometime. it has a ton of music from other games and custom music for Doom that you can play.
>>
>>2940359
alright you convinced me
>>
>>2940359
>>2940365
I found some info to locate the tracks.
>>
>>2940371
here's some more.
>>
>>
>>2940330
Nice been waiting for this.
>>
>>2940397
does it work with anything else than zdoom
>>
>>2940330
I want the thumbnail of that video for a wallpaper, but I can't find it anywhere.
>>
>>2940451

It works with GZDoom
>>
>>2940378
>>2940397
heh it really does look like a jenesis map
>>
>>2940457
https://i.ytimg.com/vi/6A4-SVUHQYI/maxresdefault.jpg
>>
>>2938930
The only thing that gets me is that Revenant intro every single time.
>>
>>2940330

a couple of nonsense here and there, but it was totally expected.

not bad.
>>
>>2940457
He does all his own vectors.
>>
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>>2940523
>>
>>2940330
fifty minutes of pure fluff. light on substance, even lighter on meaningful analysis. to make matter worse, the man sounds like he failed an audition for the master chef voice-over.

don't see the appeal.
>>
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>>2940580
MOOOOOOOOODS
>>
>>2940580
I can hear the music. In my head. deeeeewwwww*. diddleilddleiddleiddle der dee der doo der. der ner ner ner ner, der ner ner ner ner

_________
* not the poster.
>>
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>>2940620
https://www.youtube.com/watch?v=BerC79uxPnM
>>
>>2940636
Good fucking god I still lose my shit
>>
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>>2940636
This is now a dance thread.
>>
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>>2940697
>>
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>>2940706
>>
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>>2940709
>>
>>2940371
alright I listened them and many others and there is mainly song conversions of real music or bits that sound like a base for a song
there are some tracks that made in to doom 2 and 1
so it was more like an interesting listen than a actual "good" soundtrack

however there were these 2 names that I wan't to know why they are named that
>romero's torment
>aldrein's tired
what are the stories here
>>
>>2940706
that one is good. that one actually looks like a dance.
>>
Yesterday I have seen Brutal Doom for the first time. I can see the hate very well. They included everything we have about modern shooters into the game and the game looks and plays like garbage.
>>
>>2940330
That was pretty good, some in accuracies here and there, but nothing terrible.
He should have mentioned the departure of leading id members over time.
>>
>>2940742
how have you managed to avoid it up until now? i'm kind of jealous (to other readers: sorry, couldn't resist).
>>
>>2940742
That's not why it's hated though.
>>
>>2940783
Because yesterday I started with Doom in general.
>>2940785
Why then? If it isn't for the fundamental changed gameplay and the unnecessary graphical extras. Why else is it hated?
>>
>>2940796
>Why then? If it isn't for the fundamental changed gameplay and the unnecessary graphical extras. Why else is it hated?
I need to write a faq or something for this
>>
>>2940796
>Because yesterday I started with Doom in general.
looks like you came just in time

BECAUSE WE GOT SOME PRO STRATS FOR YOU >>2938930
>>
>>2940796
Because of it's popularity. And I'm not talking about jealousy. Doom community got filled with retards that never played anything other than Brutal Doom, asking to make every other mod compatible with Brutal Doom and etc.

In the end, if you don't like Brutal Doom, don't play it. Nobobdy forces you to and nobobdy gives a fuck if you don't like it. Keep it to yourself.
>>
I'm feeling good so I want to hear your feelgoods. What's the level in the original two Dooms you like the most, style-wise.

I've always loved Mt. Erebus for how different it looked and played from any other Doom level. Open-ended, massive, the most infernal of all the Doom levels and even that music is amazing. That shrine floating in the lava, those weird buildings/guardhouses/whatever, it's all so beautifully surreal.
>>
>>2940812

There is an FAQ.
People don't read it.
>>
>>2940814
I'm the guy you replied to with those pro strats in the first place.
>>2940815
I doubt that's the reason. If you liked original DOOM no way in hell you gonna enjoy brutal doom.
>>
>>2940828
yeah but this is all it says

>Q - Why do most people tend to hate brutal doom?/Why do some people tend to love brutal doom?
>A - Everyone has their reason (reloading, ironsights, general feel/speed, tons of gore, the author, etc)... ...but ultimately, nobody should care. Cause, well, >opinions

it's so short it begs further questions and doesn't even mention the deletorious effect of a demanding fanbase >>2940815 talked about at all
>>
>>2940830
>I doubt that's the reason
That's pretty much the reason actually, brutal doom isn't the first gameplay mod that added modern shit, neither the first filled with gore and gimmicks, its mostly the fanbase being annoying and somtimes praising Mark as the second coming of Jesus
>If you liked original DOOM no way in hell you gonna enjoy brutal doom.
I liked the original doom and i enjoyed brutal doom, when i first played it i had a blast with all the fun ways to kill enemies, eventually i just got bored and went back to the usual wads i enjoyed, the problem isn't people who enjoy both or just one, its that kind of guy in any hobby ever that doesn't actually care about the hobby and never tries to go deeper, if brutal doom got you into doom and made you try other wads and even the originals, good, but if you limit yourself to brutal doom, sperg about it online, and just act like a ignorant cunt while shitting on shit you don't even understand them of course people are going to get pissed, i am not even an elitist fag and i fucking hate when people like this are around
>>
Here's what bothering me about the Starter Pack: the levels' detailing appears only halfway done. You have sections that are nicely detailed, giving a more modern vibe, but then you have sections that seem to have not gotten much attention at all, making it look more basic and classic.

This leads to an uncertain feeling as to whether the level designer was just being lazy, or whether they tried to combine both a classic and modern look and ended up doing so in a disjunctive way, ultimately making the wad look like it doesn't know what it wants to be.
>>
>>2940716
i saw that too. lel.
>>
>>2940861
I know Brutal Doom because it's popular and also infamous on here. But in the end I just got to know it because of it's popularity, what makes me dislike it are the changes. You kinda have a point, but that point pretty much goes for everything popular.
>>
>>2940874
>but that point pretty much goes for everything popular.
Exactly
>>
>>2936962
Not shooters - Thief. Ultima Underworld.
>>
>>2940827
I don't know the maps by name, and I can't really recall most of them without some visual aid, but the one that I was thinking about might just be the one you mentioned, Mt. Erebus.
>>
>>2936962
Oh, and unreal has good atmosphere. I dunno how doom-style I'd consider it.
>>
>>2940330
does this dude do other videos like this on different games?
>>
Would you guys say Doom 2 is definitely better than 1?
>>
>>2940990
No
>>
>>2940990
Doom 2's map design sucks. It did however bring in the Super Shotgun, as well as some new enemies.
>>
>>2940990
I think the new monsters make it better, but the level design is worse. I don't think it's as bad as everyone says it is though.
>>
>>2935027
How do I play Doom on a Mac?
>>
>>2940990
doom 1 - best level design and overall balance of elements
doom 2 - most memorable levels
plutonia - best secret levels
TNT - best amount of challenge
>>
>>2941016
Source port. Pretty sure this big names have mac ports.

zdoom for fancy shit that breaks wads on other source ports, prboom for original gameplay with no engine limitations, chocolate doom for orginal gameplay and limitations, Zandronum for multiplayer
>>
>>2941030
I feel this doom 2 most memorable thing
why tho. do people remember them because everyone says they are bad
I think they are great, mostly
what is "wrong" with doom 2's levels that doesn't plague doom 1?
>>
>>2941067
Its more about balance of elements, the original doom had a good amount of enemies, items, traps etc each level, the secrets were really damn well hidden and it really felt like you were going somewhere the whole time, for its time at least it felt like an actual place that was originally built them attacked by monsters, and as you progress the game starts slowly implementing more and more things, allowing you to stop and smell the flowers, dividing the game into 3 chapters only made it more enjoyable with the easy but still fun boss battles

Doom 2 doesn't have some of that, it has the most memorable levels because they have some really remarkable moments, but even have this "fanmade" vibe comging from them, like if it was really made to be part of a video game instead of being part of the world (as stupid as this may sound), some levels feel like "get gun, shoot monsters, win" rather than "you're a doomed marine trying to survive", its not a bad game it just doesn't have the same kind of balance and progression 1 had
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>>2941043
Hold the fuck on. Are you tellming me zdoom isn't authentic? What is different?
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>>2940815
E1M7 is the best pervasively interconnected techbase full of glimpses of later areas and riddled with secrets.

i also like E2M4 for conveying the best sense of hell corruption of a tech facility.

i like E3M6 for the reasons you stated and suggest to you to play map28 of the Newdoom Community Project as it is essentially an enriched Doom2 remake.
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>>2941094
Its "near enough" if you turn all the fancy options off. But it is radically different on the inside to a traditional engine that is still close enough to the original game to be able to play its demos.

Unless youve a number of years experience or have certain special interests, the differences probably won''t matter.
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>>2941043
thanks bro
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>>2941110
I just looked up some chocolate Doom footage and noticed that the player didn't jump. I think the possibility is high that jumping didn't exist in original Doom. I didn't feel like jumping really added to the game to begin with though.
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>>2941143
you are right, it didn't
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>>2941143
you could walk forwards, backwards, sidestep left and right, and turn clockwise/anticlockwise. you could do all this with keyboard mouse or joystick. however you could not look or aim up and down, or jump or crouch, those are source port additions.
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>>2940371
i think romero released a lot of old/unfinished midis on his site a while ago, that could be the source...
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>>2941161
When I played I noticed that height is irrelevant and you merely need to shoot in the right direction to shoot enemies that are of lower are higher height. The shootgun has also a pretty long range. I would like to know how damage gets calculated for enemies on different heights and the range of the shotgung, because it definitely is stronger from a short range although the damage is really decent even from long ranges.
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>>2941180
>the shootgun

This typo made me happy.
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>>2941180
1d4/pellet, 7 seven pellets in a spread IIRC. Damage falls off from pellets missing due to spread over distance.
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>illegal use of IWAD maps

What?
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>>2941202
?
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>>2941202
Who or what gave you this message?
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>>2941186
Yeah, for some reason I didn't manage to write shotgun right in the entire post.
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>>2941180
>When I played I noticed that height is irrelevant and you merely need to shoot in the right direction
Yes this is the autoaim. That is part of the original game.
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>>2941189
I believe it is 5*1d3 per pellet (i.e. either 5, 10, or 15). the spread is 11.25 degrees
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>>2941180
>>2941143
It's actually cute reading this. I'm so used to Doom being Doom that it's weird for me to think that there are people who don't know how it worked.
It's like when I found out that my roommate had never watched Star Wars.
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>>2941205
>>2941206
I was looking for some weird wads and found this small thread on DW that mentioned something like that: https://www.doomworld.com/vb/doom-general/55455-weird-and-rare-wads/

The WAD the OP linked, MBelcher's Doom 2 is one of the most bizarre fucking things when it comes to map design.
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>>2941086
oh like you get some of the most powerful guns very early on in doom 2 unlike in doom 1 you don't get the bfg in the first episode, I don't think
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>>2941086
to add to that I cannot remember mostly any of the maps beyond episode 1 from doom 1 but can almost every single one in the second game
maybe doom 1 maps were more like hard to remember mazes and doom 2 had these big open areas?
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>>2941230
After I read that zdoom isn't authentic I got really paranoid. The jumping really doesn't add anything except that you don't get as much damage if you walk on acid so it doesn't bother me too much. I just found my first chainsaw and needed to google if it was in the original game. Thankfully it was.
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>>2941250
Doom 2 had some really unique moments here and there, each map is really damn unique and has that "hub area" which you never forget, i can still remember all the maps, one by one just because they all had this area that left an impression on me, doom 1 maps just feel like continuations of each other, at least the episode 1 ones
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>>2941259
huh, yeah I guess I can remember e1m2 being my favorite level
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>>2941259
but I cannot shake the feeling I like doom 2 more overall
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>>2941276
Its weird isn't? Some people just like doom for different reasons, i mean, even if i hate to admit i am a huge sucker for Serious Sam ish arenas and gameplay, even if its not the best thing about doom games
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>>2941253
If you're just playing the IWADs, you don't have to worry about encountering items or monsters that weren't in the original games. ZDoom doesn't alter the contents of levels, though due to behavioral/physics differences, levels may play slightly differently than they do with the original executable.
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>>2941287
I like Doom because the shotgun is so satisfying to use.
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>>2941287
I am just baffled people are so one-sided about the first game being superior
altho the disagreeing type tend to be the loudest and the rest just keep going happy silently
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Is there any port of Doom or Doom 2 to a completely new engine, via mods to other games ?
Also is there any mod that adds actual missions to Quake 3 ?
cheers
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>>2941235
It's bizarre, alright. I think I'm actually impressed. I only played the first map, and while the looks were bland, the lighting too dark and the new sounds horrible, the level was pretty fun. But most of all, it had the closest ammo balance that I've ever experienced: on UV, with 100% on everything, I ended the level with 1 bullet, 1 rocket and 59 cell.
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How does hitreg work with the 2D sprited enemies in Doom ?

>>2941294
do you think the shotgun is worse or less enjoyable in Quake ?
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>>2941390
The closest i can remember are some Garry's mod addons but i don't think you would want those
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>>2941390
Someone ported doom to the arcade machine in doom 2... but I don't think that's really what you mean.

You mean is there a recreation of doom or doom 2 in a newer engine?

I think someone did that with the first episode of doom 1 into doom 3 as well...
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>>2941456
oh that sounds pretty cool but i really hate the lighting in Doom 3. Main reason I never liked the game...
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>>2941401
how much in-fighting did you use
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>>2941464
not him but I played it and it's really neat for a free mod anyone should definitely give it a go
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>Final Fantasy Doom

Jesus Christ. This is bad.

VERY bad.
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>>2941468
Some, at a few of doors. I never seeked it, though, only let it happen if they triggered it on their own.
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>>2941409
>How does hitreg work with the 2D sprited enemies in Doom ?
each enemy is a square prism / cuboid with base sides 2r (r == radius) and height h. draw a line out from the attacker. if it intersects this cuboid the attack has hit.

it's a little more complicated than that (exactly where the intersection is checked depends on source port) but you get the idea.

radius and height are hard coded into the engine and don't necessarily match the size of the sprite. revenants are somewhat shorter than their sprite would suggest, for example.
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>>2941476
Sounds like the kind of mod that was made in the 90s. Not that it's a bad thing, but everyone back then seemed to always mash up Doom with something else, like Mario, The Simpsons or Star Wars.
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>>2941530
i think those mods have a special charm. i remember loving the simpsons map in cs1.6 and seeing some pop culture materialized in a mod can be quite interesting sometimes
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>>2940001
post it! i would like to play it
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>>2941573
I agree, it's kinda like opening a time capsule.
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>>2941456
*ahem* that would be me
https://www.youtube.com/watch?v=af5UUpqzO9A
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>>2941603I
It doesn't count unless you write a HudMessage raycasting engine!
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>>2941603
Lol @ wolfenstein at the end.
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>>2941631
Are you taking a DOUBLE BREAK?
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>>2941694
Fuck, how did i even posted that on the wrong board?
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>https://www.doomworld.com/vb/wads-mods/85675-egregious-ease-of-experiencing-everlasting-egregore-expenditures/

Literally, what?
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>>2941697
I dunno man.

I have a question though. In vanilla (or chocolate) doom, if I add a new patch/texture in a pwad, can I use it or do I have to replace one of the original textures?
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How do you add monsters in the oblige level maker i did manage to make a module for my custom monster yet it never apears in the level i make what am i doing wrong

here is the link for the steps

http://oblige.sourceforge.net/mod_monsters.html
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>1v1 benellus with GMOTA
HOLY SHIT
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>>2941575
https://www.sendspace.com/file/fpmn9w

It's a pretty short map, but here you go.
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>>2937565
Anything similar to this for Doom?
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I've spent an autistic amount of time making a font/menudef/gameinfo lump combination that looks nice. Can't stand the normal doom font.
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How do i load custom wads in Brutal Doom? everytiem i try to do open them it opens normal Zandrodum
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>>2941819
how do you set resolution above 1280x960 ? also id be interested in trying this font out. considered uploading it to the internet? id appreciate if you did
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Give a fella who hasn't played Doom in a year some wads
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>>2941824
It's a bit of a hassle, because I'm using a whole folder full of png's for each letter and a TEXTURES lump that scales each letter down to half size (which tricks the main menus automatic scaling to 1993 resolutions into displaying hi res graphics). The actual font is a a programmers font called "Dina" in 9pt bold, rasterized by bagheadspideys zdoom font generator.

I may stick it all into a pk3 and upload it to zdf's resources board some day when it's done.
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>>2941824
>how do you set resolution above 1280x960
Oh and this, it should be right there in "set video mode" if you have all aspect ratios allowed.
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>>2941486
Isn't the height only relevant for collision detection with ceilings? Because they have infinite height for collision detection with the player and infinite height is what makes it possible to hit Romero's head in Map30.
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>>2941840
ALL only shows up to 832x624 and 4:3 only shows up to 1280x960 as screenshot shows. im using a 1600x1200 CRT
i think it might have to do with the different refresh rates for each resolution. that would explain all the duplicates.
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