DOOM THREAD / RETRO FPS THREAD - Last thread >>2928105
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.
[01-21] PSX Soundtrack extended release
[01-20] Anon mod release: Disabled weapon bobbing in Marathon
[01-19] Celebrating GMOTA's 2nd birthday by releasing its predecessor weapon mod
[01-19] Another Gameinformer Doom4 update:
[01-18] Ketchup 5.0 released
[01-18] Project Brutality v2.0 released
[01-17] Doom monster design sketches and Doom64 models
[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.
To submit news, please reply to this post.
I'm going to be very lazy and just say "start with the WADPAKs", they're not perfect but they're a good selection.
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.
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.
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.
That's actually pretty cool.
>Those useless little arms
What the fuck are you doing, character designer
>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
maybe it's some sort of combination between cocoademon and pain-in-the-ass elemental?
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.
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.
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.
hopeless.zip (50 KB, 1995-07-23) - Steve Worley
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.
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.
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?
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.
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.
>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.
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.
I'd like to point out how fucking pretty this game is.
did doom 3 have any huge open areas? can't remember anything but some small martian surface pass after tutorial mission.
I've been away awhile, but that doesn't mean I haven't been working.
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.
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.
I want this misconception that DOOM was an absolute rainbow of colors to end.
If anything, the new game looks far more colorful overall.
>I still do not like the facedesign
I do. But that's okay. We don't have to agree, anon.
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'.
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.
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.
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.
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
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
a bit, yes
> absolute rainbow of colors
I didn´t imply that
I´m just tired of refinery enviroments
just found some
kinda neatcringe material
>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.
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
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:
How did you know?
>each floor key plays a note
>only one melody will allow you to leave this place alive
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.
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.
>Playing Doom 64 for the first time
>Get to Altar of Pain
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.
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.
>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
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?
Lots of new monsters coming up.
WIP Spellcross monster pack
I just wanted new retro FPS games with retro graphics.
Sorry for low fps, no idead how do I into recording.
You could always use looped acs script that looks something like:
HudMessage(s:"A"; [horrible syntax]);
As in basically printing a long ass bar and masking parts of it out with SetHudClipRect.
>that one fucker that teleports behind you and kills you
Heh, nothing personnel
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.
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.
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)
>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.
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.
Disc: Majestic Places
Title: Yangshuo Cavern
Subject: Yangshuo, Karst
Colors: Green, Black, Yellow
Photography: Tom Atwood
>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.
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
>zero questions about modding
They had one job!
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.
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.
nevermind, looks like i forgot the .0 at the end of the coordinates, oopsies i guess
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.
>Any other good atmospheric lore/RPG driven retro FPS?
You should try half li-
>I hate Half-Life
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.
>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
DTWID, No End In Sight and Eternal Torture
I love Doom 1 wads, they're comfy as fuck
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
Nigga, I beat that shit last month. All six episodes.
This level has broken me down. I was actually shaking at the end.
More statues! Will be useful for the eventual vaporwave map.
That makes a surprising amount of sense.
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.
>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).
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.
let's write doom music from doom 1 2 and let's try to guess each other songs.
doom-dadoom, doom da----dom- DOOM DOOM, DOOM DOOM
doom-da da da doom, doom da da da doom, DOOM DA, DODODOOOM DA
DODODODDODODO- doomdoomdoom dooom doom doom,doomdoomdoom dooom doom DOO, etc
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?
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
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.
It's been driving me up the wall too.
Why can't they just deny or confirm modding?
Snapmap is not a substitute.
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.
Does it require Brutal Doom?
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.
I imagine it would, generally that's how it goes with procedurally generated levels.
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.
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.
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)
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.
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?
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.
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.
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.
Lots of Windows!!! for DOOMII
windows1.zip (42 KB, 1995-12-22) - Dave Johnson
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).
Why does no one
(not just /vr/)play CTF?
It's the most rad gamemode.
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
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
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.
Just found a DM server with this wad on. So much fun.
Anybody else play this recently?
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.
same here. The doomcenter servers can be alright I guess
Any good sky replacers out there that make it look like it's on Mars
>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
>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
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.
Wait... Did GZDoom 1.8.10 recieved a retrofit up to recent ZDoom changes?
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.
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.
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.
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.
>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.
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.
So You Want To Play Some Fucking Doom: The Package : https://yadi.sk/d/469ydBaLndVCJ
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.
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.
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.
This version only works with zandronum and has some minor differences, if you want the old, zdoom version you can get it here
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
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.
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.
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.
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.
>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.
Where can I find and download the soundtrack of Doom Alpha?
I found the album using this music wad and the music is goat.
I currently play DTWID with music from Heretic + Doom Alpha and it is awesome.
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.
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.
alright I listened them
and many othersand 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
what are the stories here
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.
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.
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
>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.
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.
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.
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
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?
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
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.
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.
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.
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.
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.
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.
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?
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.
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
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
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.
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.
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...
>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.
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.
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
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.
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.
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.
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.
Episode 4 is much harder than Episodes 1-3. It's a bonus episode for skilled players. Doom 2 is a little harder than Doom 1, but much easier than Episode 4. I recommend Doom 2 then return to Episode 4.
Difficulty-wise you will be ready for mods after Episode 4. However, the vast majority of mods are for Doom 2, so you really should play through Doom 2 at least to Map11 to learn all the new monster behaviours and the super shotgun.
There's no new monsters after Map11 so you can quit after that if you're bored. That's also the point at which the level design starts flagging so it's ok to quit there.