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DEMONS INVADED ON LEG DAY

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Thread replies: 571
Thread images: 90

DOOM THREAD / RETRO FPS THREAD - Last thread >>2935027

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===

[01-24] Anon map release: map02 - random.wad
https://www.sendspace.com/file/fpmn9w

[01-24] RetroAhoy: Doom
https://youtu.be/6A4-SVUHQYI

[01-23] So You Want To Play Some Fucking Doom: The Package
https://yadi.sk/d/469ydBaLndVCJ

[01-23] Colourful Hell update (v0.80)
http://forum.zdoom.org/viewtopic.php?p=879097#p879097

[01-22] Painkiller mod updated again
>>2931651
http://temp-host.com/download.php?file=dr03sd

[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

===

To submit news, please reply to this post.
>>
>>2943196
Quake 3 is a wonderful online shooter with no major flaws. it was designed for multiplayer and is the only 90's decently populated online shooter i care about (via quake live)
>>2943217
they already confirmed they will be releasing a map editor for all platforms with the possibility of creating your own modes, adding game logic to entities, and playing the maps in multiplayer.
>>
>>2943230
saw RetroAhoy: Doom yesterday night. Its great. sometimes i wonder why this kind of stuff isn't seen in TV.
TV is a dying media anyway, just like CDs and DVDs
>>
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So what's things that bother you with weapons in mods?

A thing that bothers you from a design or aesthetic standpoint, and one that bothers you from a gameplay standpoint.

For instance, a thing that really bothers me in a lot of shooters is how machineguns are arbitrarily made weaker in a lazy attempt at balance.
A thing I dislike from an aesthetic standpoint is guns arbitrarily depicted mirrored, or flipped (as if it was a left handed weapon).

Likewise, what's a thing that you really like seeing done for weapons in mods?

A thing I really like is when shotguns have reloading where it's like in Doom 3, and you actually insert two shells at a time, to make reloading much faster and more efficient.
Very few mods do this though.
>>
>>2943292
i think its nearly impossible for them to make a "next-gen" as they like to call it, adaptation of doom, without pissing off a big portion of the fans.
what did you want or were looking for anyway?
>>
>>2943195
>I'm not huge on the fixed width font
It's not ideal, but I prefer it over variable width with no kerning.
>on black colours
The black background is actually just the "dimcolor" cvar. It can be any color and transparency, as can the font.

Any suggestions on a background/font color combination that would be pleasant to read?

>>2943221
It's inspired by WON half life actually.
>>
>>2943246
>Quake 3 is a wonderful online shooter with no major flaws.
Vanilla? It was a pretty flawed game, imo.
>it was designed for multiplayer
Well, yeah. I wasn't saying anything against that.
>>2943217
No modding, according to PcGamer.
>>2943246
Snapmap isn't modding.
>>2943292
I was the opposite, actually.
>>
>>2943326
>No modding.
The amount of disappointment and despair I feel cannot be measured by any sort of device. The Brutal Doom spergs have won, folks.
>>
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>/doom/ is super pessimistic about DOOM '16
God dammit.
I'm actually looking forwards to it.
I've just become convinced that you guys won't be happy unless the new DOOM is nothing more than a map pack for Ultimate DOOM.
>>
>>2943330
I'm meh about it to be honest.
Maybe full modding tools will come out later (consoles gimping pc modding will turn off some people I think) but I probably won't care that much.
>>
>>2943332
That sounds like /vr/ alright
>>
>>2943332
it's the internet and bad games have been an abundance, what did you expect
I am eagerly waiting it too
>>
>>2943332
I'm excited, I'm just disappointed. They could have blown my pants off, but all I feel is a slight shift in the nether regions. Ah well, I'll get the game, and I'll have fun.
>>
>>2943325
I like classic dark fonts on light backgrounds so I'm not much of a guide for cool UIs. 4chan's blue boards actually hit the spot of amazingly comfortable for me.
>>
>>2943332
I wasn't impressed with the alpha.

Here's hoping anon
>>
>>2943332
pessimism is just my default attitude these days. you're only setting yourself up for disappointment by allowing yourself to get hyped. if it comes out and it's shit, i get to be a smug mother fucker and tell you fools that i told you so. if it comes out and it's good, then i get to enjoy a new doom game for the first time in 22 years. i literally can't lose.
>>
>>2943332
>I've just become convinced that you guys won't be happy unless the new DOOM is nothing more than a map pack for Ultimate DOOM.

Fuck off, that's the exact opposite of what I want.
If you're looking forward to it, look forward to it. Don't throw a fit about how someone else isn't excited.
>>
>>2943296
Here's an interesting thought. Why does Doom need to be "next-gen?" Doom 2 used the same engine as Doom 1. Why couldn't id develop a new Doom game using a custom version of GZDoom or something? Look at what mod makers do for free and then imagine what a team of professional AAA developers could do with the engine. They could focus nearly entirely on making a good Doom game instead of on the technology powering it.

Maybe the way not to piss off fans is to not radically alter the thing that they are a fan of.
>>
>>2943370
this is the most retarded idea in the history of these threads
>>
>>2943370
>custom version of GZDoom

you mean have a version of zdoom that doesn't have graf cockblock everything?

that would be amazing.
>>
>>2943296
>what did you want or were looking for anyway?

Were looking for? I went in with no expectations, since there's millions of ideas and expecting one very rarely coincides with what developers go with.
I was excited at first because of the neat action. I wasn't too thrilled with the emphasis on killpinatas but I thought the double jumping and extra moving around was really neat and could lend itself well to cool level design.
But I thought "okay, it's flawed, but it looks cool. With less killpinatas and more straightforward action it could be something really cool".

I've gotten discouraged since, because it seems "straightforward action" is the last thing they're thinking of.
The emphasis on killpinatas means item placement is really going to suffer. Weapon upgrades just muddles things up. "push forward combat" is a nice idea in theory but I don't like how they're taking it.
And, of course, nomods. Expecting the same depth as another game with 22 years of dev and tools on it is dumb, but I REALLY don't like how limited snapmap is.

Also multiplayer looks slow and boring, but I don't play multiplayer so I can't judge it.
>>
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>>2943358
I prefer dark backgrounds because they help with headaches and eye strain that I often get otherwise. I've set up bot slade3 and gzdb to mostly dark grayscale because of that.
>>
Where can I find the Doom64 weapon mod?
>>
>>2943228
>[01-17] About half a hour of footage of ID and Doom circa November 1993.
>https://youtu.be/HpEBUV_g9vU [Embed]

That's old as hell, you know.
>>
>>2943383
Hooray, I won an award.

But seriously, why? Part of why people still play Doom to this day is the way the game looks and feels. The abstract environments that would look ridiculous recreated with modern graphics. The lack of any scripting or story sequences to interfere with the action. The iconicity of its weapons and monsters. Really, you can't remove Doom from the artifacts of its heritage and still have it be DOOM. At best you get a game inspired by DOOM. And then you wonder why fans of DOOM aren't happy.
>>
>>2943415
>That's old as hell, you know.
of course it's old, it's from 1993
>>
>>2943428
Romero uploaded it like 4 years ago.
>>
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um.....
>>
>>2943568
!
>>
>>2943568
didn't load the texture pack?
>>
>>2943585
new reshade fucked it up
>>
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>>2943568
>>
>>2943568
Stop it Dave, I'm afraid.
>>
>>2943332
I just want to play another Doom game with soundtrack by Mick Gordon. I liked Doom 3 for what it was and I'll probably like new Doom too.
>>
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Made a little tut for shits. Dunno if it'll be useful to anyone or not as it's pretty bare-bones, but I wasn't doing anything else this morning.
>>
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>>2943746
>>
>>2943746

Yoooooooo this is rad as hell.
>>
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>>2943746
>>2943751
>>
>>2943753
>>2943756
Thanks. I just realized it should say to create a render camera and parent that to the carousel as well though... Shoulda proofread it a bit more.
>>
>>2943746
I liked the part where you went from a sphere to a perfectly sculpted model.
I guess that's not the scope of the tutorial, but damn, feels like that meme picture about how to draw an owl.
>>
>>2943763
i assumed the tutorial was not about "how to make a sculpture" but "how to get a sculpture in doom sprites", so the first step being "make a sculpture" makes sense
>>
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>>2943763
>>
>>2943764
Yes, that's what I said.
>I guess that's not the scope of the tutorial
>>
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>>2943746
Fixed-ish version.
>>
Could someone post the download link for Chocolate Doom? Avast keeps blocking the website so I can't get it.
>>
>>2943332

It's literally halo right now with some execution animations.
>>
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>>2943763
Yeah. It kinda assumes you're going to poke around yourself a bit. It's more a "general guidelines" thing...
>>
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Halls of Hell
halls.zip (36 KB, 1994-09-16) - Doug Branch
https://www.doomworld.com/idgames/?id=863

what the name suggests really, although there's not much hell, it's done mostly in startan, computers, and gray cement. beware of inescapable death pits and note you will have to wallhump a lot to find secrets, some of which are texture misalignments but others are completely invisible and you just have to know where to push the wall. kind of flows awkwardly too, the rocket launcher is mostly superfluous by the time you get it, the invulnerability isn't much use either. you can lock yourself out of getting 100% kills but most of the map is optional once you know where everything is.

not unplayable but not great.
>>
Asking again but has anyone attempted something similair to this for Doom 1?
http://www.moddb.com/mods/brutal-doom/addons/doom-2-project-remap-v031
>>
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>>2943789
and here's a demo
http://temp-host.com/download.php?file=of21qe
>>
>>2943797
Knee Deep in ZDoom?
>>
>>2943789
Are you compiling all your reviews anywhere?
>>
>>2943804
Thanks, I'll try it out
>>
>>2943259
>TV is a dying media anyway, just like CDs and DVDs

;_;

Physical media, please don't go
>>
>>2943805
sorry, but no -- i prefer to just post along with everyone else.
>>
>>2943818
the internet is gradually turning into tv though. but the channels are called "facebook", "google", "netflix", "twitter" etc.
>>
>>2943832
I meant more like in a text file or anything, but that's fair.
>>
>>2943836
Kinda gross isn't it? That's why I prefer 4chan... anonymity is the best way to internet...
>>
>>2943804
>doesn't work on zdoom
>>
>>2943332
I'm cautiously optimistic, in some ways.

>>2943370
>Why couldn't id develop a new Doom game using a custom version of GZDoom or something?
Because pretty much nobody does something like that. I think it would have been a better use of 3DRealms time to just make a bunch of map packs for Duke Nukem 3D instead of making what became the worst shooter ever made, but here we are.

Doom was also originally kind of a perfect storm, the right people just happened to be at the right places at the right times, and it's heavily influenced by their personalities, if new iD were to put together a game using old Doom as a base, it would probably not feel like an old Doom game anyway.

Also it wouldn't really be marketable, not in the way they're looking for.

>>2943384
Well there's that, we could do without his autism.

>>2943397
I think a lot of these criticisms are valid.

>>2943781
How is it like Halo?
>>
>>2943845
Wait, you can't be ser-

>Script error, "kdizd_11.pk3:decorate/decorations.txt" line 996:
>SC_GetFloat: Bad numeric constant "0.4�".

ahahahah
>>
>>2943789
Damn, it's already late today. I'll have to do this one tomorrow.
>>
>>2943849
i have kdizd_12.pk3 and ZDoom 2.8pre-1865-g7c6237e - 2015-12-10 21:24:37 -0600 - SDL version. these seem to work, so it must be a recent change.
>>
>>2943849
the file in question decorate/decorations.txt has CRLF line endings (vim detected it as having DOS fileformat)

i am tempted to try to bisect this although i am sure it would be a huge waste of time
>>
>>2943849
That's a known error. Just remove the character next to the 0.4 constant.
Old versions of ZDoom ignored that.
>>
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>>2943765
>>
>>2943330
What Brutal Doom even has to do with it?
>>
>>2943384
>>2943847
>new gzdoom version
>without [no]
We could have that any moment if a bunch of competent and more importantly dedicated people popped out from nowhere and forged gzdoom or gloome since they're open source, but things don't work that way.

Anyway if anyone reading this has any plans on actually doing so, I would suggest throwing backwards compatibility out the fucking windown and rewrite acs functions and whatever to make sense.

Like the /fucking/ HudMessage.
>>
>>2943865
okay i just built a new zdoom from git

ZDoom 2.8pre-2181-g655c6fc - 2016-01-25 22:55:42 +0100 - SDL version
Compiled on Jan 25 2016

and it was able to run kdizd_12.pk3. so i don't know what's going on. what version does >>2943849 have?
>>
>>2943881
>I would suggest throwing backwards compatibility out the fucking window
I absolutely disagree, a huge part of Doom's appeal is that it runs on toasters, even relatively advanced mods.

I absolutely think it's worth to have OpenGL 2.0 compatibility simply for weak computers.
>>
>>2943910
i think he's talking about backwards compatibility with existing wads/pk3s
>>
>>2943916
>>2943881
Fuck ZDoom. I fucking hate it. I have waded through the hell that is its source code too many times, trying to fix what's wrong.I always end up getting nowhere, trying to decode the arcane and archaic systems that inhabit this monstrosity. It never yields. And I'm tired of it.
So yeah if you've been wondering why GLOOME has made no progress in the past few months, there you have it.
>>
>>2943910
Yes like anon said I meant for older mods. There are a lot of features that work in really wonky ways because they were added to over time instead of written in one go and newer versions of the engine have to be backwards compatible with all old mods.

I mean that if a new fork is made, it should aim to make new projects easier.
>>
To the anon that was making a vaporwave map: here's your soundtrack

http://kanotunes.tumblr.com/post/138004535172/clouds-across-the-moon-midi
>>
>>2943932
While I'm no programmer I think I can relate from all the retarded roadblocks I've run into during the course of my modding of zdoom. There are so many assumptions, hardcoded values (fuck you menudef) and nonsensical behaviour.

But I'm also having a lot of fun, and the (Z)Doom community more than makes up for all that stupid shit. I sincerely hope you find the motivation to continue working on gloome but I know I can't ask that of you without being a dick.

On another note: what about kex? (as kaisers turok/powerslave engine). It seems like a another candidate for an indie fps platform, and has a file structure much like zdoom pk3's. Also, no decorate :))))
>>
>>2943932
sorry to hear it. zdoom always seemed relatively organized to me, at least compared to prboom-"half the engine is is one big file"-plus. but then zdoom is C++ which in my experience makes it that much harder to follow, and i've only read parts of it, not attempted to make substantial modifications to it.
>>
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>>2943332
I think it looks like good fun, but it has features that I'd rather it didn't have. character progression and item drops
However I'm only going to get it if there's mod tools.
Doom without real mods is heresy.
>>
>>2943964
>However I'm only going to get it if there's mod tools.
That there says that you aren't truly excited for the game itself.
>>
>>2943964
I think the character progression is a neat idea actually. I liked the hypos in FEAR since they promoted exploration, and the gun upgrades in Q4 because it felt like finding a new gun without clutter or anything made obsolete.
>>
you have 10 seconds to post your favorite mod
>>
>>2943985
GMOTADRLAPMSX
>>
>>2943964
Snapmap is your mod tools.
>>
>>2943998
pfffhahahaha
>>
>>2943985
Hideous Destructor
>>
>>2943985
samsara
>>
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>>2943998
>Snapmap
>mod tools.
Ooh boy.
It seems like an interesting idea for cross platform level creation, but it is not a real set of mod tools.
>>
>>2944001
I wasn't making a joke, this is what they said.
>>
Does anyone know the name of that spanish(?) game that looks like doom but plays like brutal doom?
it starts with a g i think, grexxon 2, grevvon 2, something like that?
>>
>>2944023
ITYM grezzo 2, it's italian.
>>
Is there a modern way to play Outlaws?
>>
>>2944025
ah yes, thank you.
>>
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>>2943998
If you 'aint Snappin', then you 'aint Mappin'™
>>
>>2943964
I like the progression, if they pull it off with the level design.
>Doom without real mods is heresy.
Current mod tools took a long ass while to get where they are nowadays.
>>
>>2943879
he probably has some dipshit internal dilemma about how brutal doom ruined the series or something
i love brutal doom, hell, even Romero likes it !
>>2944023
im spanish. ill try to look it up. do you know the name of the publisher? was it PC exclusive ?
>>
>>2944049
already figured it out,>>2944025
but thanks m8
>>
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>>2943332
>you guys won't be happy unless the new DOOM is nothing more than a map pack for Ultimate DOOM.


That's EXACTLY what I want.
>>
>>2943985
i assume you mean zdoom mods. i don't play zdoom mods much. the only ones i've played enough to have any sort of opinion on are BD, GMOTA, DoomRLA and Russian Overkill. i've probably had most fun with the latter, on big slaughtermaps. but mostly i prefer traditionalist source ports and vanilla/boom maps.
>>
Reminder to not pet the cacodemon
>>
>>2944064
I'm gonna pet the cacodemon
>>
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>>2944068
I think I did it wrong
>>
>>2944074
I know it's intestine but very often for a split second I think it's a droopy lip.
>>
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>>2944064
>>
>>2943959
Kex is fuuuucking great.
If Kaiser open-sourced it, it would be absolutely wonderful. You'd have to ask him about acquiring it for now, though.

>>2943960
PrBoom is better. And I say that because any engine is better. Even 3DGE. Even Doom Retro.
The way ZDoom implements everything with C++ is needlessly complex and absolutely horrid.
Eternity Engine got "Doom on C++" right. Very, VERY right.
In an optimal world, we would all be using EE (or even an entirely new port), but as of now the ability to mod with it is gimped and nobody feels like fixing that.
>>
>>2944068
>>2944084

I said do NOT
>>
>>2943837
FWIW, i tried messing with desustorage and found this search returned many of my previous reviews, with only a few other posts that happened to match the search pattern. although of course the image archive isn't complete. i hope for warosu's safe return.

https://desustorage.org/vr/search/text/www%20doomworld%20com%20idgames%20id/type/posts/filter/text/
>>
>>2944090
i can tell you browse /utg/
>>
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>>2944084
Are there any wads where i can have cacodemon pets?
>>
>>2944103
~
summonfriend cacodemon
>>
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http://www.gameinformer.com/b/features/archive/2016/01/25/our-look-at-the-new-doom-39-s-fast-paced-arena-matchmaking.aspx

>hack modules are like burn cards in titanfall
>>
>>2944085
>Kex is fuuuucking great.
Glad to hear that. I mean just looking through the game files for it even with my limited understanding of how these things work, modding seems like it could be a breeze.
>If Kaiser open-sourced it, it would be absolutely wonderful. You'd have to ask him about acquiring it for now, though.
I'm fairly certain he's said something about it being a possible indie platform. I may just throw him an email some day and ask if it's possible for him to open-source a version of it with no proprietary ps/turok data.
>>
>>2944095

used to, and at least I didn't say forboden
>>
>>2944049
>hell, even Romero likes it !

One day, people will stop parroting this lie.
>>
>>2944120
How is it a lie? He even said that if they could have done it at the time, Doom would have turned out like Brutal Doom.

If that isn't a statement of praise or appreciation, then I don't know what is.
>>
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>>2944084
>>2944068
>>2944064
>>
>>2944131
wrong, he says that if they had released doom like brutal doom in 93 then it would have "destroyed the game industry". he also said that it was "hilarious"
https://www.youtube.com/watch?v=YUU7_BthBWM
1:08:48
>>
>>2944131
>He even said that if they could have done it at the time, Doom would have turned out like Brutal Doom.
He did not say that.
He said "If we had come out with something like Brutal Doom, we would have destroyed the gaming industry".
>>
>>2944139
Yeah but that's more about the violence and gore than the actual gameplay changes it makes methinks.
>>
>>2944085
>Powerslave EX will, and always will be, free. The engine will eventually become open source as well once I feel comfortable with the codebase.
Might have changed since night dive bought it tho
>>
>>2944141
well you can put whatever interpretation on it you like, but the fact is he didn't say what you claim he did. sorry.
>>
>>2943959
>kex
I'd actually like to see him gather a group of people a put together a proper retro FPS with that engine. You could probably find enough decent mappers on here alone.
>>
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>>2944108
I was thinking about some pokemon ish wad with monsters, or just a regular pet that follows you around and doesn't die in 5 hits
>>
>>2944153
why are your cyberdemons skittle edition
>>
>>2944163
colorful hell maybe?
>>
>>2944163
>skittles.wad
>replaces every monster with a randomly chosen colored version
>each color shoots a different fruit projectile that behaves differently
>>
>>2944151
Well he's already working for night dive developing (porting) games professionally, but I guess there's a chance they'll want to make their own game some day.

But as long as the engine and tools for it are set adrift in the Doom community I think chances are projects will start popping up spontaneously.
>>
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>>2944109
OH NEIN, THEY DIDN´T!
>>
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>>2944173
>each color shoots a different fruit projectile that behaves differently

>bananarangs
>cherry bombs
>grape shot
>pineapple grenades
>mango missiles
>coconuts (it's gonna hurt, HUH)

>TASTE THE RAINBOW MOTHERFUCKER.

why do I want this to be a thing now.
>>
>>2944109
Post a gallery - Gameinformer banned my whole country.
>>
>>2943230
I thought someone had posted this
Marty answers some questions on gameinformer

http://www.gameinformer.com/b/features/archive/2016/01/22/answering-doom-community-questions.aspx

>>2944109
That wasn't too bad. I rolled my eyes a little when they said it was old school, but when you think about all the projectile weapons, altfire sillyness, pickups and long TTK it changed my perspective
>>
>>2944163
Colorful hell, it adds shitloads of variations for enemies which are stronger depending of the color

Speaking of that, anyone knows a good weapon wad to combine with it? Psyche is fucking awful with the underpowered weapons and RO doesn't fit the gameplay very well
>>
>>2943332
The negative ones are always the loudest. Just pay no mind.

That said, I've seen some questionable decisions that I'm not a fan of, but people expecting Doom 1 with 4k textures in this day and age are silly; it would lead to the same conclusion as Quake 3/4 as far as what actually gets played nowadays.
>>
>>2944217
Been playing it with SoD and Trailblazer, the two mods even each other out rather well.
>>
>>2944139
>>2944140
Yes, because he clearly doesn't mean that everyone would have been utterly blown away by that kind of Doom in 93. Fucking retard.
>>
>>2944235
destroying the game industry isn't a good thing
>>
>>2943781
God, this shitty meme again. Doom came before Halo, and Doom had that futuristic shooter style first. The new Doom just show how the classic Doom had be if they had the enough technology.
>>
>>2944217
DoomRLA. It's a clusterfuck, but fun.
>>
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What the fuck even are bricks
>>
>>2944243
>try play DoomRPG with DoomRL
>only DoomRL loads
>try everything I can to fix this
>doesn't want to be fixed
>>
>>2944245
These aren't ammo satchels
>>
>>2944251

yeah but they're just as funny.
>>
>>2944245
feel like we're missing out without sound
>>
>>2944250
Are you using the custom launcher specifically meant for that?
>>
>>2944245
Bricks need to lay flat when they fall to the ground. Also make a power attack that makes the brick crumb on impact.

add tertiary melee option and berserker-powered throwsa nd it'll be awesome
>>
>>2944260

There's not much I can do about making them lay flat sadly, I have to work with the sprites I've got, and they never broke in Timesplitters though.

If I were putting these in any other project, I'd totally give them melee and a berserk power, but this is just something extra you can pick up from crates.
>>
>>2944259
yes
>>
>>2944238
It's not my fault you can't tell what Romero means when he says "Destroy." Pro-tip: He means it would have blown people away.
>>
>>2944245
i can never get over how doomguys hand looks like he has a bunch of extra skin bunched up
>>
>>2944272
No, he means the violence would've tanked the game industry due to all the morale panic back in those days.
Do you know anything about the history of gaming?
>>
>>2944274

That's gross as hell, anon.

Also I'm starting to think I should make the hard throw the default attack and give the brick a different altfire. Anyone have any suggestions? Just keep in mind this thing has infinite ammo so it should be -somewhat- balanced.

But it can be as silly as you want.
>>
>>2944279
smashes 2 bricks together to make shrapnel
>>
>>2944275
Yeah right, because anything that violent wouldn't have done well.

Have you even heard of Dead Alive/Brain Dead? People still love it and films have been influenced by it ever since it came out.

Or the Mars Attacks trading cards for that matter. They were a lot gorier than anything I've ever seen come out of the 60's, and the controversy surrounding it just made them even more popular and now legit, authentic singular cards are worth tens of thousands of dollars.

You're still a fucking retard.
>>
>>2944238
>destroying the game industry isn't a good thing

Uh, no, it would be a great thing.
>>
>>2944292
So, no, you know nothing about the history of gaming?
>>
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>>2944135
>>
>>2944329

> one eye
>two tears

ONE FUCKING JOB
>>
>>2944320
>>2944292
>>2944275
>>2944272
>>2944238
>>2944235
>>2944139
FWIW, IMO it sounds like he's giving a very politician opinion on what he knows to be a very well known but controversial mod which allows interpretation of his comments in line with your own views whether you love or hate the mod.

Your guys' argument being an example.
>>
>>2944224
>Trailblazer
Oh nice, thanks man
>>
>>2944272
>'destroy' means the opposite of 'destroy' now

ok
>>
>>2944245
>bricks
>they bounce
I think those are giant erasers, anon.
>>
>>2944359
EVEN BETTER
>>
>>2944029
It runs fine on windows 8. I'm playing it right now. Excellent game. great cinematics, realistic gunplay, deadly, fast paced. cool voice acting, and an actual storyline.

Just download the game from some old site and install it. It should run no problem, like a lot of those old lucasarts games. They seem to be impervious to different windows versions. Jedi Knight for example. Released in 1998, still plays on my windows 8 machine.
>>
>GMOTA will never be worked on ever again because GMOTA Guy is being worked like a slave at his job
>Demonsteele will never get updated again because Terminus is working on like 15 mod projects at once and also working on Gloome
>Marty will never work on TSP ever again
>Project MSX continues to be dead
>Berserk mod never was
It hurts.
>>
>>2944372
Demonsteele just had an update, you dingus.
>>
>>2943332
I think it looks decent enough for a full playthrough, but not good enough for me to replay it for the mods.

I'll probablly just return to Ultimate/2/Final
>>
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>>2944331
>>
>>2944372

DemonSteele just had an update, you colossal dumbass.
>>
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>>2944372
>GMOTA will never be worked on ever again because GMOTA Guy is being worked like a slave at his job

I uh.

I've hardly been scheduled all month, I've just been working on Combined_Arms and I've been stuck in a rut of hardly any motivation.
>>
>>2944420
you could hire jon st jon to yell at you throughout the day as duke nukem

>ARE YOU GONNA BE A BITCH, OR ARE YOU GONNA DO THE BITCHES? GET CRACKING.
>I'M GETTING PAID TO YELL AT YOU, AND YOUR LAZY ASS WON'T GET ME TO STOP.
>WORK ON YOUR MODS. OR I'LL MAKE YOU WORK ON YOUR GRAVE.
>>
>>2944372
Such life in the zone.

>GMOTA
I feel like that mod needs a mapset.

>>2944420
Get on it.
>>
>par 4:30
>your time 10:34
shieeet
>>
>>2944372
people still fall for this copypasta
>>
>>2944420
don't be a marty
>>
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>>2944432

Fuck, at that point I'd probably employ Jon to give me some unique steel duke one liners.

>>2944435

I'm trying.
>>
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>>2944437
>par 4:00
>your time SUCKS
>>
>>2944329
>SoFloDoomtonio
>>
>>2944445
What maps are the little screenies from? They look delicious.
>>
>>2944456
bottom left looks like a Chernobyl map, i recognize those towers from STALKER
>>
>>2944456
Bloody Steel, that's the interpic.
>>
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I'm playing Doom 2 on my PlayStation 3 right now.
I'm on map 27 Monster Condo.
>>
>>2944462
ok
>>
>>2944462

Are ya winnin'?
>>
>>2944462
Worst haiku I've ever read.
>>
>>2944458
Closest place I can think of that would match that is... maybe Yantar or the Brain Scorcher. Nowhere else matches that, I don't think.
>>
>>2943370
>Doom 2 used the same engine as Doom 1.

Doom 2 came out 9 months after Doom 1, at a time where FPSs were still this new thing to the mainstream world. Its no wonder it was acceptable back then.

>Why couldn't id develop a new Doom game using a custom version of GZDoom or something?

It would not be a smart business decision. While GZDoom is advanced compared to vanilla, it is still largely primitive to modern video game engines. It very likely would've had little to no appeal to anyone in the mainstream world thats now used to getting at least a dozen FPSs a year.

And besides, what is even the point? We get plenty of mods for classic Doom anyhow, that I feel a AAA dev getting paid to make a game for classic doom engines to be a waste of time and resources.
>>
>>2944420
Could you post the concept art for that warforged character again?
>>
>>2944480
>Its no wonder it was acceptable back then.

IIRC it was pretty common for sequels to use the same engine at that time, and most of them could be described as "standalone expansion packs" by modern standards.
>>
>>2944320
What does that have to do with the success of violent media? Most ultra-violent media, video games included, do either very well or form a cult following, both of which apply to DooM. How would have added more gore to an already gory game apparently totally annihilate the video game industrt and prevent games from ever being made again?

Why are you so autistic that you don't get this?
>>
>>2944474
Yes.
>>
>>2944475
It was not meant to be a haiku.
>>
>>2944512
>mortal kombat and doom show slight splatters of blood on hit
>have incredibly tame (now) death sequences
>endless uproar and controversy movements that hinder the industry for several years
>numerous games are pulled off shelves and banned
>congress gets involved
>WOW THE STUFF WE HAVE NOW WOULD HAVE ABSOLUTELY NO IMPACT WHATSOEVER BACK THEN YOU RETARDED AUTIST HURRRRRR

You're a dumbass.
>>
>>2944512
Remember that DooM was banned in several countries. if it was more like BD, it would've been banned in MOST of them, eliminating the possible market for the game that paved way for future FPS.
>>
>>2944521
well that's where ya fucked up
>>
>>2944560
What?
>>
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>>2944462
>>2944475
>>2944521
>>2944560
I'm playing Doom 2
It's on the playstation 3
I miss my pc
>>
>>2944570
see look at this guy, he knows what it's about
>>
>>2944570
I actually have a laptop that's capable of playing Doom (with the GZ Doom source port). But sometimes I like to play Doom with a controller while sitting on my raggedy office chair in front of my TV.
>>
>>2944570
*bongos and finger snapping sounds*
>>
>>2944498
Most sequels that did that back then were also usually released within the next year and a half from the previous game.
>>
>>2944601
Not so different from modern titles then.
>>
what is the cheapest laptop around that will allow me to develop for and play gzdoom at 60fps?
>>
>>2944627
The only modern titles that do that are Call of Duty and Assasin's Creed.
>>
>>2944650
Depends on the amount of features and detail you plan on using. Ideally you want a GPU that supports opengl 4.0.
>>
>>2944690
i only use open gl 3.0 as the maximum
>>
>>2944701
That allows you to run gzdoom versions with the new renderer but less efficiently than with 4.0 support. In your case you may or may not get better performance with the old renderer.
>>
>>2943414
>>2943414
>>2943414
Can anyone answer this question?
>>
>>2944676
There are a great deal more than that.

Borderlands, Battlefield, Uncharted, BioShock, any sport franchise, Pokemon, Resident Evil, Tomb Raider, Tom Clancy's, Dynasty Warriors, etc.
>>
>>2944751
nope
>>
I asked this the other day, but if I want to make a new texture for a vanilla wad do I have to replace an old one?
>>
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>>2944486

for you anon, of course
>>
>>2944763
>Borderlands
>Uncharted
>BioShock

I don't recall any of these releasing sequels within a year and a half from their previous games
>>
>>2944836
Bioshock 1 and 2 reused a lot of assets. But it changed a lot gameplay wise, and had a lot of new assets as well.
Uncharted doesn't reuse a damn thing, so that's a pretty stupid assertion on his part... Neither does Resident Evil, or Tom Clancy shit.

Actually almost his entire post was horse shit.
>>
>>2944782
Yeah, vanilla wads work by replacing existing stuff.
>>
>>2944856
And aside from sports titles and maybe pokemon (haven't kept up) none of them have a direct sequel a year later, I should add.
>>
>>2944836
thats because he's a retard
>>
>>2944867
Cool. Thanks... So I take it I'd have to replace individual patches too then?

I'm sure I can find a tutorial somewhere.
>>
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>>2943568
>>
>>2944782
Look into the TEXTURE2 lump. It exists specifically for WAD authors to load in their own textures. You'll need to replace PNAMES, though, to add new patches.

Flats can be added with impunity so long as you keep them between the F_START/FF_START and F_END/FF_END lumps (use the same F/FF in both).
>>
>>2944829

caco-bro a shit
>>
>>2944909

you be nice to caco-bro, he was one of the first guys to start drawing Blaz
>>
>>2944902
Was TEXTURE2 included in doom 1?
>>
>>2944953
Not in the IWAD, but the engine should recognize and use it.
>>
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>>2944962
Cool cool... Thanks.
>>
>>2944962
Oh. I just found online that TEXTURE2 started with Doom 2... So I guess I'll be replacing patches
>>
>>2944983
Turns out it's actually in Ultimate Doom... and used to define a lot of textures.

So if you're working for Doom 1, I guess it doesn't really matter if you replace TEXTURE1 or TEXTURE2. You're still gonna need to redefine every texture in there (read: "select TEXTURE1", ctrl-c, ctrl-v)
>>
>>2945013
>Turns out it's actually in Ultimate Doom
Alright. That helps a lot then... Thanks again. That saves me having to figure out patches then...
>>
>>2944243
Ooooh man, "fun" is understating it.

>Playing DOOM 2 with DOOMRLA for the 1st time
>Pick Scout, because I want to see just how broke pistols can be
>Find a Blaster
>"Oh cool, it recharges its own ammo."
>Find Nuclear Armor
>"Oh sweet, this works really well with that Blaster pistol."
>Manage to unwittingly assemble a High-Power Blaster
>"I AM THE SCALES OF JUSTICE! CONDUCTOR OF THE CHOIR OF DEATH!"
>"SING, BROTHER PISTOL! SING! SIIIIING!"

If I had known I was going to be this insanely overpowered by MAP09 I would have picked a higher difficulty. You'd think there was an invisible woodchipper running around with the way this thing mulches zombies.
>>
>>2945029
Are you playing with DRLmonsters as well? That tends to amp up the difficulty a fair bit.
>>
>>2944627
>>2944763
I was talking sequels that use the same assets and engine build. Not any form of sequel or release in a franchise.

The only thing on that list that actually qualifies is Borderlands: The Presequel, and part of the criticism towards it was that it did exactly that.
>>
>>2944915
i like caco's non-lewd art much more than his lewd art, which puts me in a weird position as he seems to now actively dislike doing non-lewd

also his chats are now basically just erp sessions while he shits on everyone, so
>>
>>2944983
you don't need to replace patches, everyone here is retarded.

you import your own custom patches and then SLADE or whatever generates custom PNAMES / TEXTURE1 lumps that includes definitions of all the normal patches / textures plus your new patches / textures.
>>
>>2945076
yeah that's what I was saying

you feggit
>>
>>2945076
Alright, well while I have you here, is there a limit to how many textures you can pop into vanilla doom?
>>
>>2945097
technically, yes, but it's not relevant unless you're into the thousands.
>>
>>2945102
Cool. Just wanted a bunch of texture variants.
>>
favorite song from the games?
Sign of Evil is SO FUCKING GOOD AHHHH
>>
>>2945069

I think that's because of those other guys he draws with and plays grabass during the whole time.

Noted though, I'm not inclined to take shit from people.
>>
I swear to fucking god the pickup sound for items in Blood is the EXACT same sound as the steam notification sound
>>
>>2945120
I like the one from doom 1 that goes "DOo doo doo doo doo Doo DOo DOO DOO DOo doo doo etc", and then breaks in with a WOOOOM... WOOoomm. It sounds spooky. In the SNES version of doom it was on the level that opens up with viney walls and some cages cacodemons in the center of a room down a hall.

You know the one I mean.
>>
>>2945140
It's pretty similar. Steam's sound has a bit of reverb after the initial "bloop"
>>
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>>2945169
no man youre thinking of "dooo doo do dooooo do do doo doo" and then "whooooouuuummmmmmoooouuuuu"
>>
>>2945179
do do do do do do do do
do do do do do do do do (cont)
wuuoooooooom... wuoooooommm (tk tk tk tk)
something like that. to my memory.

The "do"s sound a little more like a low tune flute or something though.
>>
>>2945198
I was wrong. The tk tk tk tk doesn't happen until a few more wuuoooms in.
>>
>>2945169
Uh... D_E2M2?

https://www.youtube.com/watch?v=M-dbjcG6OZs
>>
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question, how do i get the weapon DECORATE on the right to directly take stamina from ACS stamina (left)? i already have a working regen system but im not entirely sure how to directly manipulate stamina from a DECORATE weapon
>>
>>2945213
That's the one.
>>
>>2945226
You can use one of the decorate script function actions like ACS_NamedExecute to trigger an ACS Script that does what you want
>>
>>2943259
Well there used to be Icons on G4 that had an id episode that went kind of like this, i feel like there was a remake of the old show that redid the id episode, and also stuff like ken silverman and apogee and etc
>>
Recently, the community at The Whole Half Life released a community project called The Tower. It's similar to Going Down in that it centers around a skyscraper in which each floor is a level of its own. Unlike GD though, authors vary from floor to floor (some did two or three though), and you are working your way up instead of down. The levels are appropriately bite sized.

Neat concept.
>>
>>2943332
All I want really is just a game that plays like Doom or Quake, but in the new Idtech
Classic Doom 3 is a good example to me of the classic doom feel and gameplay in a new engine
>>
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>>2945286
>Classic Doom 3
you may have your own opinion about it and all, but still
>>
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>>2945235
christ man that worked perfectly, thanks so much
>>
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anyone else really fucking hate chaingunners in open large spaces? They are super accurate and drain your health at a stupid rate.
>>
Is there a repository of textures/sprites for Doom I can freely use in my maps?
>>
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>>2944109
They keep saying that it's old school.
It isn't in the slightest, it feels like Halo, not Doom.
>>
>>2945432
As someone who grew up playing DOOM in the 90s but doesn't contribute to these threads nor keep particularly up to date on the new DOOM game, the game shown in that video is absolutely indistinguishable from any other modern FPS.
>>
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Trucking along just fine.
>>
>>2945469
Looks nice, but how it plays is more important.
>>
>>2945432
>>2945436
I don't have enough 'ok's in the world
>>
>>2945473

apathy is gay.
>>
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>>2945432

Holy shit, it looks exactly like Halo.

Like you're not even overexagurating in the slightest. The movement, the amount of space the gun takes up on the screen, the UI, the way the killcam is done and even the movement speed is just Halo but slightly faster.

The only difference I can see is there is no regenerating sheild/health.
>>
>>2945470
What I enjoy in flow might differ from what you do.
>>
>>2945484

It's a little bit of quake 3, a little bit of halo, and a bit of Doom but it all feels so wishy washy.
>>
>>2945387
I instantly begin to dislike any wad that does this. Especially if they aren't level with the player, because otherwise, they can't really be sniped.
>>
>>2945484
>overexagurating
looks like those waiting times between posts are getting to you
>>
>>2945387
The hitscan is the problem. Imp snipers ar fine since you can still dodge.
>>
>>2945502

So if you're gonna imply samefag, can I call you a shill?
>>
>>2945506
if calling people out there who enjoy things you don't is what you oftentimes refer to as shill, then yeah, by all means go ahead
>>
You guys know any articles about the concepts of level design? Maybe like an analysis of Doom's level design philosophy and style?
>>
>doom babbies
>>
>>2945484
Never played Halo, but if it doesn't have regen health I'm not yet panicking.
>>
>>2945513
>if calling people out there who enjoy things you don't

??????????
???????

someone enjoying something is worth calling out?
someone NOT enjoying something is worth calling out?

what the hell
>>
>>2945534
>what the hell
same.
>>
>>2945518
https://www.youtube.com/watch?v=GfG9cGW-VCs
http://youtu.be/NzP4HPLeIQ8

the making of no rest for the living. i really liked it.
>>
>>2945420
"Realm667"

>>2945307
np. Decorate is fun. I've only just learned how to use it in the last 3 months or so.
>>
>>2945307
Little programming efficiency tip, you can use

p1.stamina -= stamina_taken;

instead of

p1.stamina = p1.stamina - stamina_taken;
>>
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CYBERPIT.WAD
cyberpit.zip (35 KB, 1995-02-19) - Steven van Loef
https://www.doomworld.com/idgames/?id=1401

a randomly textured maze of disjoint areas (a phrase which could describe most of the maps from this era, i know, and i am sure i will use it again). it's quite primitive and messy even by the standards of the time. not all doors are obvious, including some essential ones, although only one trigger was totally invisible and had me resort to the map editor. it is a shame the backpack does not appear until well after the room with most of the ammo. that said it's not worth backtracking across the entire level to get it. despite the name, there is no cyberdemon in this map. there is one baron, easily dealt with, and a big crowd of imps, complicated by a pervasive damage sector, for which the author gave himself an invulnerability (i use "himself" deliberately - it is the prize of the aforementioned invisible secret, where you just have to know where to push). a few stuck monsters, and one outside the map in void space.
>>
>>2944902
TEXTURE2 exists for registered/ultimate textures only. TEXTURE1 contains only textures defined by the shareware iwad. that's the point of the split. it is not for modding. simply that TEXTURE2 became vestigial in doom2, which has no shareware.
>>
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>>2945484
>Haven't had a PC Halo in at least 10 years
Honestly I'm fine with this.
>>
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I'm thinking about making a challenge map for Demonsteele where you test your ability to go from platform to platform using all the mobility options it provides.

I made a quick experiment map to see how far Hae-Lin could go using the long shotgun jump and she managed to make it about 4,352 map units.
>>
>>2945724
I went like 50% longer than that with shihong by spamming jetpack and jumpkicks with the Speed mode on. Kicking yourself forward in mid air is pretty funny.
>>
>>2945286
Has anyone done has anyone done that? put Doom 3's enemies/campaign into classic doom? that'd be really strange to see.
>>
>>2945867

I think if we imported them, then sprited over them to clean them up and make them look like they fit, they would work well.

Don't fucking pull what AEOD does and just slap them in there with horrible quality. None of the stuff in that clusterfuck works well because 90% of it is such piss-poor quality.

SAMSARA's Quake works better- but it would still look better if somebody sprited over the imported model sprites to bring them inline with the rest of the sprites.
>>
>>2945872
>SAMSARA's Quake works better
Or if you want something you can actually mod for without going insane, use "QStuff Ultra" as a base.

That mod deserves more recognition, since it ports virtually every monster and weapon from Quake with the actual 3d models into gzdoom flawlessly.
>>
>>2945432
Argh, yeap it sadly looks like it, hell the way that the jump pads look like they were ripped out of halo as well, why can't we just have stairs or even fast moving elevators?

But, what could you expect from people who have never played a doom game to develop a doom game in the first place, hell at this point there might as well be loadouts in- OH WAIT, already fucking beat me to it

Maybe the only redeeming factor might be the only thing saving it, but even then, fuck it, with the whole pinata party monsters no, I don't see myself wanting to play it at all even then

>>2945697
>I want my doom to be halo
Why? Leave doom to be doom and halo to be halo
>>
>>2945867
Ultimate Super Doom 3
https://www.youtube.com/watch?v=Jr2rFSfiRaM
>>
I didn't make it to reply to the old thread about the discussion we had about music.
I still like Doom Alpha Unfinished tracks. I know there are ripofs of metal songs and demo version but they have a good funky energy.
(my unpopular opinion about Doom's music is it can get too depressing. Especially that horrendous song at map 4 or 5 that everyone likes but had made me many times to end my session because I felt depressed).

Where do you get good versions remixes of Doom related music?
I am looking for Heretic remastered and Doom Alpha unfinished tracks.
Can I rip them from a .pk3 file?
>>
https://www.youtube.com/watch?v=lQMtVbz_JuE
>>
>>2945919
>but had made me many times to end my session because I felt depressed
wow youre a faggot
>>
>>2945919
>Especially that horrendous song at map 4 or 5 that everyone likes but had made me many times to end my session because I felt depressed).

Suspense?

https://www.youtube.com/watch?v=FMex4f8cwEY
>>
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>>2944581
>doom with a controller
>>
>>2945983
what if you're playing the ps1
>>
>>2945983
>not playing doom with a wireless AAA battery trackball keyboard
step up ur game
>>
>>2946007
>trackball keyboard
>trackball
>>
>>2945962
Actually I like this one.
Sign of Evil, e1m8. I can't stand the original midi version for reasons.
>>
>>2944372
To be fair, it's not really Marty's fault since the guy that was supposed to explain things to him up and left the internet.
>>
>>2945983
I don't see how it could be any worse than keyboard only.
>>
>>2946071
>To be fair, it's not really Marty's fault since the guy that was supposed to explain things to him up and left the
company

-- Doom4 postmortem
>>
>>2946018
I do everything with a trackball now... Got one to try it out. Not as good for vidya (though I'm actually not far off anymore after loads of practice), but for everything else it's fine.
>>
>>2945432
It's definitely a blend though. There are old school elements in there, definitely.
>>2945484
>The movement, the amount of space the gun takes up on the screen
To be fair that's console gameplay IIRC.
>The only difference I can see is there is no regenerating sheild/health.
If that's the only gameplay you've seen or the first thing you see about the new Doom, then duh, yeah. But there are more differences than that.
>>
Anyone here play Sunlust? Map 17 kicking my ass right now desu. UV of course but not man enough to pistol start yet
>>
>>2946078
Turning on the x-axis is slower and less precise than with a mouse.
>>
>>2946128
Yeah I played it kinda level 1 was kicking my ass on hmp
>>
"......"
What did Doomguy mean by this?
>>
>>2946128
on UV, i managed the first six maps (pistol starts, 100% kills), eventually, and also reached the exit on map07.

i died twice in the optional BFG section on map07, and because it took me many minutes' careful play just to reach that encounter, gave up trying to do UV and went to HMP, which i was able to clear out successfully, although i must admit, only just.

after map07, i gave up and dropped down to HNTR. thus i managed maps 8 and 9, and most of map10 except the very end. unfortunately i died right at the end of map10 and haven't yet had the patience to try it again.
>>
>>2945983
Absolutely doable, has been done for decades, it's been ported to many consoles, even though mouse + keyboard is the best way to play OG vanilla Doom.
The modern ports to 7th gen consoles actually had very good controls (though still lacking the full speed and precision of original mouse-turning)

Personally, I now play ZDoom with a mouse and a gamepad, to combine the freedom and precision of mouselook with the smoothness and adaptability of true 360 degree analog stick movement, controlling Doom has never been so free flowing for me.
(though I still sometimes go back to old console ports for shits and giggles)
>>
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>>2946092
>>
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Hey, for everyone out there worried about DOOM not getting any mod support, check this out.
German magazine just released this tidbit from their trip to ID.
>>
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>>2946447
>they're ~thinking~ of adding mod tools

When it comes to Doom, it shouldn't even be something that has to be thought over for any length of time.
>>
>>2946469
have you finished those secrets?
>>
>>2946469
Yah. The reason doom has been played consistently for the last 20 years is due to source ports and modding capability.

If they want something just as lasting the course is obvious.
>>
>>2946475
Have the game directly inject heroin into your bloodstream?
>>
>>2946475
>If they want something just as lasting
its bad for business to have people play the same game for five years instead of buying the new one every six months.
>>
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>>2946479
Whatever you gotta do man. It's just capitalism.
>>
>>2946474
what secrets
>>
>>2946447
Neat.
>>2946469
>>2946475
Again, current mod tools took a long time to get where they are now.
>>2946489
Nah, they're not gonna (be able to) turn this into a CoD or something. DLC would be a concern, but if they add more stuff to mod with it would be fine.
>>
>>2946469
>>2946475
I'm pretty sure this means that we'll be definitely getting modding tools.
You have to realize that they really can't give out any straight answers at this point, because if something, for some unfathomable reason, goes south, they could get in trouble for false advertisement, and overall catch flak for lying.
>>
>>2946510
>Again, current mod tools took a long time to get where they are now.
Yeah, but the mod community had a decent following by 1995. By 96 people were making total conversions, and multiple wad editing tools were available.

Of course things are better/easier now. It's been 20 years. I don't care if they release mod tools 6 months after the game comes out, but much longer than that and they risk deadgame.

Snap map is great for cross platoform editing - and I actually think it's a good idea, but people likely aren't going to be developing their own level editors/dev tools this time due to increased complexity. Supporting the mod community is going to be a little more than just making your files editable like in the 90's. Hopefully they make the effort.
>>
>>2946489

Remember that Carmack and Romero had to fight for modding tools for Doom, marketting was absolutely horrified by it.

I've seen some friends (completely unfamiliar with Doom) working on a GLOOME game and they've been talking about hacking the .pk3 so people can't open it, and if they do they don't see anything inside.
Fuck that. As long as I can help it, my own games will always be open.
>>
>>2946569
>friends (completely unfamiliar with Doom) working on a GLOOME game
wtf

Also what is it?
>>
>>2946569
IT'S SUPER SKULLTAG ALL OVER AGAIN

(guess what, 7zip opened it just fine)
>>
>>2946494
>we will never get a 3D cybie that looks like this
It hurts, hopefully Doom 4 will have mods and we will be able to add classic models
>>
>>2943268
>there will never be a rocketlauncher that spreads more rockets on impact that is actually good
>>
>>2945387
>the living end start
>revenant missile from a mile away
>>
>>2946613
Well if I ever get around to it I'll finish this one up and release it in FBX format... Right now though the wrist rigging is a little fucked up and I spent a night trying to fix it and sorta let it slide after that (not really a rigger). Then he just needs a texture and a spec and he should be good to go... He's been floating around from hard drive to hard drive for a while.
>>
>>2945420
this is quite old, but http://www.doomworld.com/afterglow/textures.shtml
>>
>>2946628
for me, they would always get into fights with the mancubi almost immediately, and lose. it was, indeed, some months before i even realised there were revenants up there - i believe i first saw them in a map editor, before i saw any evidence of them (such as their missiles) in-game.
>>
>>2946593
>wtf

They're interested in gamedev as a whole. They know of GLOOME as a tool, not the game it inherits from.

>what is it?

I'm not going to give a lot of details for obvious reasons but they're planning on a mafia/zombie-apoc game where the player is part of a family trying to keep the streets clean.
I think zombie-apoc is played out, but I'm not involved so meh.
>>
>>2946041
I looked up a lot of youtube videos of E1M8B and I got really tired of hearing that track in all of them
>>
>>2946608
>IT'S SUPER SKULLTAG ALL OVER AGAIN
did someone else try this before then?
>>
>>2946681
yet another reason to prefer lmps to videos: can turn off music but leave gamesound on.
>>
>>2946569
>Remember that Carmack and Romero had to fight for modding tools for Doom, marketting was absolutely horrified by it.
this is overstating the case. between the two of them carmack and romero OWNED half the company (possibly more when tom hall left, I don't know the corporate details). it's not like "management" didn't want mod tools and they had to fight for them. the biz guy was a guy they hired and could overrule at their leisure.
>>
>>2946701
IIRC the major disagreement was with the art guys.
>>
>>2946690
Back when Skulltag was still a thing (I think during Skulltag 98c? near the end of its life), Aenima decided it was a super bright idea to corrupt the Super Skulltag PK3s in such a way that conventional ZIP programs couldn't open it, but Skulltag could still read it. Caused a real big stink back then.

7Zip opened it just fine.
>>
>>2946668
Sounds neat, but they should probably connect with the roots of the tool, since they're outlook is pretty much the antithesis of it.
>I think zombie-apoc is played out
I'd agree with you if anyone had actually done it correctly yet. Day Z was a good idea, but in practice it's too subject to faggots. Still kinda fun. And L4D is a lot of fun as a coop shooter, but fails to capture the emotion of the movies it's borrowing from.

I have yet to play a zombie game that lets me hunker down in a house for hours arguing with my posse over what the next course of action should be. Dreading the increasing horde of zombies pounding on the walls and boarded windows. That's the coop game I want. A 4-8 player sandbox game where the AI reacts to everything in interesting ways. Where a so-far perfectly executed plan can go tits up because someone gets bitten, or decides to be a jackass.

In general I wish the AI were better in vidya, really.
>>
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>>2946713
Their... that is.
>>
>>2943332
I really, really hate everything about it. The uninspired, charmless art design. The dumb, dumb as fucking shit art design on some monsters (baron's face, mancubus face).

the stupid pinata mechanics. The "fight up to 2 enemies at once!" gameplay formula. The stupid fake hype they are trying to build around this bland, run of the mill shooter. the cramped corridor "arenas". Everything I have seen up to now makes me hate the game with a passion (reaction pic: Doom guy's angry hud face. Reaction sound: Doom guy's pain sound)

the violence is nice I guess and so are the weapons. Mantling is a nice mechanic but I hope you will have to use in large scale battles, but let's be honest here, this will be a "console first" shooter so let's forget action on the level of the best original or classic wad moments.

my prediction is this will be a fucking piece of shit game, but it will be liked by some because "it's a doom game".

I hope this game will not be as underwhelming as it seems but frankly I don't have much hope.
>>
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Fiddling with blurred slash animations for Demonsteele. These are all the frames for the first attack sequence displayed simultaneously. I'll try making a gif of it soon.
>>
>GLOOME

>GZDoom that is perfectly legal as a standalone engine after removing DOOM assets and code

Huh. Could you still create stuff with GZDoombuilder? Or would it need it's own editor? Does that mean they could update it to true room over room?
>>
>>2946703
Why?
>>
>>2946730
cooooooooooool

>>2946732
>Could you still create stuff with GZDoombuilder?
yes
i think gzdb updated recently with gloome support

>Does that mean they could update it to true room over room?
could, but by reports the zdoom codebase is shit to work with
>>2943932
>>
>>2945432
they went the absolutely most bland visual direction they could. This game is fucking insipid. Doom is just a name for these fucking retards at ID software. What is this generic shit. Even Rage had a somehow developed artistic direction
>>
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>>2946447
Maybe it won't be so bad?
I still think the guns are kind of ugly though.

>>2946469
While I agree with that, the fact that it's even being considered is a bit of a good sign on it's own, many devs wouldn't bother.

I mean, how many games are designed to facilitate modding these days? There's like Bethesda, and they probably only still do that because they expect the playerbase to fix their fuckups.

>>2946489
Not if they have content to provide.
It may be a pipe-dream, but say that Doom 4 turns out good (or at least not terrible), it'd be cool if they released a large DLC every other year or so, adding a bunch of new content, partially you'd be paying for the new single player campaign, but if Doom 4 has proper mod support, you'd be getting new assets to mod with, and to play new mods with.

Say they release a single player campaign that pays homage to the design aesthetic of Thy Flesh Consumed or Plutonia, with the difficulty spike to match, and then maybe restyle the weapons to have similar look to them as the original ones, just like icing on the cake
>>
>>2946726
I'm not worried about it. If it's underwhelming we can always fall back on the originals, and if it's fun and gets proper mod tools it can be expanded upon.

I don't think the art is entirely charmless either. There are a few generic monsters, and it's a little too Blizzard style imo, but some of the environments look kinda neat, and certain monsters are well designed and look cool - I, for one, think the cacos are cool.

The super shotgun looks nice too, but him breaking it open without using the lever bothers me... And it feels a little less punchy than I was hoping. Still. Cautious optimism.
>>
>>2946707
that's pretty funny. points for trying and being nerdy enough to figure out how to manually hack a zip file.

can't help but think skulltag itself being closed source would enable that kind of "protect your assets to keep control" thinking in its users.
>>
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>>2946726
>fight up to 2 enemies at once
Nigga, the first fucking level at E3 has at least 7 enemies on screen at certain points.
And that's only supposed to be like, that game's equivalent of E1M2.

As for "uninspired" designs, where the fuck are you even going with that? I mean, that part is just opinion, but seriously, how does this look charmless to you?
It's more fucking unique than anything I've seen in a shooter in the past 7 years.
>>
>>2945489
>wishy washy.

wishy washy.... YES exactly, this describes the new doom to a t. Id software, the inventors of the fps, reduced to imitating the most bland halo experience they could imagine. WHAT THE FUCK! hate hate hate id software

"We at ID software are famous for inventing a genre and for making classic games that in many ways where never surpassed... so now we will return with the most generic wishy washy experience you could imagine.... you hyped yet?"
>>
>>2946738
If I undertsnad that correctly, Zdoom codebase is basically DOOM's + years of works by different people thrown on top of each other?
>>
>>2946737
Art guys don't get free software / share and enjoy / hacker mentality
>>
>>2946732
It's exactly like gzdoom except
A) no software renderer at all
B) some code rewritten to be GPL
C) some neat utility features
and
D) a sad rather than grumpy developer

So yes, gzdoom builder and slade are what you use to edit it. You can run doom2.wad just fine in it too.
>room over room
GZDoom does that already, but it's inconvenient and limited.
>>
>>2946756
yes

zdoom alone has contributions credited to over 20 different people
>>
>>2946758
GZDoom does that already, but it's inconvenient and limited.

You mean 3D Floors?
>>
>>2946756
yes plus the bits they've pulled in from other codebases (build, quake, etc.)
>>
>>2946756
Baaaaaaaaaaaasically.

As well, it merged in the systems from Hexen and Strife early on to seal the systems-clusterfuck deal.
>>
>>2946182
I rememberh ims saying "Hnngh!" "Hnnn hhh" and "AAAAAAAAH" never "...."
>>
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>>2946738
Here's the first, initial test I did of just three frames (twice, mirrored second time)
>>
>>2946765
oh, yeah. heretic and hexen. probably not so much quake. dunno what i was thinking sorry.
>>
>>2946763
Yeah. Now that multiple sector tags are a thing it's a whole lot better than before though.
>>
Can someone post the edit of the kid dancing with the saxiphone?
>>
>>2946713
>I have yet to play a zombie game that lets me hunker down in a house for hours arguing with my posse over what the next course of action should be.

that doesn't sound like a game but more like an autistic boring waste of time so yeah that sorts of answer your question....
>>
>>2946745
>>2946753
lmao settle the fuck down
>>
>>2946779
http://vrdoom.booru.org/index.php?page=post&s=view&id=23
>>
>>2946751
that looks horrible and stupid in my opinion.... seems like we have very different tastes.
>>
Talking about engines, I'd find it hard to believe that GldSource and Source came from Quake, which I mainly blame on how each engine is known for a different aesthetic related to their "showcase" game.

>>2946775
>multiple sector tags

That's a possibility? I only get a link to Doomworld thread from 11 years ago.

But isn't it a moot point? 3D floors still upset and confuse the poor enemy AI.

>>2946786
They look like mutated crustaceans to me.
>>
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Do you guys want to add the doom speedrun streaming community twitch team to the OP? It's probably the closest thing to an all in one place to go to find doom streams other than the haphazard livestream posts in the doomworld thread.

http://www.twitch
.tv/team/ultraviolence

Some top players are not on the team such as
twitch
.tv/zeromaster010
twitch
.tv/looperkele

The two most active streamers lately have probably been Zeromaster improving his Doom 2 NM single segment record and my Doom 64 WMD speedrunning stream (twitch/grav), but maybe Dime or someone else will get back into shit soon.

Just a thought. Have a webm for your trouble, it's a new skip I recently found saving 40s or so.
>>
>>2946783
aahahahah what's your problem? I was just sharing my point of view on the new game. Sorry I offended you jesus, calm down....
>>
>>2946753
>>2946745
Jesus Christ man.
I respect your opinion, but stop being such a fucking faggot about it.
>>
>>2946792
it's probably something you can do in udmf. might be hard to shoe-horn into the original binary map format.
>>
>>2946786
>>2946751
I have mixed opinions.
The Caco (after they recolored it), Baron and Mancubus look great.
Revenant is just ok.
Cyberdemon looks like fucking dogshit.
>>
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>>2946758
>D) a sad rather than grumpy developer

>marrub working on GLOOME
>several decent games have already been released for the engine
>he knows that someone is inevitably to take the UNITY route and make some shitty scary horror game
>it will make headlines
>he knows that Mark is going to work on something half-assed on it for 2016
>he knows that game journalists will focus on it and worship it as the second coming of christ
>he knows that whatever work he does will never get proper acknowledgement
>he knows that every update GZDoom does down the line will only make the work even more tangled
>he looks over to the side, seeing a glass of liquor and a revolver
>for just a moment, a split moment, his eyes water
>"Not today, my friend."
>reluctantly he opens up the compiler and gets to work
>even if everything goes wrong
>even if everything breaks
>even if everything results in people screaming at him
>even if everything becomes insurmountable
>he did The Right Thing
>and with one simple step, the community made several leaps forward

and he's not Anthony Burch
>>
>>2946745
I don't think it's that bad.
I mean, I don't think it looks amazing, but you're acting like it's the worst thing ever.
>>
>>2946803
>2020
>GLOOME game creation has become even easier
>it's not scray horror that's the hot fad right now, it's retro shooters
>Return of the Doom Clones
>Return of the arena FPS
>Return of the autism connected to that
>>
>>2946782
what in the literal fuck are you on about?
>a-autistic
oh, how could you ever forget the word enhancers
>>
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>>2946792
>That's a possibility? I only get a link to Doomworld thread from 11 years ago.
Yeah, in UDMF. Only works in gzdoom builds from the last couple of months I think.

>But isn't it a moot point? 3D floors still upset and confuse the poor enemy AI.
Well it depends, large bridges and such shouldn't be a problem. Otherwise they're also very useful for lifts, roofs on hollow buildings lower than the sky, and decorations
>>
>>2946819
>Why did your create a Quake map in UDMF?
>Because

But seriously, I don't even want to think of the amount of dummy sectors.
>>
>>2946828
i thought "that looks like quake" but i didn't want to say it because i thought i'd get yelled at
>>
>>2946782
>lets me
>implying it's necessary
You could just agree too and hop on out. No zombie game has that "calm before the storm" moment where you're wandering city streets looking for dwindling supplies. Unsure if a zombie is resting in a dark corner.

Also they all work on the health system, where you're immune but could die. I want a "once you're bitten you're fucked" system. There are a lot of sacrifices games have made in the zombie genre to make them more like... games. What I want is a zombie movie simulator. You don't have to like the idea.
>>
>>2946803
Since he described the state of the zdoom codebase I'm kind of shifting towards thinking that starting from scratch is a better idea than piling even more thinosed to how convoluted complex mods are). Like previously discussed it might actually happen if Kex becomes open source.
>>
>>2946828
ed_c is a wizard.
>>2946835
Well it's quite obviously inspired by Q2. Why would we be mad?
>>
>>2946798
I'm sorry- I didn't know people cared so much about doom 4 here, my apologies if I ruffled some feathers
>>
>>2946850
Eterinity Engine

I want wall portals *and* advanced modding in the same port so much :(
>>
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>>2946713
>And L4D is a lot of fun as a coop shooter, but fails to capture the emotion of the movies it's borrowing from.
I agree. Though at the same time I also want there to be a zombie game with good action, but I just never see anything that looks good at all. Zombies are popular, but there's really very very few current works that are interesting or good. Also, when I say good action, I want weapons to actually be powerful and useful, but at the same time, zombies and other enemies shouldn't be trivial and that it's just a horde game.
Also with exploration and inventory management, something that can also lend you a very lonely and isolated feel.
I guess I want something that kind of falls inbetween (old) Resident Evil and Doom

>I have yet to play a zombie game that lets me hunker down in a house for hours arguing with my posse over what the next course of action should be. Dreading the increasing horde of zombies pounding on the walls and boarded windows.
Isn't that pretty much The Walking Dead?

>That's the coop game I want. A 4-8 player sandbox game where the AI reacts to everything in interesting ways. Where a so-far perfectly executed plan can go tits up because someone gets bitten, or decides to be a jackass.
That could ALMOST work if you regularly play with a tight-knit group of players, but open online multiplayer would seriously just not jive with the kind of gameplay you want, I can tell you want immersion and randomly joining in with some chucklefucks online would just completely obliterate your immersion.
I think what you'd be looking for is a pen & paper RPG (which you can organize and play online, if you use streaming services and skype, I've done that).

>>2946803
>and he's not Anthony Burch
And thank god none of us are!
>>
>>2946861
We just can't have nice things.
what I really don't get though is doom retro and 3dge i mean just why
>>
>>2946837
just play dayz mod for arma 2
>>
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>>2946863
>Isn't that pretty much The Walking Dead?
a point and click with no puzzles... not what I mean. though it's entertaining to see the story unfold, it's kinda cringy at times.

>That could ALMOST work if you regularly play with a tight-knit group of players
Which is what I'd want it for. It would be nice to be able to solo as well without said chucklefucks 360 no-scoping you constantly. Preferably with supplies so scarce that they're not sniping you from across the map to get your spawn gear.

I guess it would be in a group you have might, and people watching your back. Alone you have stealth. It wouldn't be an easy game to make, and probably wouldn't appeal to enough people to get marketing bux. But it's a pie-in-the-sky idea...

really, if you wanted to fore-go the zombie shtick you could go with mutants. mutants aren't over-done imo, and can be horrible things. they don't necessarily have to be aggressive to be scary either. If they look up at you scared with human eyes and fleeting features that's just as bad.

Again, pie in the sky shit. But a man can dream.

>>2946878
I have. It's a giant 50 player deathmatch once you gear up.
>>
>>2946873
because their developers want to. what more reason do you need?
>>
>>2946883
I mean why make a project with such loose design goals? If their respective devs had focused on something that other ports don't really do there would be more reason to use them. I'm sure they're fine pieces of software otherwise.
>>
>>2946873
Doom Retro I think is just a coder fiddling around and kind of wanting to show it off to people, but there's just no point to it existing for anyone but him.

3dge I think is just people who liked Edge back in the day and want that back, there's still some mods being made for it.
Hell, Immoral Conduct is STILL not ported to ZDoom, that's a selling point for Edge alone.

>>2946882
>though it's entertaining to see the story unfold, it's kinda cringy at times.
I agree. I kind of lost interest sometime after Lee died, where it just felt like the story kept shitting on Clem.

>really, if you wanted to fore-go the zombie shtick you could go with mutants. mutants aren't over-done imo, and can be horrible things. they don't necessarily have to be aggressive to be scary either. If they look up at you scared with human eyes and fleeting features that's just as bad.
That's an interest idea on it's own.

Could also be like it's a partially apocalyptic thing, where there's still lots of places where the world is kind of alright, but you as a player just ain't there (maybe he lived in a smaller town that was overwhelmed by whatever the fuck).
Maybe the player's goal is to make their way somewhere where there's still civilization
>>
Was wondering how many of you play Doom without crosshair and without autoaim, while having mouselook on?

Crosshair never felt right for me in Doom and I got really used to aiming without it. Centered weapons definetly help.
>>
>>2946041
> https://www.youtube.com/watch?v=EJw4TcUiafs

god tier track m8

also
> https://www.youtube.com/watch?v=WktBkffgEm8
starting at 22:28
>>
>>2943332
I think it will be a decent 2 time playthourgh kind of experience, but it will not have the endurance, following, modding compatibility, re-playability as old faithful.

FPS has been dead for a while and this will be one of those failed defibrillator attempts on it, just like all throwback FPSs have been the last decade.

desu I hate when fans of old games want new ones remade. I am of the opinion that what gives a specific game a specific quality is the specific tech used. New tech will completely change the experience, like it gets weird when you intentionally reimplement what were originally bugs (bunnyhopping -> strafejumping, SR40 SR50 are going to be gone etc.)

I mean if you have checked out Homm 3 HD and AoE2 HD you will realize how retarded the "omg old game sooo cool I just wish they would release the same game with better graphics" mentality is.

Why don't people have a more evolutionary perspective, why not make something good and new, that doesn't fit into vogue indie or AAA conventions? Do you think we would have had Doom if id was all "some fan wanted us to re-release Commander Keen with updated sprites".

I welcome franchises rehauling on their iterations, I am not a canon-whore, if the experiment fails then I will just "nostalgia-fag". I use the term in jest, because it just means I am sticking to the success and ignoring the flops.
>>
>>2946747
It does feel less punchy, and it reloads too fast. I don't like that.
>>2946726
I don't think it's charmless.
>the dumb, dumb as fucking shit art design on some monsters (baron's face, mancubus face).
They are reimaginations of the originals. Yes, even the mancubus. They're dumb because the originals were too.
>The "fight up to 2 enemies at once!" gameplay formula.
But that ain't true.
>the cramped corridor "arenas".
Did you see the hell gameplay?
Also Doom had a lot of corridors too.
>>
>>2946859
it is less what you say, and more how you say it. bluntly, your writing style is annoying. no one wants to try to discuss with someone who sounds like a 12 year old having a tantrum.
>>
>>2946905
>Doom Retro I think is just a coder fiddling around and kind of wanting to show it off to people, but there's just no point to it existing for anyone but him.
The great fervor with which he begged for donations a while a go speaks against that.

>3dge I think is just people who liked Edge back in the day and want that back
That sounds reasonable. But the work that's being put into it now seems to be a bit unfocused and all over the place.
>Could also be like it's a partially apocalyptic thing,
As in plain apocalyptic rather than post-apocalyptic? Rarely see that on a more personal rather than "save the world" scale in video games, or movies for that matter.
>>
>>2946850
Yes, very yes.
Even basing something off of the original DOOM source code would be better. Just anything but tacking onto another port of the game.
>>
>>2946905
>Could also be like it's a partially apocalyptic thing, where there's still lots of places where the world is kind of alright, but you as a player just ain't there (maybe he lived in a smaller town that was overwhelmed by whatever the fuck).
>Maybe the player's goal is to make their way somewhere where there's still civilization
I could get behind this. Where much of the world is a quarantine zone, and everyone else is just waiting it out... I'd play that.
>>
>>2946907
>Was wondering how many of you play Doom without crosshair and without autoaim, while having mouselook on?
I play with crosshair, but I turn off auto-aim and just use freelook because I hate the feeling of auto-aim in any FPS

>Crosshair never felt right for me in Doom and I got really used to aiming without it. Centered weapons definetly help.
I used to prefer angled weapons, but as time went, I began preferring centered weapons for Doom, it just feels like a better fit (and is easier to do Decorate for).
I do like a nice reload animation where the gun is briefly lifted up towards the side to give you a good look of the weapon.

I use a basic dot crosshair because it's small, isn't obstructive and gives me the proper, basic (yet very clear) idea of what I'm aiming at.
>>
>>2946907
I play without crosshair, but with a bit of autoaim, while having mouslook.

Tried to play without aimassist, managable, but not good for wads where every shot counts
>>
>>2946912
>They're dumb because the originals were too.
Get out.
>>
>>2946937
no
>>
>>2946907
mods nowadays need crosshairs because they don't need auto aim
>>
>>2946923
>As in plain apocalyptic rather than post-apocalyptic?

I was more thinking like lots of city and lots of countryside and nature being all fucked up, but large parts of the world still being fairly fine.
Like maybe a 3rd of the world is currently very fucked, and any progress towards either way is at a standstill. Life goes on for people who didn't live in the fucked zone, and nobody really knows what to do about the whole thing.

I guess like a suspended apocalypse?
>>
>>2946926
uh sorry for the broken sentence in the post you replied to, my cockatiel ran across the keyboard when I was typing and apparently erased half paragraph.

>Even basing something off of the original DOOM source code would be better. Just anything but tacking onto another port of the game.
A doom64ex type of deal where it just loads data from the wad into a completely different engine might be a preferable option. It could even be a real 3d engine that can generate 3d maps from UDMF or something.
>>
>>2946937
I disagree with how he put it, but things like an exposed brain on a walking quadruped platform, that's visually striking but it doesn't take much thinking to consider some outstanding flaws.
>>
>>2946943
Yah. The idea of the goal being to just get out is what feels good to me. No cure, no saving the world. Just surviving and making it to a quarantine zone. I'd make the distance you have to travel be pretty far too, with little or no gas to facilitate the travel.

Alright. Good plan. How do you want to put this team together?
>>
>>2946943
>I guess like a suspended apocalypse?
or you know a world war
>>
>>2946950
Yeah, that would definitely be ideal. However, people are very lazy.
>>
>>2946954
>team
I don't really have any talent to provide (besides maybe some gun expertise). I was just acting like an ideas guy for a while.
>>
>>2946905
>>2946923
>coder
Harding strikes me not so much as a hacker than a businessman learning to code because there's money in it. Even now his DW posts read like customer relations.
>>
>>2946959
>However, people are very lazy.
I strongly disagree. Doom modders and source port developers work their asses off, the community is just spread thin across many mindsets.
>>
>>2946962
Oh. Man, we coulda had something. Back to making doom flats I guess.
>>
>>2946937
>barons & hk's were the same sprite, just different colors
>the mancubi was a peice of shit with flame cannons
>not dumb
>>
>>2946965
Mm, true. I guess I'm thinking more of the ZDoom community.
>>
>>2946965
>source port developers work their asses off

then how come doomsday is just zdoom with reshade?
>>
>>2946981
You kidding? Doomsday isn't even Boom-compatible.
>>
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>>2946802
>Revenant is just ok.

take that back
the Revenants look beautiful
>>
>>2947040
Doom 3's weird fucking transparent body... That was such a poor design choice...

Whatever though I suppose. The new revs look awesome though.
>>
how big of a sacrilege is that i play doom with mouselook, jump and crouch?
(i will disable crouch though probably jump too because it messes with the puzzles).
>>
Anybody ever play Dystopia 3? Why do you die for no apparent reason on map 3?
>>
>>2947052
Jump is haram if the level isn't designed for it (unless you're dicking around in a megawad you've played already with a gameplay mod or something). It also allows you to jump over human sized monsters which is bullshit. Crouch similarly messes with the AI and allows you to dodge things you shouldn't be able to.

Freelook is fine in my book and only enhances the doom experience.
>>
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>>2945983
>doom 4 is being developed with controllers in mind.
>>
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>>2947052
As long as you dont skip stuff i dont see any problem anon.
>>
>>2947052
here is how you do it, put jump on mouse3 or some other key that is close but you don't usually use, use alt for crouch, replace the previous crouch and jump buttons with fly up/down, this way you can fight the urge of jumping while still having a jumping button when necessary, and wads that require crouch are usually very few, mouse look is fine sometimes since some weapons aren't designed to work well with auto aim
>>
>>2946447
>thinking
I know dismissiveness when I see it.
Call back when they actually confirm real mod tools.
>>
>>2947068
played that map long ago but sadly don't remember much about it now

but i do feel tempted to say there was indeed a section somewhere where you died for no real reason whatsoever and thinking how bullshit it was now
>>
>>2947082
pretty cool famm.
>>
Has anyone tried that Brutal v20 and Starter Pack? Is it a mess with too many things thrown at Doom or fun?
>>
Why is it so hard to get zdoom running on Linux

>tfw no zdoom.deb
>>
>>2947094
Try GZDoom. ZDoom refuses to compile on my machine, while GZDoom will compile fine. Setting vid_renderer to 0 will still get you the software renderer, so you don't lose anything.
>>
>>2947116
Didn't think of that honestly. I couldn't get it to compile on my machine either
>>
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>typed in doomsday engine
>the engine turns doom into quake

don't know how i feel about this.
>>
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>>2945387
Revenants are fucking annoying. They shoot homing missiles at you.
>>
>>2947126
Don't sully Quake's good name with that shit.
>>
>>2947126
Those features are available in other engines as well. Doomsday to my knowledge is the only one that can do super widescreen though.
https://www.youtube.com/watch?v=FCibu8yEQzQ

Not my video, but I got it to work in windowed mode, but in full screen it just shit up for some reason.
>>
Can someone seed the idgames torrent?
>>
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cropped and animooted (still wip tho)
>>
>>2947128
The way you wrote this is pretty funny to me.
>>
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https://www.doomworld.com/idgames/levels/doom2/0-9/2god2

From the readme file within:
>Goddess is "Belldandy" & "Skuld" and "Urud". It's true!!
>I love "Belldandy". She is my wife. "Belldandy" is super Goddess.
>"Ah! My Goddess" is Japan ANIME. Special thanks to "Kousuke Fuzisima", and "Koudansya".

>Mmmm....Love Love Love Love Love Love Love...."Belldandy"! :-)

>My wife is super Goddess. Her name is "Belldandy".
>I can get along with the Goddess.

>My name is "YUKIO IDE". *( Waizu )

>How are you getting along?.

>I live in Japan, and I am played "DOOM" very hard day after day.
>I want on talking about the "DOOM". "DOOM" is very great!.
>Now!,I am working on the new plan. It is a very good.
>It is a Goddess WAD. I am author now. About next WAD?.

>I will never forget "DOOM" as long as I live. Thank you id software.
>I am sure of id software's success.

Pic related, a screenshot of the map. Pretty shit desu, but the description was too hilarious to pass up
>>
>>2947172
didn't know people had waifu's in the 90's
>>
>>2947162
Looks nice.
>>
>>2947172
i was reminded of n_mariko so i looked it up and it turns out they're both by the same guy.
https://www.doomworld.com/idgames/levels/doom2/m-o/n_mariko
>>
>>2944442
>chew ass and kick bubblegum
oh. i've only just got this
>>
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>play with ketchuptest4 for the last months
>nice blood splatters on walls ceilings floors the occasional body explosion by stronger weapons
>load the same wads etc today
>full brutal doom ketchup, bodies explode with pistol fire, framerate drops, too much gore, not fun anymore

what happened?
>>
>>2947224
get droplets blood instead
>>
I spent a bunch of time today learning how to make a map. Made the first part of my first map.

Holy shit it's awful. Like, when you play it it's pretty obvious I have no idea what I'm doing

had fun though maybe I can keep with it and get better
>>
>>2947162
excellent

given viewbob and the way weapons sway back and forth, though, cropping might not be a very good idea
>>
>>2947184
Did you seriously think it was a new phenomena?
>>
>>2947242

Mapping in a nutshell, basically.
>>
>>2947248
>given viewbob and the way weapons sway back and forth, though, cropping might not be a very good idea
Well it has to be croppped unless you want a disembodied hand floating in the middle of the screen. I only approximated the crop to make it appear like it would in-game due to the offsets of the image lump(s)
>>
>>2947230
does it have wall splatters?
i like when you shotgun the satanists and the blood splatters behimd them on walls and ceiligs according to the angle you shoot

i also fpumd enjoyable so far the occasional flying bodies when they stand on the edge of a drop. i laugh when i shotgun a satan on top of a wall ans the body flies towards me on my feet.
>>
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>>2947138
>Doomsday to my knowledge is the only one that can do super widescreen though.
oh, word?
>>
>>2947162

This is looking really good, thank you!

>>2947262
>Well it has to be croppped unless you want a disembodied hand floating in the middle of the screen.

A larger crop for me would be a lot more freedom of movement, actually.
One of the big troubles with a 320x200 crop (outside of the obvious widescreen implications) is that there's not a lot of room to move the individual frames, since animations in-game tend to look different than animated gifs.
This is especially prominent with Shihong's Tiger saber, where a couple moments during the animation for a very brief tic you can see the top of the blade cut off on the top of the screen.
>>
i have a mess of a gzdoom and was wondering. does the order of ctrl clicking all the wads/pk3s that I want to start matter?
or thw last one i will drag ans drop into gzdoom.exe ?
>>
>>2947282
>A larger crop for me would be a lot more freedom of movement, actually.
I PM'd you but I might as well ask here, this means you're okay with me changing the animations around and shit as long as I keep the frame count/state the same?

Also, if the original sprites are sourced from higher def ones it would help a lot if it could get hold of them.
>>
>>2947287
*a mess of a gzdoom folder
>>
>>2947287
Just use ZDL to launch your wads/pk3's anon, you can select the order and even save your wad combination as a preset.
>>
>>2947264
what
>>
>>2947275
Well color me wrong. Can you do it fullscreen though?
>>
>>2947287
> does the order of ctrl clicking all the wads/pk3s that I want to start matter

you cannot control the order like that.
>>
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>>2947303

Sorry, I hadn't checked my PM box today. But yeah, please feel free to tweak the animations and frames, what matters is the frame count.
I'd imagine the upper slashes would be the priority, I never liked how they looked.

As for if the original sprites are sourced from higher def...well, actually no. There is actually a grand total of three sword sprites, simply rotated into position and hand sprites put on top.

https://www.dropbox.com/s/hxl2f09nmpm9l3b/hentai.zip?dl=1
Here's a hand sheet along with all of the rotations of the sword. The hand sheet is actually slightly outdated, but all of the frames relevant for glorious nippon steele should be within.
>>
>>2947321
>>2947310
will try tomorrow to get to the bottom of this why my ketchup stopped working right..

is there a log file on gzdoom i could find any clues?
>>
>>2947332
>hentai.zip
kek
>>
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>>2947126
what model pack is that? It looks marginally better than the one I'm used to seeing.
>>
>>2947340
It's default DHTP one I think, that comes with Doomsday. IIRC it was also adapted to other ports.
>>
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>>2947332
Ah, great. Thanks a lot for the sprite sheet, it will be extremely helpful.
>There is actually a grand total of three sword sprites
..that's actually great news for me. Means I can make the blur effects in advance and just warp them around for each frame. I'll message you when I've made some reasonable progress (still no promises lol)

Anyway as a 'the more you know', photoshop's 3d tools are pretty great for turning a simplistic sprite into a posable 3d object to draw over later. Pic related, took like a minute to make.
>>
>>2947340
“how i hold gaijin piggu gun!?”
>>
>>2947367

what is this wizardry

i must know
>>
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>>2947378
you just make a selection and click the arcane french spell in the 3d menu then play around with the sliders.
>>
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>>2947386

OH MY GOD
>>
>>2947367
>photoshop's 3d tools are pretty great
I disagree with this in general, but they do have their uses. Neat method you got there.
>>
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>>2947396
You can do it with vector graphics in illustrator too, where you'll have more options for FOV and shit
>>
>>2947367
>>2947386
this is going to change everything about how i do sprites
>>
>>2947415
Yeah it's not really useful for anything but paintovers or getting properly shader spheres. Illustrator's 3D can at least do some neat things with text, but the interface is horrible.
>>
>>2947275
>>2947138
Where can I request that feature be added to gzdoom? I would like to play at that aspect ratio with mods like smoothdoom, DHTP, and pk sounds.

I'll check out prboom plus, but it doesn't look like it's mod friendly.
>>
I love OP's titles and images
is there any list where I can see them all?
>>
>>2947449
>Where can I request that feature be added to gzdoom?
[No]
>>
>>2947464
the archives, probably
>>
>>2946131
No shit. The same applies when playing keyboard only.
>>
>>2947467
: (
>>
If you could combine two wads into one megawad that affects, balances and supports both at the same time, which ones would you pick?

I would go with samsara's randomizer with colorful hell, either that or colorful hell with doomrl monsters, just imagine the thousands of possible enemies you could face
>>
>>2947242
my first few maps were like that. just write off them off as learning experience, my maps weren't really playable until I was on my fifth or sixth.
>>
>>2947558
a/v/tism
>>
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I just picked up Doom for the SNES; I wasn't as impressed as I thought I would be. I know the SNES version is just a port of the "real" game and they needed to make many compromises, but I cant help but feel that the whole time, I wish I was just playing Zero Tolerance on the Genesis.

Is this a typical thing, or do I just have shit tastes? (or both)
>>
>>2947584
I like it. It's still fun, though the compromises are very apparent compared to the PC version.

Never played Zero Tolerance, so you might have shit taste.
>>
>>2947591
>never tried this thing you like but I can tell from the getgo that it's shit and your tastes sux
you were doing so great in that post.
>>
>>2947552
[s]Brutal Doom and Complex Doom[/s]

That's not what "megawad" means, but I've never had a reason to want to combine gameplay wads.
>>
>>2947620
>[s]Brutal Doom and Complex Doom[/s]
so project brutality basically.
>>
>>2947606
>might have shit taste
>but I can tell from the getgo that it's shit and your tastes sux
These are two completely different statements. What I was saying is that since I don't have a basis for comparison other than SNES Doom, I can't comment on your tastes.

But whatever.
>>
Picked up this baby yesterday and was playing for hours today, its suprisingly fun and its pretty damn big (30 levels), tons of new enemies from both games and challenging boss battles, multiple difficulty levels that go from boring and tiresome battles to just fuck my shit up, and of course a fucking great soundtrack straight from the games

Glass cannon mode is so fucking fun, everything, including you has 1/2 the defense, which means boss battles are a lot shorter but you can die easily with just a few shots, and since its part touhou there are fucktons of bullet hell, who translate surprisingly well for a doom game, its a great wad if you want to practice your dodging skills and can deal with weeb shit
>>
>>2947674
that's what i seemed to have gathered from your post. but yeah, whatever i guess.
>>
>>2947692
disagree, did not have fun with touhou doom at all

i do agree that first-person bullet hell is surprisingly fun, though
but we need a much, much better wad for it
>>
>>2947674
Im the original anon you replied to. I know what you meant.
>>
>>2947710
>did not have fun with touhou doom at all
what was the problem?
>>
I just installed the latest stable version of doomsday engine, and everytime I try to load a PWAD it crashes instantly with an error message saying "Segmentation violation"

I have no idea whats going on. Maybe I was just spoiled with the ease of gz/z/pr/boom/doom. Does anyone have any ideas why it keeps fucking up?
>>
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>>2947732
horribly done levels that drag on for too long, poor man's invasion maps, shoddy coding that in some cases renders bosses literally undefeatable, realm667 out the ass, and the bosses have very few interesting attack/bullet patterns
for someone actually interested in the source material (like me), for something named "touhou doom", it has hardly any major touhou influence and the doom side is extremely shoddy

practically the only major redeeming factor to it is that it's only one of maybe three bullet hell mods, so it's worth going through maybe the first episode alone. and even then, that's stretching it.
>>
>>2947760
What WADs are you loading?
>>
>>2947764

Nothing but doom2.wad or doom.wad . I just wanted to run the original pwads. I even tried running them from the prefound locations in my steam common folder AND putting them in the doomsday root folder. Neither worked.
>>
What changes would you bring to Doom 1/2 mechanics to make it a better co-op experience (like a way to make players stay together not run around level randomly and assist each other)?
>>
>>2947552
Megawad refers to mapsets with 15 or more maps. Has nothing to do with gameplay mods.
>>
>>2947760
IMO, just give up on doomsday. Theres fuck all mods for it, and it lacks support for even boom format maps.
>>
Pretty good little observation on Doom's gameplay and what people can take away from it:

https://www.youtube.com/watch?v=yuOObGjCA7Q
>>
>>2947712
Good good.
>>
>>2947882
Pretty good watch.
>>
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Why the fuck can't I get this to work?
When I launch the game it launches normal DooM II without Doomrpg
Also I cant figure out how to add doomrl to the mods tab
If it matters im not using any custom wads, just the doom II one.
>>
>>2948002
well i figured out how to get the mods tab working. but now when i launch it only launches doomrl
>>
Why did Sandy Petersen, John Romero, and American McGee have such a gigantic hard-on for monster closets?
>>
>>2948018
>>2948002
okay, now doomrpg is working but it doesnt want to load doomRL with it even though i have it selected in the mods tab
>>
>>2948031
>>2948018
>>2948002
nvm fixed it
>>
>>2948026

because coming out in the early 90s actually had meaning instead of it being part of a trend or just to have a partner for the sake of not being alone for the rest of your life

demons coming out left and right represent uac's way to tell you "this is the real me, i'm happy with who i am, and i embrace myself completely"
>>
>>2948127
>incoherent bs
wat.
>>
>>2948163

post-bump limit, who cares. you'll forget this convo in the early morning
>>
>>2948169
now I won't
>>
Is there a guide or something for DoomRPG? Because holy shit I have no idea what I'm doing.
>>
>>2945387
this is the reason I now use a projectile mod
my casual mind can't handle hitscan
>>
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What's your favourite keycard?
Blue card is the best.
Yellow is my least favourite and I prefer cards over skulls.
>>
>>2948231
Blue is my favorite color but red keycard is the best looking
>>
puu.sh mLgPL/504cf6457f.mp4
the progress so far with the recoded engine, one problem still remains though, mainly with stamina bar

the image size itself is 100 pixels long, but i had to change max stamina to 1000, except that after a 100 pixels it stops displaying your stamina

ive tried scaling it with modulo and division (if mod is 0 then its safe to divide) but it still doesnt work, what can i do to scale stamina bar to ANY number max stamina is?
>>
Okay... So Oblige is fucking sweet for RO//CH and just playing all damn day. But I want to go back, so I tried the .81 of oblige and it was actually a lot more intense (if not slightly more confusing than 6.20) but I want the real deal. I want to learn how to work slige. So I got a BSP and a copy of slige but I have absolutely no fucking clue what to do next. I read the readme but all it says is for DOOM II:

slige -doom2
bsp slige.out slige.wad
doom2 -file slige.wad

what the fuck, is that a bat file?
>>
>>2948284

Just to be clear, I have way more fucking fun on the .81 version of oblige maps than anything since the 5.** stuff. The claustrophobic comfyness just keeps you entertained without feeling like "oh boy here comes room + key + siwtch etc.
>>
>>2948231

Red keycard will always be the most satisfying for me to grab for some reason. Yellow skull pisses me off, but blue skull feels the most satisfying. Any other key is usually negligible
>>
>>2945432
old school multiplayer is like quake 3 pretty much, if you ask me. everyone spawns with the same crap weapon and you have to use movement and map knowledge to obtain better ones. DOOM has the powerups and the armors but it's missing the weapon pickups, except for the so called "power weapon" which is actually just a powerup. my hopes are that id will take the effort to develop classic modes that disable loadouts and hack modules, and add weapon pickups to the maps they've already developed. Is that so hard? the pistol is confirmed to be in the game, so just spawn everyone with a pistol or maybe the single barrel shotgun.

>>2944109
hack modules are fucking retarded. maybe some of you didn't read the magazine so I'll mention a few. one of them lets you see the position of the enemy that just killed you, so if the quad carrier just killed you, then you know where he is through a wallhack for the next thirty seconds or whatever. and of course you've got baby mode powerup location and powerup timer tracking hack modules. the funny part is that one of the devs was quoted saying something about the modules not affecting competitive balance because they don't affect weapon damage. Well it seems to me that hack modules affect the competitive value of the game overall, quite negatively
>>
>>2947224
Reduce the blood amount in options.
>>
>>2948350
>the funny part is that one of the devs was quoted saying something about the modules not affecting competitive balance because they don't affect weapon damage.

doom 4 devs confirmed for not understanding jack shit about doom or quake
>>
I beat thy flesh consumed on UV
am I now an ok doom player?
>>
>>2948379
Now try Plutonia Experiement from Final Doom on UV.
>>
>>2948026
>Why does doom have so many monster closets
i think it's because it's the simplest way to have monsters appear all around the player when he activates some linedef. setting up a monster teleporter is more complicated than a simple door. invisible pits in the ground would be simpler except for infinite actor height and the possibility to fall in the pits before triggering the trap. the original game didn't have scripts with which things could be spawned with function calls. etc.
>>
>>2948384
Im on map 25 of TNT Evilution at UV
>>
>>2944245
That short throw animation makes me think dick bricks
>>
>>2948205
please respond
>>
>>2948379
you've started a journey, certainly.

beaten how? pistol starts? saving/reloading whenever? somewhere in between?
>>
>>2948398

They are literally on the original zdoom forum post. They give the .bat commands and everything. I swear you don't need to know a flying fuck what is going on and you can still run DRLA + DRPG at the drop of a hat without any effort.
>>
>>2948405
i see installation guides but no guide to the mod itself
>>
>>2948402
I played it from start to finish and I didn't save during levels.
>>
>>2948407
Okay, so I downed both DRLA and DRPG. Then I put them in the same folder. I created a bat that has "gzdoom.exe -file "chillax-v9.7.3.wad" "doomrla.wad" "doomrlh.wad" "doomrlm.wad" DoomRPG\DoomRPG DoomRPG\DoomRPG-RLArsenal DoomRPG\DoomRPG-RLMonsters" and it works easily. A few things; YES I renamed most of the wads. All of them. Yes, I play with fucking chillax. Sue me. But seriously. I just put them all in a folder with this bat, and made sure everything was labeled correctly. It worked. What am I saying wrong?
>>
>>2948407

Wait. Please don't tell me you're looking for a how-to... because that can be found on the git-hub and original post of the mod...?
>>
>>2948412
He's talking about actually playing with the mods, dumbass.
Like, how the experience system works.
>>
>>2948418
im looking at the github and the original post and i see no how to, the readme just directs me to the IRC and the only links in the original mod post are to the installation guide, DoomRL, net 4.5, gzdoom, the launcher, the zip, the github, and the irc
>>
>>2948418
ayy i found it wew lad
>>
>>2948410
so you did the whole episode in one continuous run, without dying? that's pretty good. how long did it take?
>>
>>2948428
Well I did die a few times mostly on Perfect Hatred and Against Thee Wickedly. I think it may have taken me around 2 and a half to about 3 hours to beat. I did it in the span of two days.
>>
So someone posted this unlisted video of Doom 4 alpha gameplay, and the player's actually good (even if on console).
https://www.youtube.com/watch?v=4OytgFUwQrA&feature=youtu.be

Honestly, my biggest problems are the sound design and time to kill being too damn short. No footstep sounds, no environmental sounds and not even any passive music (maybe this all due to alpha), so it's just the pickups, demon sounds, jumping/landing, and the guns themselves. It really sounds barren when you realize this.
>>
>>2948231
the one placed in a window, where it can be seen, but yet not reached. i love that kind of forward glimpse, giving the player a goal to strive for, drawing him in.

i don't really care about the colour. i think the blue+red cards look slightly better than the yellow but the yellow skull has this kind of gold effect going that improves it.
>>
>>2948440
right so i misunderstood, when you said you didn't save during levels you meant you did save but only at the start of levels.

i guess it's still an achievement to get through some of those maps "in one life" as it were but it's less impressive to need several retries at them especially when you're carrying resources from previous maps. sorry i am less impressed than i was at first but as i am just some anonymous idiot on the internet you can ignore me. it's still an achievement of which you are clearly and should be proud.
>>
>>2948423
>>2948427

Is this a joke? I know I was being a bit of a dick but I was willingly ready to help if I could. So you figured it out then? I hope. IF not, I am still here... willing to actually help if I can
>>
File: 1453883682.jpg (268KB, 1280x1440px) Image search: [Google]
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Hellpost
uachq.zip (14 KB, 1995-11-01) - Owen
https://www.doomworld.com/idgames/?id=3675

something of a cliche storm of old maps. four disjoint sections, and an opening room empty besides four doors, three locked. almost every wall has startan3 on it and none of the door tracks have unpegged lower textures. map may be from nov.1995 but seems like it is from may 1994. nevertheless.

the first two sections are similar in that they comprise ledges over damage sectors. sometimes you have to jump down, other times you must not. unfortunately some of the pits have monsters in which can block your ability to move while on the ledges. i am pretty sure the author did not intend the player to try to kill all the monsters in these areas. this is most evident in a small room at the end of the second section, which despite giving you a rocket launcher and partial invisibility, then faces you with two barons who are in a 128 unit deep pit with a ledge around the outside. you cannot get out if you fall in, and you cannot easily shoot the barons with rockets without self-harming, so it's much easier to just go round the edge for the teleporter.

the final two sections are much shorter. the first is just a single rooms some monsters and the last key stuck on the floor in front of you, as if the author reached halfway and ran out of enthusiasm. the final has a third baron in a short corridor with two teleporters at the end. the teleporters lead (with no way to return) to a tiny room full of demons, for which you were given a chainsaw moments before.
>>
>>2948452
Its ok
I started playing doom like 3 weeks ago and everyone said Thy Flesh Consumed was pretty hard and I wanted to see if this is an ok skill level to be at right now.
>>
>>2948469
To be fair it was 1995. Are you doing these in random order. btw?
>>
>>2948496
pretty much:

% wget ftp://ftp.fu-berlin.de/pub/pc/games/idgames/fullsort.gz
% zgrep -E '^199[45].*levels/doom(|2)/.-./.*zip$' fullsort.gz | shuf -n 1
1995/03/12 363996 levels/doom2/a-c/asd2.zip

oh, asdoom2, i've played that before...
>>
>>2946018
i've played for 2 years with an old ibm thinkpad X41, on zdaemon with keybard+this kind of red ball in the center of the keyboard
>>
>>2948524
you heard it here first folks
zdaemoners play with their clitoris
>>
>>2943789
This might be your worst pick so far.
>>
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I just finished the original Scythe.

My anus was not prepared for the last few levels, FIre and Ice took me over 40 minutes playtime, but about an hour and a half to two hours with minimal savescumming. Will my anus ever be prepared for Scythe2? I'm liking the design of the levels a lot better so far.
>>
>>2943804
Just beat this and it's probably the biggest face lift I've ever felt since DooM 3.
Although D3 wasn't much of a DooM game that I hoped.
>>
So Polyobject doors with transparent textures are possible after all. And it doesn't look too bad either.
>>
>>2945651
Not awful. Some cool ideas.
>>
>>2948543
sorry, i'm just doing a slightly biased version of the so called "/idgames roulette" which comes up here from time to time
>>
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>>2948659
Image didn't want to upload.
>>
>>2948669
it's like Epic2 but more pale
>>
>>2948676
Sector lighting is not a thing yet.
>>
>>2948680
more those shades of blue and yellow, there is nothing that pale/unsaturated in doom's palette, which tends to be either fully saturated, or a shade of grey
>>
>>2948683
Which is not something I care about.
>>
>>2948231
Wish they had a third variant for traditional keys.
>>
How does a skull key even work.
>>
>>2948026
The entire point behind monster closets is to ambush the player or add monsters to areas you're going to backtrack through.
>>
>>2948689
there's a socket in the door you put it into, its eyes light up and the door opens.
>>
>>2948693
Thank Christ doom didn't have cutscenes like the bible described, else you'd be seeing this every five minutes
>>
>>2948667
You still got some decent maps out, so you're forgiven.
>>
>>2948443
Really wish they didnt bother with deathmatch, and focused on Coop instead. Deathmatch was Quake's thing.
>>
NEW THREAD

>>2948750
>>2948750
>>2948750
>>
>>2947184
That shit goes back to ancient greece.
>>
>>2945432
oh fuck the game is actually THIS slow? after all the "it's so fast" talk
day 1 pirate
Thread posts: 571
Thread images: 90


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