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DOOM THREAD / RETRO FPS THREAD - Last thread >>2916849

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===

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

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

[01-13] New versions of Mainframe (/vr/E1)
>>2913298 >>2915828
https://drive.google.com/open?id=0B8xWmOI7IYl3UFdQdlRLT3BQcnc

[01-11] The /newstuff Chronicles #489
https://www.doomworld.com/php/topstory.php?id=4543

[01-10] PrBoom-Plus 2.5.1.4 released
http://prboom-plus.sourceforge.net/history.html
http://sourceforge.net/projects/prboom-plus/files/prboom-plus/2.5.1.4/

[01-09] Doom Retro v2 released
http://www.doomworld.com/vb/doomworld-news/85397-doom-retro-v2-0-released/

[01-08] Gameinformer talks Doom for about 17 minutes
https://youtu.be/L54nkKlVxTI

[01-06] Gameinformer article on Doom4
http://www.gameinformer.com/b/news/archive/2016/01/06/game-informer-february-cover-reveal-doom-2416160408.aspx
http://imgur.com/a/hbZAu

[01-06] Anon map release: A Morte (for Hexen, early WIP)
>>2899061
http://www.mediafire.com/download/a6tq97xjlegcun0/A_Morte.rar

[01-04] Anon mod release: Gun Godz adaptation (alpha)
>>2894957
http://www.mediafire.com/download/u5r34idu4dl3ept/GunGodz.pk3

[01-03] Anon mod release: Custom difficulties
http://www.mediafire.com/download/mp972r695l6ve5h/GZ-customDoomdifficulties.wad

[01-01] Demonsteele v0.9 released: new character, lots of bugfixes
http://forum.zdoom.org/viewtopic.php?t=46787

[12-31] Brutal Doom v20b + starter pack released
http://www.moddb.com/mods/brutal-doom/downloads/brutal-doom-hell-on-earth-starter-pack

[12-30] Anon map release: Engineering Deck (for /vr/E1)
>>2884990
https://www.dropbox.com/s/ibc0uk9iqsq37iu/EngineeringDeck.wad

===

To submit news, please reply to this post.
>>
https://www.youtube.com/watch?v=wdaZTv9NCDw

Reckon we'll be seeing BTSX E3 this year?
>>
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If anyone wants to beef up their difficulty like one anon posted about a couple threads ago, don't be afraid to give this a shot. I renamed the difficulties to Doom 64, removed Nightmare because I don't play it admittedly, and added Critical Mode and Contra Hard! difficulties.
http://www.mediafire.com/download/mp972r695l6ve5h/GZ-customDoomdifficulties.wad

I'd release this sky pack too, but I don't have anything for Episode 2 unfortunately and after a GZD update at one point, the ACS that an anon helped me with for an animated sky in Episode 4 completely broke.
https://www.youtube.com/watch?v=ggoTXfeQoi0
>>
>>2922719
is this updated at all compared with "[01-03] Anon mod release: Custom difficulties" ?
>>
I'm really starting not to like Scythe.

It just feels like "throw ridiculous amounts of strong enemies at player" later on. Which seems horribly lazy and uninspired to me, so I don't get why this gets a free pass.
>>
Has anything people made for /vr/ turn up in newstuff?
>>
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>>2922719
O-oh
I didn't realize they posted it right there in the news post
Goddamn I am blind, I only noticed the album when someone added it after I made and posted it here and at Facepunch and Doomworld
>>
>>2922732
You, should play Sunder
>>
>>2922738
>It is a slaughter-based levelset

No.
>>
>>2922741
Play Swift Death, then.
>>
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>>2922732
did you turn the difficulty down like the text file tells you to?
>>
>>2922747
>Can't even make his difficulty setting consistent for a given skill level.

Seriously?
>>
>>2922717
I'm not sure if I should be excited for BTSX E3.
I didn't like BTSX E2 nearly as much as I did BTSX E1. What if I end up just hating E3?
>>
>>2922737
no problem, i was just asking in case you'd put out a new version.
>>
>>2922771
Not sure what i'd add really, unless I try to add Nightmare back in, but that's.. not really something notable. Contra Hard! is already my extent of sadism.
>>
Any Duke Nukem 3D posts?
>>
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>>2922778
>>
>>2922763
I prefered E2 over E1 personally. Had more levels that stood out to me, and I liked the challenge it offered.
>>
>>2922754
>difficulty needs to be exactly the same throughout the entire megawad
>>
>>2922754
Why is it such a problem? the third episode starts from pistol start anyway.
>>
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I'm in the middle of playing this

Why do I never hear about this game? It's insane, especially for 1996. Interconnected hub world system rather than individual levels, interactive NPCs, shops that sell armor/weapons/ammo, non-linear missions and optional side quests that can be done in multiple ways, stealth and RPG elements, great weapon selection, badass sci-fi/medieval hybrid theme, comfy rebel uprising plot

It's like an early Deus Ex with more action and made on the Doom engine
>>
>>2922826
Dunno. It had a tuned-up re-release last year.
>>
>>2922763
>What if I end up just hating E3?

Well, what was it about E2 you didn't like?
>>
i'm not looking forward to e3 because it's going to be full of glow in the dark purple pixels and my 32bpp truecolor mode doesn't support colormaps with nonuniform fades at all
>>
>>2922693
this looks like a good tattoo to me
>>
>>2922836
BTSX wasnt really intended to be played with truecolor, anyway.
>>
>>2922828

Yeah, that's what I'm playing. Saw it on sale for like $2.50 so I bought it and gave it a go. Turned out to be a really awesome game.
>>
>>2922826

Long time no play, but I have beat it like twice.

I remember it having a storyline and a non-linear world... But I don't remember the quests being non-linear at all - and were there even sidequests? I can't remember any.
>>
>>2922862

The power station mission at the beginning is one example. You can go in guns blazing or you can do it without shooting anyone or tripping alarms. There's also some optional missions you can take upon yourself to do like freeing some prisoners in one of the Order bases (not the starting prison quest). Some quests you can do out of order and apparently have different endings based on how you do things.
>>
>>2922694
does Romero's new map work in chocolate doom?
>>
>>2922887
No, use Crispy Doom, it's Chocolate Doom with the visplane limit removed.
>>
>>2922890
those damn sourceport names are making me hungry
>>
>>2922903
Its a shame Strawberry Doom was taken by a clown, who proceeded to squander it.
>>
>>2922809
Yes? Why else bother having difficulty settings?
>>
I want to add custom keys to a wad that show up in the inventory status bar.

However, with +INVENTORY.INVBAR and the custom inventory sprite chosen, the sprite will turn up in the upper left corner of the mugshot. I know I have to enter offsets for that graphic I suppose, but even then the mugshot still gets disabled. Any way around that?
>>
>>2922930
Games throughout time typically gradually increase in difficulty as they progress. Difficulty settings don't substitute that.
>>
>>2922962
>Games throughout time typically gradually increase in difficulty as they progress

Yeah. Within and according to the frame of the chosen difficulty setting.
>>
>>2922973
Not necessarily. Plenty of games have difficulty spikes.
>>
>>2922980
And? Doesn't change the fact he can't even adjust his own difficulty if he has to tell people outright to change it midgame.
>>
>>2922981
In Scythe, there are 3 episodes seperated with deaths. He clearly intended for E1 to be easy, E2 to be medium, and E3 to be hard. Its not his problem that you don't like it.
>>
was stuck in sunlust map 7
I couldn't get the door open and I had killed every mancubus and arachnid that I could find
there is a place behind a window I can see but couldn't gain access to
I watched a video on how to beat it and only way to complete it was through a secret?
is this level poorly designed or am I just stupid
>>
>>2922987
It's his fault he can't make consistent difficulty curves for different difficulty settings.
>>
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>>2923000
when you kill all the arachnotrons, the pictured exit door opens. this is achieved by a complex set of voodoo doll and monster on conveyor floor trickery because without scripting you can't change the linedef action activated by arachnotron deaths on map07. it is further complicated by a desire to have the map be able to be exited even if run in -nomonsters.

if it didn't work for you i suggest you have some mods loaded that are breaking it somehow, because although apparently complex and fragile it does work perfectly well in prboom in the appropriate complevels.
>>
>>2923037
what I mean is I think there are some monsters left I need to kill but they are in secret areas and not teleported in yet
running zandronum vanilla
>>
I'm new here.

Are there any good map packs that compliment the Project MSX mod?
>>
>>2923040
then i can only assume you've missed some switch or trigger somewhere.

i'm not clear on what your problem is. you can't exit, or you can't get 100% kills?
>>
>>2923049
a few years ago people said btsx_e1 went really well with msx, not sure if that's still the case
>>
>>2923050
well both and neither
I now know where all the secrets are because of the video but beforehand how could have I known some of the required monsters are in secret areas
it works correctly but I don't think anything required to complete a level should be hidden
some of which are really hard to find
>>
https://www.doomworld.com/vb/doom-general/85493-john-romero-makes-first-new-doom-map-in-21-years/5/

Romero confirms more maps incoming
GET HYPED!!!
>>
>>2923056
Hope he does some for doom 2.
>>
>>2923053
may i ask where? i don't think any of the monsters required to open the exit (i.e. the arachnotrons) are in secrets.
>>
>>2923061
wait are mancubus not required? only spiders?
>>
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i can confirm the map is exitable with 0% secrets (used god mode for expediency).

>>2923062
yes. killing all the mancubuses is not needed to exit the map. only to access the secret BFG (and large but optional battle with a hundred revenants).
>>
>>2923070
god dammit alright
>>
>>2923070
oh and I was missing the rocket launcher one
>>
>>2923074
right, well, glad we got that sorted out then
>>
>>2923037
> complex set of voodoo doll and monster on conveyor floor trickery

The reason being that they want to keep these map (PR)Boom compatible?

Is that a general thing with the DOOM community?
>>
>>2923082
>Is that a general thing with the DOOM community?
there is a subset of the community that cares about making maps that can be recorded as demos. i wouldn't call it a general thing, it's probably a majority (but not a ubiquity) on doomworld, but is nonexistent on zdoom.org or zandronum.
>>
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What are some good wads/mods/whatevers that add more monsters?
I've been using Doomrl monsters but it has issues
>>
>>2923158
jesus christ how spooky

you could look at samsara monster mixer if you want dudes from other IWADs, although it might need samsara itself to run, I forgot
>>
>>2923158
colourful hell
>>
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Project Brutality new release coming out within 24 hours if anyone gives a fuck.
>>
>>2922717
I wonder if they'll do some sort of neat frontend for BTSX once all three episodes are complete.
>>
>>2923194
what´s the difference between Project Brutality & Brutal Doom?
>>
>>2923056
>I'm going to be doing a lot more mapping

That's still maddeningly ambiguous. A lot more mapping for *what*?
>>
Any way to display FPS in PrBoom+?
>>
>>2923005
e3 is the good part of scythe.
>>
>>2923243
I'm not normally the type to do all the silly "get hyped" shit, but hear me out here. I've been thinking about this for longer than is probably healthy and I'm running low on sleep. The people have to know.
>4 years ago, a user named "romero" registered on the ZDoom forums and made a single post asking about getting in touch with ZDoom developers. He left his personal email address and didn't reply to the thread or make any other posts on the forum. Graf confirms that it is indeed Romero and says he's looking to contact Randy. Randy being the elusive shut-in he is, I don't know if anything came of this.
Thread: http://forum.zdoom.org/viewtopic.php?f=4&t=32659
>We've known Romero has been working on a new FPS for some time now
>A couple days ago he makes a Doom map "as a warm-up", tested in ZDoom and Crispy Doom (Ling's port of choice, I would guess. Romero's always said he prefers Doomsday.)
>says he's going to be doing a whole lot more mapping, but is ambiguous as to what the maps would be for
>various hints on social media >>2919890
I've never worked with other engines, but my understanding is that basically none of their editors work anything like Doom Builder. Why would he make a Doom map instead of getting familiar with more modern editors, unless his new project would also be using Doom tools? Pure hypothesis here, but I think GLOOME/GPL-GZDoom has attracted the highest possible client. I think his new FPS is being made on the Doom engine.
>>
>>2923283
That would be really cool, say what you will about Romero as a coder but his level design for doom was fantastic.
>>
I'm at Scythe MAPP22 right now. Should I just bail at the Cyberdemon or try to kill anything that moves?
>>
>>2923238
Brutal Doom:
- same old weapons with some tweaks
- gore
- flipping off button
- allied marines

Project Brutality:
- all the bits from BD
- every monster has at least 1 variant or more (zombiemen can have pistols to rarely plasma rifles, 3 types of Caco, cyber Hell Knights, Baron Centaurs, Dark Imps, BFG wielding Mastermind, Railgun Revenants, flying Arachnotrons, Acid Mancubi, Ice-Viles and so forth)
- enemies have new behaviours such as zombiemen throwing grenades, Jetpacking Revenants, Ceiling-crawling imps, Pinky can eat imps/zombiemen to regain hp
- press v to slash with machete
- about 30 weapons ranging from pistols, revolvers, smgs, carbines, miniguns, auto-shotguns, plasma-thrower, cryorifle railgun, 3 kinds of BFG and a demon-tech rifle that uses the souls of demons you've killed
- all these weapons have an alt-fire and a tertiary function which usually dual wields, changes ammo type or firing mode
- you can customize literally everything, such as which new behaviours monsters perform, which weapons are allowed and which new monsters appear (and in what order)
- rare consumable items such as medikit, sentry gun, mines, beacon that summons 3 marines, and some other stuff
- after all this its all fairly balanced with a Dynamic Progression algorithm that ensures you aren't overpowered too early and that OP monsters dont appear too early

I'm sure there's some other small bits but that's most of it. The imminent update will be adding a shitton of bugfixes, drastically better performance (as in stable 60fps on 500 monster maps), new enemies like a flamethrowing zombieman and rare jetpacking zombieman and some other goodies I don't remember.
>>
>>2923324
>this its all fairly balanced

AHAHAHA,NO
>>
>>2923331
Did poor baby find the new challenge too hard? Awww.
>>
>>2923340
Exactly opposite. Besides,
bulletsponge is not balance
enemies that one-shot you is not balance
It's imposible to keep things balanced with a randomiser on maps that were not supposed to have it.

It also breaks loads of shit, including monster kill switches and some often used gimmics, including some voodo doll behaviour for some reason.

It also prompts enemies to infight more when they were'nt able to previously, this for instance breaks some scythe 1/2 maps, sometimes making them autofinish in ~30 seconds.


tl;dr It only works properly on vanilla-ish maps with no complex gimmicky scripts involved. Thing is most fun wads have such levels.
>>
>>2923353
The infighting one can be solved by making all monsters in the same randomizer the same species.

BUT I GUESS IT DOESN'T DO THAT HUH
>>
>>2923289
I just found myself beelining to the keys and exit holding bfg and never letting go
>>
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>Caring about balance
>in recreational entertainment
>>
>>2923353
It's only a randomizer on specific monster spawns. PB will never swap out an Imp for a Hell Knight or a Pinky for a Mancubus. The only randomizer is whether the vanilla mancubus will become an acid mancubus, and I've even seen 2 vanilla mancubi swapped for a single Volcabus (Unmaker Mancubus). Same applies to other monster types.

I'm also still yet to see BD or PB breaking triggers on maps they should work with. If you're pairing BD or PB with something like Ultimate Torment and Torture well then you're a fucking retard. Anything that changes monsters won't work correctly with a wad that has its own dehacked patch.

Not to mention if you find it too difficult or too easy, not only can you choose between about 9 difficulties in PB, but you can customize weapon availability, monster abilities and monster variety. So any problem you may have with balance you can address yourself. So your argument is not just invalid, but also retarded.
>>
>>2923279
ok
>>
>>2923283
His favorite ports used to be Doomsday, but he made a Tweet a while back saying that he gave Zandronum a shot, and that he absolutely loved it.
>>
>download PB
>set it up
>that intro song

top löl
>>
>>2923272
yes, for some reason it is a cheat code: idrate

(obviously it won't go over 35 unless you set uncapped framerate in options/general)
>>
>>2923401
>he downloaded the whole piratebay
top käk
>>
>>2923324
this all sounds really bland

but there's gore so yay I guess
>>
>>2923398
hope he never looks at the zandronum mod scene
>>
>>2923417
Anyone have this comparison chart of the different sourceports?
>>
>>2923324
>>>>algorithm
you fucker I wasn't ready
>>
Memor's Fate !
>>
>>2923424
shieeet not working
>>
>>2923426
one more time
>>
>>2923424
>>2923426
>>2923428
Get out
>>
>>2923353
How is it possible for a mod to break voodo dolls?
>>
>map where you find all the secrets when trying to find that one key
What's that one map for you?
>>
POST MUSIC THAT GETS YOU IN THE MOOD FOR RIPPIN AND TEARIN!


https://www.youtube.com/watch?v=JVWbRz1U8I8
>>
>>2923441
I know it has happened but I cannot remember for the life of me
>>
>>2923447
>open embed link
>there is no pause button
how fitting
also doom 2 e1m1
especially the "quitar" solo
kinda lame I know since it's music from the game itself
>>
>>2923389
Well balance makes it even more recreational. To me anyway.
>>
>>2923447
KMFDM - Mini mini mini
>https://www.youtube.com/watch?v=D9AmQ1Ie7Bk
Ministry - Jesus built my hotrod
>https://www.youtube.com/watch?v=lspjLG9nHXk
Rob Zombie - Dragula
>https://www.youtube.com/watch?v=EqQuihD0hoI
>>
>>2923365
Correction: this mod does not do that.

>>2923390
Well, it spawns different monster variations in groups, adn those monster variations do infight, and im pretty damn sure Scythe 1/2 does not use any custom monsters, yet in several levels infighting starts right as you enter the map, and level autofinishes some time after that, because for some reason voododoll-reliant scripts get activated.

>>2923437
i dunno ask painkiller (not gonna remember/type in stupidass 1337 2p33k)
>>
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Here's a cut enemy from Doom 64.
I think you'll like what's next.
>>
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Looks like we finally have our Doom 64 Archvile.
>>
>>2923324

Sounds like a mashup of STUFF without any rhyme or reason.
Between this and Complex Doom, I guess this is what's super-popular in the Doom community.
>>
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>>2923520
Brother?
>>
>>2923238
Project Brutality is cool and all, but it suffers from the same issues any other mod with content-overload suffer from.

a lot of weapons is one thing, but redundancy is another.
>>
>>2922693

Why do we hear so many of the same songs in different wads? Is there some sorta Royalty-free Doom MIDI site? :-)
>>
>>2923521
instant waifu
>>
>>2923546
Great balls of fire
>>
>>2923521
Oh, gigeresque. Cool as heck.
>>
>>2923521
Pretty shit desu.
With D64's really disturbing and fucked up designs, I was really hoping it would be some tall, lanky thing with massive hands and really gross long fingers.
>>
>>2922826
You never hear about it because it is actually a pretty bad game that sounds a lot better on paper than it actually is
>>
>>2923535

A lot of songs are taken from different games.
A lot of songs are from community members giving away their midis to use.
>>
>>2923283
>Ling's port of choice, I would guess.
His bug test notes said he used it because it's limit removing without adding Boom additions and so forth, so he could make sure the level was beatable on a port that didn't include them.
>>
>>2923573
If the dialogue part of it wasn't just mashing the 1 key until you win, that'd probably help a bit.

Also, more than one of your choices actually mattering would help too.
>>
>>2922694
Newest version of Project Brutality is releasing today, the author says its the least buggy version to date
>>
>>2923575
>A lot of songs are from community members giving away their midis to use.

Is there a website for this, or is it on the Doomworld forums or something?
>>
>>2923625

A lot of composers have their own websites.
Jimmy is one of the most prolific musician in the communities.
http://jamespaddockmusic.com/midis/
>>
Wow, I LOVE Scythe 2 so far. Excellent job on the design and pacing.
>>
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>Been making maps for two years now
>Still not happy with anything I make
>Think my maps look like shit
>Think my maps play like shit
>Don't even finish most maps due to loss of inspiration

How do I fix this?
>>
>>2923668
post shit here
read critics
fix shit up
get better at it
release
???
PROFIT
>>
http://jpcp.webspace.ne.jp/bbs/jpcp_topic_pr_393.html

maps by japs
>>
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https://www.doomworld.com/vb/wads-mods/85502-stardate-20x7-beta/

speaks for itself really
>>
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>>2923674
>Yfw it's just map packs for HDoom
>>
>>2923419
boom
>>
>>2923674

Was playing this all last night. It's rad as hell.
>>
>>2923693
haha, i doubt it. it looks like tatsurdcaco is organising this. he is hardcore.
http://doomedsda.us/player178lmps.html
>>
>>2923705
>no prboom
>no doomsday
>no legacy
>no doomretro lel
>>
>>2923713
>it looks like tatsurdcaco is organising this.
oh shit, i gotta play this
i loved tatsurd's maps in PRCP and 1994TU
>>
>>2923705
Why does Odamex even exist.
>>
>>2923737
because zdaemon went closed source.
>>
>>2923719
it's obviously multiplayer focused. iirc zdoom is an addition, the original didn't have it
>>
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>>2923705
>>
>>2923719
>no prboom
>no doomsday
>no legacy
>no doomretro

these would all be good categories, assuming there exist relevant images for them
i'm not sure what would be good for multiplayer content/user content for half of them

>>2923771
this makes me cackle
>>
Just finished Scythe map 26 with GMOTA. Dang, that was pretty cool.
>>
>>2923771

Does ZDaemon still exist? I used to play online on that all the time back in 05/06. What's the best way to play Doom online now?
>>
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thanks to whoever used my shitty drawing on the OP on the last thread
feels good man
>>
>>2923859
ZDaemon if you want more vanilla-style play, Odamex if you want to jump on IRC chats and yell at people for matches, Zandronum if you want mods, features, and QUALITY
>>
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How do i get good at Duke Nukem? I find my health goes down extra quick. Not even sure what I'm doing wrong, aside from getting hit.
>>
>>2923891
Duke Nukem, after the first episode, is a little bit shit. Especially with all those little bastards that fly at you and explode. Play Shadow Warrior instead. Or just decrease the difficulty, if you absolutely MUST play the D00k.
>>
>>2923891
try playing blood first
>>
>>2923891
I think you have to crouch a lot. Or am I thinking of Blood?
>>
>>2923891

The thing about Duke 3D is contrary to the image of Duke as a guy that wades forward into battle and shrugs everything off as blaring rock plays, very little is actually...like that.
Most of the time you have to play extremely cautiously, peeking around corners and dragging enemies around one by one. Take note of the hitscanners and take care of them first.
>>
>>2923898
Really? I thought Duke Nukem 3D was considered a classic. I played Shadow Warrior some too, and that was also tough. I feel like a dork playing on easy.
>>
>>2923912
What would even encourage the careless "run in and fuck everything up" playstyle?

I'm thinking a damage reduction (and maybe slight regeneration/vampirism) effect that kicks in, and gets stronger, the more enemies you kill in a quick timespan. Basically, kill to live.
>>
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>>2923389
that is pure cancer, anon.

Balance matters a fuck ton...just look at the GMOTA guy and his endless tweaking and fiddling with shit.

If the game feels unbalanced people pick up on that shit right away.
>>
>>2923928
>What would even encourage the careless "run in and fuck everything up" playstyle?

While I don't have the answer to this question, I think that Doom actually caters to this playstyle more than Duke Nukem 3D for reasons I'm unsure of.

While often times you need to be very careful in Doom, I find myself in extremely hectic situations in which I'm forced to run around frantically and kill a ton of shit as fast as possible far more often on UV in Doom 2 than on it's equivalent difficultly in Duke Nukem 3D. It may just because I'm better at Doom, though.
>>
>>2923942
or look at samsara in its early heydays

samsara was known and praised for being ludicrously balanced, complete with several threads digging and comparing damage numbers (i think there's even a .pdf floating around now?) and nobody able to decide on a single general tier list because everyone was so viable

addons and zandro updates kind of broke things, though

what a shame
>>
>>2923942
Chiming on on GMOTA's balance. Or overall quality really, the creator has the rare ability to understand when "less is more" - unlike Demonsteele, which while it has a lot of really cool content there's too much overlap and needless complexity.
>>
>>2923962

I would actually call that one of the biggest flaws of GMOTA, the constant reworking and removing and redoing.
In Demonsteele, things generally stay the same outside of additions. There aren't any massive gamechanging rehauls from version to version.

I really like both mods, though.
>>
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What does this mean?
>>
>>2923891
You have to learn the behavior of the pig cops.

Never face off with them, give them a quick shotgun blats then duck back behind cover. It's easy once you get the hang of it because they always go prone before they shoot and then often just keep shooting for a few seconds. Just wait for them to stop.

If it was a solid hit, but not a kill...and you feel the need to conserve shotty ammo (because it's pretty much the best weapon) you can finish them off with 2 or 3 hits from the pistol. It's just my tactic...save up your shotty ammo for the parts where it's best to just spam it, like you go swimming and oh look...5 octobrains.
or the chaingunner commandos, best to finish them off quick with the shotgun.

otherwise with the grunts, you can just dodge and weave all day, eventually you'll get to where you can just kick them to death if you really want.


>>2923898
wrong. the level design for every episode is awesome, especially the second. sure the suicide drones are a shit enemy, but they do not ruin the game.
>>
>>2923972
Well I never played GMOTA during early development so I have no perspective on that. As it is right now, it's tied DRLA for "best gameplay mod" imho. P:MSX could be up there if it had been further developed a bit.
>>
>>2924000

Good taste for good trips, anon.
>>
>>2923979
>multiplayer
Why can't we have good single-player FPS games any more?
>>
>>2923949
More projectile enemies in Doom, hitscanners don't shoot as fast or - iirc - do as much damage.
>>
>>2923979
Deathmatch ala Quake doesn't really work nowadays, without some heavy tweaking. UT is in alpha and already added an "upgraded" sort of TDM.
>>2924007
People aren't interested in them. Even AAA titles are removing their SP.
>>
What is the most toaster friendly, light, easy to use and windows 7 compatible Wolfenstein 3D sourceport?
>>
So what do you guys actually think of Romero's level? I really enjoyed it. I wasn't amazing, and had a few iffy bits, but overall I really enjoyed the experience. The final room was great, too. Really gave me a amped up E1M8 feeling.
>>
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Fuck yeah, new Lainos map.
https://www.doomworld.com/vb/wads-mods/85523-comatose-overdose-2/

He and his Russian Doom Clan buddies can make some kickass maps. Highly detailed while still being able to maintain good gameplay.
>>
>>2924034
not perfect but very good. nerve.wad-tier.
>>
>>2924034
The level had a really good "Doom 1" feeling that I don't get from other wads. It was kind of a breath of fresh air.
>>
>>2923674
This is pretty damn good.
>>
>>2923942

As the creator of GMOTA. I don't think it's very balanced. Also I hate that asshole you posted with his stupid smug cackle and the fact he throws you around.

>>2923962

I've actually been wanting to slim down GMOTA for awhile now and remove some shit to make it more cohesive. But I'm pretty sure term would bust my balls, and I'd wind up upsetting a lot of people. I understand I fucked up there, in the mod's early days I got fed up with people constantly remarking how lacking it was, so I said "fuck it" and dumped every idea I could think of onto poor Blaz.

If I could have my way without causing any fuss. I'd remove the dart mode, put the sword throw as a more streamlined mechanic, and possibly remove item crashes.

This is why I've been putting off adding kustam. I've been thinking about him a lot and writing shit down before doing anything else.

But hey. GMOTA is my first project, and it shows
>>
>>2924057
For a first project, it's impressive. Keep that in mind. It's cool to see the creator of a popular mod being so level-headed, and thinking about the players.
>>
>>2924063

I wouldn't say I'm level headed. I've annoyed a lot of people here with my constant indecisiveness. But yeah, I've always had you guys in mind.
>>
>>2924057
I think the dart mode just needs it's own ammo. And then not much. It's strong, but it could be balanced by keeping ammo scarce.

maybe just remove the cluster missile too. It's just too strong.

it looks cool as fuck, but it's OP.
>>
>>2924057
>But hey. GMOTA is my first project, and it shows
No, it really doesn't.

>If I could have my way without causing any fuss. I'd remove the dart mode, put the sword throw as a more streamlined mechanic, and possibly remove item crashes.
I haven't played it enough to really have a specific opinion on these things, but the biggest issue I have is that the gauntlet just isn't very fun or satisfying in any mode that doesn't require energy.

On another note, something I really wished GMOTA (and many other gameplay mods) had though is a comprehensive guide in a text file or whatever that explains the various modes, attack buttons and functions the player has access to.
>>
>>2924081

That was one of the core things about GMOTA though: Ammo's not really a thing you have to worry about, it's all mana based, and said mana can be gained by attacking monsters.

and yeah I'm going to fucking tone the cluster missile back, I took a look at the POW'd up cluster missile again recently and I nearly had a fit, was I fucking drunk when I decided that was a good idea?

>>2924090
>but the biggest issue I have is that the gauntlet just isn't very fun or satisfying in any mode that doesn't require energy.

Admittedly, that's kinda the point, Blaz's strong point is his sword, the arm cannon is only meant to be an option when you can't reach things with your sword.

and yeah, whenever I finally get my shit sorted, I'm gonna include a manual of some kind.

and it does show if you take another look at it, it suffers from that "let's just dump everything in there" mentality that new and inexperienced modders suffer from
>>
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Does anyone have the rest of this picture of Imp-tan?
>>
>>2924120
look at thebooru
>>
>>2924007
Singleplayer is dead.
Where have you been the past 8 years?
>>
>>2924109
>Admittedly, that's kinda the point, Blaz's strong point is his sword, the arm cannon is only meant to be an option when you can't reach things with your sword.
I wasn't talking about effectiveness (since the knife spray thing eats cyberdemons for breakfast) but general 'feel'. There's no reason for a weapon to be less fun than it could be.
>>
>>2924153

Not sure what I can do there, I've been toying with the idea of tweaking the buster a little, removing the mid charge shot and making the primary, uncharged shot like a combo thing, where as you tap the fire button, you shoot like, 3 normal little shots and then finish it with a mid shot.
>>
About half a hour of footage of ID and Doom circa November 1993.
https://www.youtube.com/watch?v=HpEBUV_g9vU
>>
>>2924127
Thanks, I found it here.
http://rule34.paheal.net/post/view/1757859
>>
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>>2924209
This... this is good.
>>
>>2924237
Paheal has piss-poor servers. Here: http://rule34.xxx/index.php?page=post&s=view&id=1914579
>>
>>2924241
thanks mate
after i posted it loaded, broken as shit, but it did
but thanks anyways
>>
>>2924165
Tweaking the sound effects to be a bit meatier would go a long way. Like a more percussive burst like machinegun fire for darts, and the other mode's sound sped up ~50% and overlaid with a laser PEW! or something. This isn't my area of expertise, just a general feeling that the gauntlet feels kind of dry compared to the awesome and visceral standard sword's sounds and visuals. Having the recoil frame offset downward rather than up and to the right might help too.
>>
>>2924246

I'm still not even sure if I should keep the darts, but I'll look into adding a percussive sound and fuck around with the firing sounds of the buster.

What exactly do you mean by recoil frame though? Like when Blaz's arm is raised as he starts to shoot? I did that intentionally so it doesn't look like he's got his arm outstretched the whole time.
>>
>>2924037
Do I see some Duke Nukem 3D textures on the right?
>>
>>2924007
this

the only good AAA SP games I played last year were the new Wolfenstein games
>>
>>2923521

I seriously cannot comprehend those who claim a female Archvile doesn't make sense

Bobby Prince used the voice of a crying little girl saying "why?!" for the Archvile's death sound. And don't get me started on the fan art. Do I even need to mention the fan art?
>>
>>2924312
I still remember the fan theory that the Mother Demon from Doom 64 was some sort of evolved or mutated Archvile, seeing as they both have fire-based powers and a knack for resurrecting demons (albeit Mother Demon seems to act on a broader story scale since they don't actually do it in-battle).
>>
>>2924312
>Bobby Prince used the voice of a crying little girl saying "why?!" for the Archvile's death sound.

Yeah, and then he deepened and distorted it to make it sound masculine.
>>
>>2923520
>>2923521

>doomworld
>closed group

gee, i wonder why
>>
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Any updates on the anon that was making a stupid wad about eating all of the WHIR? That shit was funny.
>>
>>2924109
>>2924090
>tfw I like the gauntlet for charge shots and the sound of standard shots

I am genuinely a fan of every weapon in GMOTA.
>>
Did the mythical anon who said that he'll release a Quake campaign he's been working on for 10+ years ever come back here?
>>
>>2923520
>>2923521

Are these the best pictures we can get from the models? I'm asking you because it seems like you have access to that closed group like someone mentioned earlier compared to the rest of us
>>
>>2924421

Would you object to this idea? >>2924165

I've also been toying with the idea of inflicting a small speed debuff when firing the blazter, mainly to discourage using it at close range without resorting to self damage.
>>
>>2924424

Wait nevermind, I found these.

https://www.doomworld.com/vb/post/1545448

My friend is going to like this.
>>
>>2924424
I actually own the models.
I also own Greg Punchatz.
He's chained up under my desk right now working on recreations of each and every model.
If he doesn't get them finished within twelve sleeps, it's five whips of the Schwankus Stick again.
>>
>>2924427
>I've also been toying with the idea of inflicting a small speed debuff when firing the blazter

I play GMOTA a lot and this sounds like a TERRIBLE idea.

You shouldn't cut speed from the player in Doom unless it is getting a payoff or you are designing a gameplay mod around a slower pace.

I also use the mid charge shot a fair amount so I'm not sure how that would pan out.
If anything, changing the standard shot into forcing a midcharge buster would make it harder to generate a full bar of red meter against some sturdy monster.

So it's not a bad idea there.

Just don't cut the speed of the player unless it's giving an advantage to do so.
>>
>>2924440

The mid shot actually generates like, triple the mana of an uncharged buster shot though.

As for the speed penalty thing, the only reason why I've been contemplating it is due to how good the Blazter is, you could pretty much rock entire maps using nothing but the arm cannon, its subweapons, and the heavy cannon mode alone.

Blaz was never supposed to be this good at ranged combat.
>>
>>2924257
>I'm still not even sure if I should keep the darts
I have no particular love for them (stylistically speaking).
>I did that intentionally so it doesn't look like he's got his arm outstretched the whole time.
I understood that, but looking through the actual frames I see that GFIRB0 -GFIRE0 actually do recoil when shooting. I registered it as being part of the same motion that brings it up while playing.
>>
>>2924427
>I've also been toying with the idea of inflicting a small speed debuff when firing the blazter, mainly to discourage using it at close range without resorting to self damage.
You could just make the projectile do less damage at short distances?
>>
>>2924453

I don't think there's a way to actually do that unless I make the projectile start as a weak one at first, then spawn a -different- projectile with the same velocity and direction. Plus it'd be weird to convey that to the player
>>
>>2924447
>The mid shot actually generates like, triple the mana of an uncharged buster shot though.

The little shots do so little damage you can get full meter from something like a Hell Knight or a Baron or a Cacodemon

As for weakening the cannon in general you can
>Make the shots take more red meter
>Reduce meter gain
>Reduce damage output
>Reduce range
Slowing him down won't really change a player's mindset with it because projectiles shot at the player are linear for the most part.

The player doesn't need to make wide dodging movements a lot of the time unless there's a wave of bullets coming. But since they aim directly at the player you can do bullet herding pretty easily if you desire.
>>
>>2924472

well if I make uncharged shots into a combo thing, it would mean you'd be able to generate energy at a comfortable rate but not cheese off a single monster, and most of the sub-shots take a shitload of energy as is.

Reducing damage output doesn't sound like a great idea either, but I might lower the range a little more.
>>
>>2924460
Couldn't the projectile have a A_SetUserVar("user_timer", user_timer+1) or similar state in the projectiles main loop, and countinously set damage to user_timer?
>>
>>2924478

I've actually never used that particular flag for something like that, there's still the issue of conveying this.

I could always make the projectiles do random damage, but I feel part of GMOTA's charm is the fixed damage values.
>>
>>2924475
> it would mean you'd be able to generate energy at a comfortable rate but not cheese off a single monster
This is what I was thinking when you said it forces mid-charge shots. It would make it so you can't just turn anything into a battery when isolated.

I was just thinking of ways to emphasize more melee focus for Blaz.

If you make new characters for GMOTA I'd say Blaz would be the all rounder right now.
>>
>>2924492

Oh, shit my bad, I guess my reading comprehension is awful.

I do plan on adding other characters, and if all goes right it'll work like this:

Blaz will have strong melee, normal health, and shit range, I really do need to tone back some of his subshots a little, along with his item crashes. Part of my problem with him right now is he has WAY too much shit that requires different states and button presses. I want to streamline him.

Kustam will have mediocre melee, more health, and best range, but kinda slow compared to the other guys, he's also gonna have some different quirks when it comes to his subweapons but that'll be for another day.

and Samson will be a bit of a wild card, throwing grenade weapons everywhere and capable giving himself and his buddies buffs, but the trade off his he'd have a tiny health pool because he's a dumb little kobold with hardly any armor.
>>
>>2924489
>I've actually never used that particular flag for something like that, there's still the issue of conveying this.
Here's how DRLA did it anyway.

>I could always make the projectiles do random damage, but I feel part of GMOTA's charm is the fixed damage values.
It was just a suggestion as a preferable alternative to hobbling the player if he shoots really. Fixed damage values is otherwise something I really enjoy in fast paced games (ever since playing star craft).
>>
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>this is how DRLA did it
err forgot pic
>>
>>2924503
>Blaz is is strong melee, normal health and shit range
>Kustam is mediocre melee, more health and best range
This is a good reason to maybe not slow down Blaz.

But it could still make sense to slow him down with it. You could also cut his firing rate.
I think you should work on the new character first before major rebalances

Then you have a point of reference to work with.
>>
>>2924518

Yeah, you guys have convinced me to not touch Blaz's movespeed. and I guess I could curb his fire rate with the buster a little, on top of add that little combo thing.

I'm really not sure if I want to start development on Kustam until I get Blaz where I want him.
>>
>>2923441
Eternal Doom has a few that are like that for me.
>>
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How often do you save?
>>
>>2924525

Only if the map is insanely long, has some bullshit deathtraps, or if I need to stop playing for a bit. Otherwise I start at the beginning of any level I die in.
>>
>>2923447
https://www.youtube.com/watch?v=6bInlePwfAs
>>
>>2924523
The main reason to not touch the speed is because it doesn't really address the problem you are having with it and it wouldn't really encourage people not to go with shooting if they felt like it.
>>
>>2924526
This, and if the level is really kicking my ass i just take a break and try later, playing doom while frustrated can be dangerous
>>
>>2924531

Yeah, I was just kinda scraping the bottom of my own barrel of ideas in an attempt to bring some balance to this mess.

As much as I hate to admit it, making the buster fire at a slightly fixed rate would help quite a bit. If it was his only weapon there wouldn't be an issue, because I fucking love being able to hammer the fire button in games and lay waste with a fast trigger finger, like the dagger in Ghosts n Goblins.

Just because I really like a mechanic doesn't mean it melds with the rest of the ones I got implemented.
>>
>>2924523
Another thing, carefully consider tweaking the spiky turret ball. They're outrageously efficient since they don't only deal damage without putting yourself at risk, they also take monster aggro away from you. It's become a habit to spam those out while shooting away with the peashooter just to get more mana for turretballs. (in slaughter type situations that is)
>>
>>2924540

That's something else I should address, I think ideally I should just shorten their lifespan.
>>
>>2923447
https://www.youtube.com/watch?v=pgZORBg7MOg&list=LLm-y1uEtiGo7UFos8zXJ_0w&index=27

TRIGGER WARNING: This is from a game that isn't retro.
>>
>>2924525
I usually attempt maps without saves, with pistol restarts from deaths. If I've decided that its length (50+ minutes) makes for tedious restarts, then I resort to saving after grabbing keys. After completing a map with saves, I then start the next map through pistol start as punishment.
>>
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>>2923158
>my eyes jesu-
>MY EYES JESUS CHRIST
>>
>>2924545
Hope they exit early access this year
>>
>>2924550

I just hope they change the sound of the fucking 9mm, it sounds like shit. They never should've changed it from the first version.
>>
>>2924526
This.
The exception to the rule is when I'm playing Hideous Destructor, where I save after every other kill
>>
>>2924241
better than pururin's
fuck exhentai
>>
Any doom wads where you take pictures of demons for points kinda like Pokemon Snap?

Or maybe there's a town and people want pictures of certain demons and you need to go around and look for it, and you return to him and he's grateful
>>
>>2923447
https://www.youtube.com/watch?v=0Zfl9sAQx-U
>>
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>>2923194
Actually excited.

Never really awed over Brutal, but this one turned my head. Loved the monsters in it. And it's miniguns.
>>
>>2923573

What makes it bad in your opinion? I think it's great. Has the most satisfying machine gun among doomlikes, the world is immersive, it's challenging but not bullshit, feels way ahead of time. The part where you join an assault on that Order castle and you got your Front troops backing you up is one of the coolest things I've seen in a pre-2000 FPS.
>>
>>2924018
because it's all some fucking corny rehashed modern combat extremely implausible shit with all kinds of cinematic bullshit to advance the story.

It's like a *really* bad action movie. Make a good fucking game, people will play the SP.

>>2924270
Wolf did it pretty well, it was corny, it had forced bullshit, but it never felt annoying or heavy handed like I feel in CoD/BF type games.
>>
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Anybody grab the remaster of this? It's my first time playing it, it's actually really fun and your character sprints around like a gold medalist all the time
>>
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>>2923447
https://www.youtube.com/watch?v=wjkcNfyEZQ0

It just seriously puts you in the mood for a wild gunfight, running from cover to cover, blazing, charging out with a shotgun and get as close as possible to score a full pattern of shot and then run back behind something as the gun pumps/reloads, then continuing out the other end letting loose with your automatic on a horde.

Also I love the sexual tone of the song.
>>
>>2924861
It's actually a very good port, I didn't get super far because I really don't care that much and I beat the dick off it 100 times as a kid...

BUT I'm excited as shit for them porting Turok 2 now

>>2924823
Why the fuck does ModDB want me to sign up, fuck you ModDB, host the file.
>>
>>2924868
You don't have to.

Not trying to advertise, but click this.

>http://www.moddb.com/mods/brutal-doom/addons/project-brutality

Then the big red DOWNLOAD NOW button on the mirrors line, and then a window pops up.

>Click to download Project_Brutality_12-1-15.zip if it doesn't start automatically or try another mirror.

Should say that. The filename there should be a mirror for the download, click that and it should work. No log in required.
>>
>>2924525
Always, because there are too many maps that I wanna see without wasting too much time on getting where I am again if I die.
>>
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>>2924864
Not bad, cheesy, but it should be.


Mine isn't Rock, but damn is it a head-banger.

https://www.youtube.com/watch?v=wy9r2qeouiQ
>>
>>2924525
Pretty often, usually during slaughtermap-moments. I get really frustrated too quickly if I run through an entire map and get demolished close to the end, without saving. I just hate that. So I save at least once per map. As like a checkpoint.
>>
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>>2924930
Or these two.

I guess I have more synth than metal on my mind right now.

https://www.youtube.com/watch?v=Z9CuaJZpxK0

https://www.youtube.com/watch?v=YOwSrPzT8qg
>>
>>2924823
that's fucking disgusting.
>>
>>2924912
Gotcha, workaround noted.
>>
>>2924980
It's just caco blood, you've seen that before.
>>
>>2924823
how does one not cringe in revolt from this picture alone
>>
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Aesthetics (Not really.)
>>
>>2925005
As far as BD and "enhanced features" go, it's pretty damn tame.

r/ing that "the way it was MEANT to be played" image.
>>
>>2924861

I'm interested in it, but I'm gonna wait for a price drop/sale. $20 is a bit too much for an old game like this.

I used to play it a long time ago at my cousin's house but past the first few areas it'll basically be like my first time playing it
>>
>>2925007
That's pretty gorgeous. Man.

>>2925005
I've been playing Doom since '98. What exactly do you find cringe-worthy about it? The slight filtering? The HUD?
>>
>>2925005
By enjoying BOTH vanilla and modified Doom instead of being an edgy teen who says vanilla is the only way to play Doom ever, despite not actually being born when Doom was released.

Why does it bother people so much how other people play the damn game?
>>
Honestly, some feedback on >>2925007 would be nice.
>>
>>2925139
There is a difference between enjoying mods and enjoying mods that just look bad.
>>
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Project Brutality 2.0 has been launched
>>
>>2925139
>if you don't like brutal doom, you must be one of those purist luddites that hate all mods!
I'd almost missed seeing this defense. Nostalgic.
>>
>>2925146
>If I say a mod looks bad then the mod is bad
Enjoy that airtight bubble anon
>>
>>2925154
Yeah, hud looks like shit and is annoying, so why would I want to play it
>>
>>2925151
Pretty sure I said modified Doom, not specifically referring to Brutal Doom. l2r
>>
>>2925146
>I don't like it, it looks like crap.

Be specific anon, come on. Try.

That hud is totally optional by the way, as most hud mods are. It normally uses the vanilla hud.
>>
>>2925156
Then don't play it
>>
>>2925161
I won't.
>>
>>2925149
Huh, same image as the current OP image.
>>
>>2925139
You can dislike BD without being a purist fag.
I think the hate is exaggerated for BD, but it's not really a fantastic gameplay mod.

For instance, AtM cuts out a lot of the not very good luggage and has MUCH better aesthetics and style.
>>
>>2923979
BTW any updates on his missing sis?
>>
>>2925159
Yes, you did. You said "modified Doom", but if you follow the comment chain, you'd find that you said it in defense of an offshoot of Brutal Doom, hence the nostalgia for this tired, weak argument. Having taste and being a purist are not mutually inclusive. I play the game modded much more often than I play unmodded, and don't even have any Doom ports installed besides GZDoom. That screenshot is still repulsive. The inconsistent and ever-ugly filters, the weapon sprite that looks like someone just opened it in MSPaint and scribbled blue all over it (probably the fault of the filters more than the actual spritework), the dumb crosshair, the pickup message that states the ammo count I would suspect doesn't respect the double ammo setting, all those ammo types and so many unnecessary HUD elements, that's just what sticks out to me from one screenshot alone. You can tell it's the sort of mod that's all about being "THE MOST EPIC REAL BRUTAL DOOM EXPERIENCE EVER - THE WAY IT WAS MEANT TO BE PLAYED". Which makes sense. It's a Brutal Doom offshoot, of course that's how it is.
>>
>>2925176
First off, that hud isn't inherent to the mod, whoever took the screenshot opted to use that
Second off, jesus christ can you be any more angry about the most fickle of things over a screenshot of someone else's game?
>>
>>2925168
AtM ?

>>2925176
That hud is actually one of my favourites (no I did not take that screenshot), becuase it shows all the info in both numerical and slider forms while not clogging up the screen and is easy to read.

It's perfect for high resolutions with no stretching.
>>
>>2925176
>Tries to imply criticism isn't about the mod but about the aesthetics of the image
>mentions gameplay settings

That's all the argument ever boils down to. Purist types who can't wait to tell everyone that "brootal dumb and anything related to it is for gears of war-style brainless morons," the people in the middle who don't give a fuck, and the people who actually like BD/PB and have to put up with or respond to retards like you.

>>2925168
I agree BD doesn't change much in the gameplay department, just gore and some aesthetics. That's why I prefer PB that adds a lot to the gameplay while staying close enough to Doom.

I'm not familiar with AtM though. Do go on
>>
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>>2925176
>filters
Looks like they just turned down the pixelation by one level, doesn't exactly ruin it. I've seen countless UV-MAX runs in vanilla levels on PrBoom that use worse filters

>sprite
That's caco blood, how else do you expect it to look?

>dumb crosshair
A bit big, but in a mod like that, freelook is encouraged and a crosshair isn't exactly a mortal sin.

>pickup message
You are projecting, possibly right, but that is straight projecting.

>ammo types
And?

>unnecessary HUD elements.
It's clear that you haven't really touched that mod before.

>that title
There are a lot of mods for Brutal Doom, and honestly, you are right, a lot of them give that vibe. That said, you just have a clear bias with the mod. Get over yourself. It's not horrid.

>>2925189
This. The hud has appeal for showing all of the data, and it doesn't clog the screen like that visor hud that we've seen float around. Even MSX clogs it up more than that. (MSX is a good fucking mod too)

Here's another hud that people use with Brutality. I used this one for straight Brutal and it worked nicely with keeping the vanilla feel.
>>
>>2925192
whatmapisthat.png
>>
>>2925193
Map32 of the BD Starter Pack, which I believe is accessed from Map31 - which is Hollywood Holocaust redone
>>
>>2925191
>I agree BD doesn't change much in the gameplay department

Did I really just fucking read this?
>>
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>>2925191
>I agree BD doesn't change much in the gameplay department
>>
Really curious about that AtM you keep taking about. WHAT IS IT?
>>
>>2925205
nhb accessories to murder is fun and neat
http://forum.zdoom.org/viewtopic.php?f=19&t=36877
>>
>>2925202
>>2925203
Fatalities: Optional
Gore: Aesthetic
Allied Marines: Optional
Kicks and middle finger: Optional
Reloading: Can be disabled

The only significant changes to actual gameplay and not just appearance is the rifle replacing the pistol and some enemies gaining new attacks.

That's hardly drastic.
>>
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I uh, I don't think the author of Project Brutality knows how the default assault rifle looks from the side
>>
>>2925207
Oh...
>>
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>>2925201
Yep. Not bad, but the remake could use some expansion ala duke 64.

if you play this, and hit map32, make sure you find the mg42, it's fun
>>
>>2925182
>>2925189
I understand that HUD is not native to the mod, that's no surprise, but is it not adapted for it nonetheless? I don't think you can dynamically generate a list of ammotypes like that with SBARINFO, and it certainly isn't possible to dynamically resize the border around it.

>>2925191
There's that purist strawman again. Keep being wrong, and keep being the first to resort to petty insults. Really brings the memories flooding back. How long has it been? Three, four years?

>>2925182
And another classic. You asked for criticism, you got criticism. But you didn't like the criticism, so you call me mad in some attempt to discredit the criticism. Get some new arguments to defend your Michael Bay's Doom with, this is the same exact shit your kind had four years ago. Next you'll be saying I'm just jealous.
>>
>>2925210
>The only significant changes to actual gameplay and not just appearance is the rifle replacing the pistol and some enemies gaining new attacks.
>That's hardly drastic.

I don't even know where to fucking begin with this much wrong.
>>
>>2925219
>And another classic. You asked for criticism, you got criticism.
I'm not even the guy you're flipping out at.
>>
>>2925210
i don't think you're really that familiar with how doom really works if you think the redone weapons and new enemy behavior isn't much of a change in gameplay
>>
I recommend anyone who wants something like Brutal Doom but closer to vanilla, to check out Beautiful Doom. It was recently re-released. It has the sexiest SSG animations ever.
>>
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>>2925191
>>2925189
Dude, BD changes the gameplay RADICALLY.

AtM basically cuts a lot of the fat from BD, and just has some of the basic concepts from it (ADS for the rifle and shotgun, which is very useful at times), and has much more smooth gameplay and overall being less cluttered.

It cuts out a lot of the excess retard gore as well, and no fatalities. I'd say that it's much more processor friendly, than BD, because there's not like 25 gore actors per dead enemy, but it features a lot of Voxel models, many which look nice, but they absolutely EAT memory.
You can turn that off with a CVar or just erase them from the .pk3 and it massively boosts performance.

The shotgun in AtM is fucking amazing.
>>
>>2925219
Having criticism towards something means absolutely nothing if you fail to recognize the fact that a majority of people disagree with you. Having said that I don't necessarily like nor dislike BD but I do agree with some of the points you made
>>
>>2925230
The majority being retarded doesn't make retardation correct.
>>
>>2925230
Anything liked by a majority of people is immune to criticism? Is that really how it works?
>>
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You fuckers sure do get into heated arguments over mods for a singleplayer game from decades past.
>>
>>2925163
an (un)fortunate coincidence. i went looking for suitable images for thread starters, and saw it here
http://nankakurashiki.tumblr.com/post/136178954568/savetheuac-doom-guy-%E3%83%81%E3%82%A7%E3%83%BC%E3%83%B3%E3%82%BD%E3%83%BC
>>
>>2925007
pale blue and yellow aren't colours you see often in doom so it is quite refreshing

needs more variations on that one statue texture, can see it repeated six times in the same shot including three right next to each other
>>
>>2925007
looks really neat, but these doors look way too big for humans
hm, and maybe you should make these pillars into real pillars instead of stickers on the wall
same with the statues, maybe it'd be better to have an actual alcove with a statue decoration inside them
>>
>>2925005
>how does one not cringe in revolt from this picture alone
i don't know. it's not to my tastes, which lie in the limit removing and boom compatible maps regions, but it didn't hijack my amygdala either, as it seems to have done for you
>>
>>2925230
>Having criticism towards something means absolutely nothing if you fail to recognize the fact that a majority of people disagree with you.

Not even part of this discussion, but this a pretty horrible argument to make.
>>
>>2925247
What the fuck did you just fucking say about me, you little bitch? I'll have you know I graduated top of my class in the Doomworld forums, and I've been involved in numerous secret projects on espernet, and I have over 300 confirmed cacowards. I am trained in DECORATE and I'm the top ACS coder in the entire ZDoom forums. You are nothing to me but just another Brutal Doom fanboy. I will wipe you the fuck out with precision the likes of which has never been seen before on this Earth, mark my fucking words. You think you can get away with saying that shit to me over the Internet? Think again, fucker. As we speak I am contacting my secret network of Zandrones across the USA and your IP is being traced right now so you better prepare for the storm, maggot. The storm that wipes out the pathetic little thing you call your life. You're fucking banned, kid. I can be anywhere, anytime, and I can make a shitwad in over seven hundred ways, and that's just with CustomInventory alone. Not only am I extensively trained in DEHACKED, but I have access to the entire arsenal of the ZDoom wiki and I will use it to its full extent to ban your miserable ass off the face of the forums, you little shit. If only you could have known what unholy retribution your little "clever" comment was about to bring down upon you, maybe you would have held your fucking tongue. But you couldn't, you didn't, and now you're paying the price, you goddamn idiot. I will shit fury all over you and you will drown in it. You're fucking B&, kiddo.
>>
>>2925229
hitscanners in AtM are really painful tho
>>
>>2925156

But... I use the HUD for Combined_Arms.
>>
>>2925283

Sorry, m8, if it looks bad it looks bad
>>
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>icon of sin
>>
>>2925286
Everyone's got different tastes. It looks a little too MS Paint simplistic for me in aesthetic, but I get why the author would avoid fancy design so that it can be more modifiable and modular. All the same, though, it's not bad in my opinion.

But that's just my opinion.
>>
>>2925247
at some point any internet argument seems to transition completely away from its original subject and on to two belligerents trying to pick holes in the last thing the other said. that has clearly happened here
>>
ITT nostalgia goggles and elitism
>>
>>2925283
Honestly, if the HUD isn't critical to the experience (for instance Hideous Destructor or Project MSX, where the HUD contains info that no custom HUD would), then it should be a separate optional file. Some people just want their Doom mod with no UI changes, or have another HUD they prefer over your choice. It doesn't seem to me that your HUD has any functionality that any other custom HUD would lack, so why force it on people?
>>
>brutal doom

what is this, 2011?
>>
>>2925213
It doesn't mean Ass To Mouth - sorry to disappoint
>>
>>2925296

It keeps track of your bat energy, which is the BFG weapon, and charges from damaging enemies.
>>
>>2925305
Is that not simply its secondary ammo?
>>
>>2925309

Nope, the bat uses its own ammo supply. the little bar fills up and gives you one charge for a big attack.
>>
>>2925298
>Not configuring the settings to remove things you don't like

It's 2016 people
>>
>>2925313
if you have to remove all of the advertised features from a mod to enjoy it, chances are you probably won't like the mod
>>
>>2925305
>and charges from damaging enemies.
oh is that how it works!?

no wonder i couldn't get anywhere on a slaughter map where BFG+cells was intended as the primary weapon (SF2012 map23, where SSG and RL were also available but with very little ammo)
>>
>>2925315

Yeah, I've been in the process of tweaking how fast it builds charges up, I want it to hit a nice medium between being handy for slaughtermaps but not EZ mode where you can just shit out a constant supply of super balls.
>>
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>marksman loadout in hideous destructor
>waiting for the perfect shot
>take it
>it hits but the enemy survived
>prepare for second shot
>zoom in
>see them bleed out right after they step back out from behind cover
This gun is comfy as fuck. Now if only I could actually get past the beginning of the map.
>>
>>2925282
True, but you just gotta learn to throw yourself behind cover, be it getting into the habit of getting behind corners and pillars, or even ducking down behind walls or crates, even if just briefly.

You do have a brief window between them spotting you and them opening fire, which you have to learn to use.
>>
>>2925229
I want to like AtM, but the zombieman/shotgunguy/chaingunguy and imp sounds are fucking awful and obnoxious.
>>
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soon
>>
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>>2925214
how to reach this switch without "fly" cheat?
>>
>>2925267
>>2925270
>>2925131

Thanks. Those textures were taken from TR2's Venice level theme, which in itself sadly does not offer much in terms of this sort of decoration. They pretty much used the same column and statue as well. Actually, the alcoves of the statues are slightly curved in. I think it is a bit beyond me to isolate and separate the statue from the alcove, and then edit the alcove to look empty.

The colums however... I think I could make them jut out a bit, but I'm afraid players will get caught on the edges when trying to dodge.

I can adjust the doors' height no problem, as they are polyobjects.
>>
>>2925347
just use it from the floor, switches usually don't give a crap about z height

or shoot it since it looks like a shootable one
>>
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>>2925318
Just when I thought I was gonna make it. Dammit.
>>
>>2925339
Hey, you're still here. How's the cabinet going?
>>
you happened
>>
So originally the deadline for the project was the end of last year but it got extended to a couple of days ago. Since that time there's been nothing new. Here's what we have now:
>Mainframe by me
>Gravity by me
>Untitled by Buttghost
>Engineering Deck by Gageat

That's 5 maps short. So what now? As far as I see these are the options:
>release the project anyway as an incomplete episode
>can the project
>extend the deadline again
>remove the deadline and wait until we get 5 more maps at some indefinite point in the future
>I make 5 more maps
>some combination of the last 3 options

Thoughts?
>>
>>2925229
>>2925339
Same.
I do like it better than BD though.
>>
>>2925429
What "atm"?
>>
>>2925437
Accessories to Murder.
>>
What are some of the best slaughtermaps for coop? I remember having a list of good ones but I forgot to back it up before formatting a drive.
>>
>>2925410
I would bet that you might see some more maps in the next few days. Romero's comeback probably inspired at least a couple people around here.
>>
Hey guys, I need some help.
For about half a year, ive been trying to play quake iii arena. The problem is, almost every single server is just bots. There are also a lot of servers with custom maps, and because of how old the program is they take hours to download, if the game dorsnt crash first. Last night I got so sick of this, I just bought the remake called "Quake Live". Does anyone know any non-bot quake iii arena servers with no custom files that people are usually playing on?
>>
>50 Shades of Graytall
>Map 03

What a shonky business.
>>
>>2923424
>>2923426
>>2925527
I dont get it.
>>
>>2925527
Well that's just stupid.
>>
New version of Ketchup is out.

https://www.youtube.com/watch?v=AdDGNEoLnzw
>>
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Guys, this is spooky.

A few weeks ago I posted here and told you about a Doom dream I had. About a strange BFG I was using in a warehouse or something. A BFG that shot grinning human heads.

Well, a few days ago I started playing Whispers of Satan and what do you know, on level 8 there's this little storage room which looks almost exactly like the one in my dream! I turned the brightness very high so you can see it better.

I'm scared. How can a storage room that appeared in my dream exist in a WAD that was released in 2009, and this is the first time I'm playing it? Spooky, I tell you.
>>
>>2925724
The answer is pretty obvious:
You play Doom while you're sleeping
>>
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>>2925724
You hate your mother.
>>
>>2925748
Get out of here, Freud! You're supposed to be dead!
>>
>>2922826
It was released between Quake and Duke Nukem, so they couldn't get enough hype for it to hit the mainstream, if I remember correctly
>>
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I made a thing.
Soundtrack: https://www.youtube.com/watch?v=LO2-MAYLmyU
>>
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>>2925669
Every time I see that wad, all I can think of is Garrison Keillor's "Catchup Advisory Board"
>>
Why do people think Project Brutality is much better than BD?
Honest question.
I've never tried it out, so convince me.
>>
>>2924850
The level design is boring, the gameplay is dull (most enemies are way too bulletspongey), the RPG elements are totally threadbare. It's just not a very well executed game.
>>
>>2925745
I want to sleep-doom!
>>
>>2925724
You actually did see this WAD before and just forgot about it. It then resurfaced in your subconscious for some reason, and you coincidentally played the WAD again.
>>
>>2925214
name of hud ?
>>
>>2925783
Tr-8R
>>
>>2925852
>>2925852
>I've never tried it out, so convince me.

Why do....

Okay, here's what you do. You go download it, and then play it.

I don't know what's up with some people asking someone else's opinion (and get convinced) about a WAD when they haven't even formed their own by playing said wad first.

A better question would be: Why do you want to get convinced of playing a wad?
>>
>>2925885
>>2925852
Yeah, pretty much.
Zandronum forums recently opened up a section for wad reviews and it's pretty much fucking pointless for the same reason.

Doom mods aren't like some kind of vidya where you need to put in $50 in an oversaturated market filled with buzzwords and advertisers trying to give you a sale.
It takes maybe fifteen minutes to download, play, and form your own opinion.

Convince you? Man, convince yourself.
>>
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>>2925858

That's some very vague criticism so I'm guessing you didn't play the game
>>
>>2925916
What do you want, an essay?
>>
>>2925934

Something more specific than "it's dumb and it sucks"

I don't know how anyone could say the enemies in the game are bullet sponges unless they tried to play through the entire thing with just the punch dagger or the electric-bolt crossbow
>>
>>2925885
One good thing about reviews is that an enterprising might learn some thing from them if they're well written.
>>
>>2925885
>>2925901

Man, I love you guys.
>>
Hey guys, I know this question gets asked often but it's always interesting to hear your opinions on this matter.

What is your?

Favorite default Doom map? (Doom 1, 2, Final Doom etc are all applicable)

And favorite community/custom map?
>>
>>2925969
Doom 1 is just fantastic, even without revenants and the SSG. And I will always go to bat for Pirate Doom being the best goddamned map pack of all time.
>>
>>2925969
>favorite official map
E1M3, with E2M4 in a close second place.

>And favorite community/custom map?
Monster Hunter Ltd.
>>
>>2925975
Oh, I didn't actually read the post. Ah fuck it.
>>
>>2925963
kmxekmxkmexxmkximexxki's reviews are all very well written and are nice lounge reading, but you aren't really going to be getting that quality from either forum posts or anon posts.

Again, it takes maybe fifteen minutes to download the wad and find out for yourself.
>>
>>2925916
>That's some very vague criticism so I'm guessing you didn't play the game
It's "vague" because I'm not going to write a fucking essay, anon. I first played it in the 90s, tried it again in the 2000s sometime, and then again when S:VE was released. On none of those occasions did I particularly enjoy anything about it. Sorry if I hurt your fee fees by saying a pretty obscure game actually has a reason why it's obscure.
>>
>>2925410
Probably something along the lines of the last two options. We'll see if I can get off my ass and make something. 'Till then, get mappin, anons.
>>
>>2926028

No worries brah, you go ahead and be a contrarian pussy
>>
so I got it from hearsay that those game informer cunts actually had a chance to play the game and briefly mentioned there being shotcunts with fucking holo shields

you think we'd be getting some RATTATATATATATT shiteaters too
>>
>>2926043
What kind of question is that? Of course we're gonna see chaingun guys, and they're going to be bigger fuckheads than you could have possibly imagined.
>>
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>>2924930
>>2924939

> I´m not the only one who loves Carpenter Brut
> he also likes to play DOOM

> sexkiller on the loose
god damn it anon, god tier taste here!

my personal fav are Anarchy Road & Turbo Killer
https://www.youtube.com/watch?v=Uk3n-CkQao8

may I ask you for your Steam ID?

I think we should play some games together.
I´m not online very often, because college and stuff...
>>
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>>2925882
now with better motion blur
>>
What's an acceptable size for a single level wad with new textures?
>>
What was the name of that one poor fellow who throws himself birthday partied with fictional cartoon characters in zdoom maps?
>>
>>2926081
Don't talk about me that way, anon!
>>
does anyone follow the gameinformers doom covering
and why is the new article almost 4 days late
>>
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>YOU GOT THE DEMON RUNE
>agitation flows through you
>>
>>2926081
omegalore?
>>
>>2925669

>SSGs don't gib

Looks like I'm sticking with Smooth Doom
>>
>>2926098
The article isn't 4 days late, they just haven't updated their Doom hub page since the 13th, even though they posted a new article since then (on the 15th).

People have tried to get them to notice but they seem oblivious. Because they haven't updated the hub page there's no telling when the next story will drop, either. Sorry for the repost, got the dates wrong before.
>>
>>2926151
oh joy now I get to search for the article manually
>>
>>2923705
What's going on in ZDaemon's User Content? Where's that from?
>>
whatever happened to skulltag
>>
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ladies and gentlemen, behold - the turret that can not be fired because of the fortification (or rather poor scripting) (BD starter)
>>
>>2926228
It's dead. Zandronum is Skulltag's successor. To play old Skulltag mods download skulltag actors pk3 and run it alongside everything else.
>>
>>2923705
lost it at the user content for zdaemon.
>>
>download AtM
>throwing a mag with ammo in it away, wastes the ammo.

This is one of my gaming fetishes. Thank you.
>>
>>2926179
it's a map
>>
>>2926274
Wait... ZDaemon can room-over-room and slopes? I thought it was too old for that.
>>
>>2926303
It can do slopes, but not solid 3D floors.
>>
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???

How am I supposed to get over there?
>>
>>2926324
You feel weightless
>>
>https://www.youtube.com/watch?v=LYfxJa0EBqw

Thoughts?
>>
>>2926324
Run diagonally over while turning your mouse. It looks jumpable.
>>
>>2925969

Anyone else want to share their opinions? I need to play through them again before I share my opinion.

What I can say though is that, although I prefer Doom 2 over Doom 1, I think Doom 1 has far more consistent map quality. Both are great though and feature some of the best level design in video game history, even if Doom 2 has some quality dips.
>>
>>2926338
That's the first time I ever had to jump by doing something more complicated than running forward.
>>
>>2926338
>it looks jumpable
dude, I don't even need to see the rest of the picture to find out where he's standing to comprehend just how far apart the gap is
>>
>>2926351
so you made it?
>>
>>2926356
>>2926354

Yup. Running diagonally and turning the mouse works.
>>
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>>2926337
>monkey noises
>shieeeet
That actually looks really fun
>>
>>2926359
>>2926354
been r50ing for forever and that really looked like a too far of a gap
>>
>>2926324
hey isn't that kusok.wad?
yeah, you have to do some kind of wallrunning trick
>>
>>2926367
>>2926354
I have a comfy smug feeling right now.
>>2926359
Glad it worked. You can jump surprisingly far doing so.
>>
>>2926101
Woah, what is this?
>>
>>2926406
Project Dumbality
>>
>>2926230
I could fire it, but I did not know how to get off
>>
>>2926437
You can fire it. But all bullets hit fortifications because projectile offset is set too low. Exit it by altfire.

>>2926406
Project brutality, sometimes Tier4 monsters leave Revenant Rune - this is an homage to doom4 multiplayer mode anouncement hype.
>>
>>2926337
looks like your music pk3 is down
>>
>>2926337
just finished testing it, its like pol.wad part 2, i like it
>>
>>2926337
Looks like shit.

at least pol.wad was sort of a good level

that just looks like hot garbage
>>
>>2926462
>https://www.youtube.com/watch?v=zf7q--xnmG0
>>
How the fuck do I beat Scythe's "Run From It"?
It seems like no matter how fast I get, I still end up being squashed by something.
>>
>>2926462
pol.wad had you fight against pol's inhabitants including memes.

This however seems to be made for the edgy online contrarians, the very thing pol.wad made fun of.
>>
>>2926462
>>2926481
Yeah, this
>>
>>2926481
I think you're thinking too hard about this, pol.wad was basically you fighting memes and stereotypes, this wad seems to be pretty much the same thing except with less memes and more stereotypes, hell, if it wasn't for the eight chan symbol on the doors i wouldn't even be able to tell it wasn't made by our /pol/
>This however seems to be made for the edgy online contrarians
>the very thing pol.wad made fun of.
Fucking kek
>>
>>2926447
It's in the comments and it's not mine
>>
>>2926472
You have to run fast as FUCK. Near the exit portal on the left there's a megasphere you have to grab to survive the last couple of yards. I just finished it after many tries.
>>
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I'm bored, looking to spice up my doom. Any non-sensible, dumb fun WADs I can kill time with?
>>
>>2926148
Ketchup doesn't modifies weapon behavior for the sake of working with gameplay mods. You can load both Ketchup and Smooth Doom together.
>>
>>2926462
>>2926481
>>2926484
btw, it's been updated and it's much better than it looks.
>>
>>2926509
Comfy doom
>http://forum.zdoom.org/viewtopic.php?t=48845
>>
>>2926337
Looks like shit
>>
>>2923447
https://www.youtube.com/watch?v=F4x2bbfLoIk
>>
>>2926516
meh. I don't see many changes.
>>
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How the fuck do I get rid of this?
Or is this just a part of the mod's fucking with you?
I hope you don't actually have to change anything, because imho, any mods that make you do this stuff are poorly made.
>>
>>2926557
comply.
>>
>>2926557
type half the word or so in the console and press tab to get the rest quickly. Then set it to 3.
>>
>>2926557

it changes absolutely nothing except gets rid of the message.
the flag doesn't exist in normal zdoom

laughed my ass off when i learned that
>>
>>2923167
>although it might need samsara itself to run, I forgot
Pretty sure it doesn't.
>>
>>2926509
Archaeologist's nightmare

https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/anightm

Ignore the reviews ;)
>>
>>2926337
any good mappacks to play with this?

I need one with a ton of weak enemys
>>
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Im new to doom modding but after E1M8b i decided to find more maps and stumbled upon Doom the way id did.

I found this in the readme lol
>>
>>2926674
There is a mod call doom2 reloaded as well as back to saturn x ep 1 and 2
>>
>>2926481
Honestly the best way to make that work is to feature actual levels made for it.

Goofy, funny, silly and sort of offensive levels to go with the style of the gameplay. I mean I guess it's pretty funny to see Moonman after all these years again, but I can't see myself playing through Scythe or Hellcore 2.0 with a gameplay mod like this, if you know what I'm saying.
>>
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>>2926705

While there's the novelty of seeing everyone's favorite meme running around, in regards of actual gameplay Moon Doom is just really another bog-standard weapon/enemy replacement mod.
It's pretty much just a completely half-assed Stormer Doom.
>>
>>2926724
>Tfw there won't be a Stormare Doom, where all the monsters are voiced by Peter Stormare.
>>
Is demonsteele-guy lurking?
>>
I've downloaded a lot of wads in the last few days, but I ran into some trouble.

DoomRL Arsenal seems really cool, but when I load it I become unable to use the "use" command no matter what I bind it to, making the game impossible to play because I can't open doors.

Also I can't seem to get any HUD packs to work.

Please tell me that I'm retarded and that there's an idiot-proof solution that I'm missing.
>>
>>2926746
>DoomRL Arsenal seems really cool, but when I load it I become unable to use the "use" command no matter what I bind it to, making the game impossible to play because I can't open doors.
Update your engine, your particular version broke the use key.
>>
>>2926731
That would be cool.
And appropiate, given his fantastic role in Constantine.
>>
>>2926741

Yo.
>>
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>>2926763
Ages ago I asked if you were interested in seing the sword slash animation touched up with some SFX. I just now finished a 3-frame proof-of-concept animation and figured you'd want to see it.

Was a good learning experience for some PS effects I haven't had the chance to do.
>>
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>>2925852
Just try it yourself and make your own opinion.

Then bring that opinion here, I will compare it to mine, and then someone will probably get called a homosexual. That's God's way, son.
>>
>>2925870
Weapons of Saturn. It comes bundled with Project Brutality, so that's how I discovered it.

>>2925864
Sleep-dooming is really surreal when you wake up. It's fun too.
>>
>>2926785

That looks really, really cool, anon. I'd be all for it and would be very grateful for that.
A couple things to keep in mind, though.

1: There's a whole bunch of variety of different slashes, most of which about five/six frames each, so if you want to do them...well, just keep in mind there'd be a lot of ground to cover.
2: At the time, Zandronum's software mode couldn't handle transparency very well, if at all. ZDoom can handle it fine (maybe with the exception of R_DrawTrans, but not many people use that), but there's still a chance Zandro software isn't too hot with transparent HUD sprites. I'll give this a check now, hopefully it's not really an issue.
>>
>>2925969
I'll just choose my favorite from each WAD.

>Doom 1
E3M6, E2M1 being a close second (that music)

>Doom 2
MAP 10 or MAP 28

>Plutonia
Hard really, I am not as fond of Plutonia (respect though), MAP23 was cool, but I also liked MAP29, even if it was confusing.

>TNT
Favorite vanilla wad, really tough to choose. Either MAP04 or MAP 16 (loved MAP31 too)

Favorite community map? Probably D2TWID, too many good maps to pick.
>>
>>2923898
>Duke Nukem, after the first episode

That's not how you spell Doom.
>>
>>2926749

thanks man, working now

HUD wads still don't seem to do anything though
>>
>>2926812
>1: There's a whole bunch of variety of different slashes, most of which about five/six frames each, so if you want to do them...well, just keep in mind there'd be a lot of ground to cover.
With intelligently set-up macros it shouldn't be too hard. Luckily for me you have actual frames rather than offset animation in textures.
>transparency
>software mode
Those are things that only struck me recently, as a near exclusive user of/modder for the hardware renderer.

>I'll give this a check now, hopefully it's not really an issue.
It could always me made as a patch if there's a problem.

Really glad you like it, I'll have to go at it for a while before I promise anything though.
>>
>>2926828
Are you using ZDL to launch? The problem might be the load order, i.e the main PK3 overwriting the hud packs rather than the other way around.
>>
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>>2926056
Any doomer should like Dark Synth music, it fits PERFECTLY with Doom, just like heavy metal does. Thanks buddy, Turbo Killer was probably my favorite track off that EP next to Paradise Warfare.

Nig Bick Digger is my ID, look for Ed (from Ed, Edd, and Eddy) wearing a bandana). I work retail for a living, so you're fine.
>>
>>2926835

yeah i'm using zdl

so what order should i have them load in?
>>
>>2926841
The hud should almost definitely be the last thing.
Oh and check if you have the "alternative hud" on in the options menu, set it to.. whatever it isn't.
>>
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Any way to add music into your wad without XWE?
>>
>>2926903
What port is it intended for?
>>
>>2926917
Doom 2, if that's what you're asking.
>>
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I made it!
>>
>>2926932
He means Source port
Vanilla-Compatible? Limit-Removing? PrBoom+? GZDoom?
>>
>>2926948
It took you all day to get through the first map?
Goddamn is BTSX is going to tear you a new one.
>>
>>2926950
GZDoom
>>
>>2926953
No, I slept between my earlier attempts and now. This try took about half an hour.
>>
>>2926903
>XWE
http://slade.mancubus.net/

five billion times better
>>
>>2926954
Make a folder named whatever, inside of which you put one folder called "Maps" and one folder called "Music". Put your map wads (1 wad/level) inside Maps, and your music files renamed to whatever standard doom tracks they're supposed to replace inside Music.

Then zip the whole thing up and change the extension from .zip to .pk3. Drag and drop into gzdoom or associate .pk3 with it.

All of this if you're unwilling to replace XWE with Slade3 that is.
>>
Does anyone else's antivirus go off when you try going on Chocolate Doom's website? This has been going on for months for me. I thought the site got hacked at first or something but now I'm starting to think it's a stupid false positive.
>>
>>2926979
No, but I do get a malware warning from uBlock whenever I try to visit the PrBoom+ homepage.
>>
>>2925527
This happened to me too. What the fuck. Reporting off-topic garbage is abuse now?
>>
>>2927017
Spoken exactly like someone pretending to be innocent.
>>
>>2927012
>uBlock
Assuming you're using the regular version, get uBlock Origin instead.
>>
>>2927012
It blocks sourceforge since the adware incident.
>>2927037
Origin blocks it too (I'm not sure if the "too" applies since I don't know if "vanilla" blocks sourceforge).
>>
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So, i sent an email a couple of days ago to Romero about his new map and he actually sent me back an answer,
>>
>>2927049
>totally ignoring the confidentiality notice
>>
>>2927049
>>2927050
You broke the confidentiality agreement. Now he's going to make you his bitch and you'll have no-one but yourself to blame.
>>
>>2927056
im fucked
>>
>>2927050
Living on the edge
>>
>>2927049
Well, you did break the agreement, and you did fuck up by doing that, but it's not quite the end of the world for him. Not like he told you what his game even is about anyway.

I wonder what it'll actually be, perhaps some kind of spiritual successor to Doom? Or how he originally intended Quake to be? Or maybe even Daikatana: the (hopefully) good edition.
>>
>>2926903
Use slade.
>>
>>2927050
>implying that notice is at all legally enforceable

CONFIDENTIALITY NOTICE: This reply post, including any image attachments, is for the sole use of the quoted poster. Any unauthorized viewing, replying, or reproduction is prohibited. If you are not the quoted poster, please cease viewing of this reply and clear your browser cache.
>>
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Gameinformer's thingy updated again:

http://www.gameinformer.com/b/features/archive/2016/01/18/see-how-id-39-s-new-doom-breaks-the-modern-shooter-mold.aspx
>>
>>2927085
Not a legal concern, it's a dick move
>>
>>2927059
AND LIVE
>>
>>2927089

>get flash player

they do have their own video player right? it's not asking me to fucking install flash just to see an embedded youtube vid, RIGHT?
>>
>>2926948

what mod?
>>
>>2927089
>>
>>2927167
lewd
>>
>>2927163

gameplay mod? That's hideous destructor.

Probably the most technically impressive gameplay mod out there, and one of the most unforgiving.
>>
>>2927147
ya, they got their own shit
>>2927163
hideous destructor
doom tacticool
>>
>>2922717

I hope so, just so NEIS can maybe be finally released already.
>>
>>2927167
why is this doing things for me

those lanky feet tho
>>
>>2927045
>>2927012
Go to uBlock's dashboard -> My Rules
Edit Temporary rules and place this on one line:

no-strict-blocking: sourceforge.net true

Hit Enter/Return, press Save, and press Commit if it doesn't automatically move it over to Permanent Whitelist.

no-strict-blocking: sourceforge.net true
>>
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>>2927163
Hideous Destructor, the most FUN mod ever made.
>>
>>2927220
I wish people streamed it, it's not something i'd like to play, but it would be something that I'd watch people be better at than me.
>>
>>2927220
It's !!FUN!!, yo
>>2927224
same

TTEEEEEEEEEEEEEERRRRRRRRRRRRRRRMMMMMMMMMMIIIIIIIIINNNNNNNNUUUUUUUUUUUUUUSSSSSSSS
>>
>>2927224
That can be arranged. It's been a while since I last streamed, anyway.

twitch/eroooc
>>
>>2927240

Man if you want someone better to play it I'm definitely the last fucking person.
Go2Eric or Medi.
>>
>>2927245
Oh neat.
>>
>>2927049
literally delete this man c'mon
>>
>>2927250
who those
>>
>>2927259
see
>>2927245
>>
>>2927259
>>2927259
>who those

exactly
>>
>>2927261
who the other one
>>
>>2927268
another doom streamer who streams sometime
you can pretty much get the idea
>>
>>2927275
what twitch name
>>
>>2927264

OOOHH
>>
>my problem with DOOM 2 is that the level design is just ASS

Would you agree with this statement?
>>
>>2927281
Yes
>>
>>2927276
hitbox appears to be down for me at the moment, so i'll have to post link later

gomen, senpai
>>
>>2927281
It's probably more worth asking who doesn't agree with that statement.
>>
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>>2927287
>>
>>2927281
in some cases, yes. But after replaying it several times, I've been starting to like some of the maps that are usually criticized like downtown. I think it's the exploration. Nirvana is still one of the shittiest levels ever though
>>
>>2927291
I don't think it's that terrible. If there's a dip in quality then it's around the time you get to the city. And I'd argue it's mostly because they wanted to represent an architecture that the engine just couldn't pull off at the time.

Suburbs is still a weirdly abstract level for what it's trying to represent. No matter how much you want to accept the corruption of hell.
>>
>>2927298
I do like the first couple, right up until the start of like you said, the city levels.

While I prefer my maps to look like something, they have to be fun to play as well. So with Doom II my problem is Map01 to Map12 are fun to play but look like nothing. Then the city levels look like something but play like shit. Then there's Hell is half-half.
>>
Doom II was too abstract and inconsistent for its own good. If there was a way to determine how different a large number of mappers made their maps, D2 was the perfect example.
>>
>>2924209
>It was made by Agawa
Sheeeeit, I love that guy.
I only get to see his SFW stuff because fuck social media, though.
>>
>>2927335
>because fuck social media
What do you think 4chan is
>>
>>2927349
not that guy, but, it's anonymous social media, like Yikyak and Yeti, which are cool with me.
>>
>>2927298
>And I'd argue it's mostly because they wanted to represent an architecture that the engine just couldn't pull off at the time.
probably not.
if you look at the first levels of duke nukem, they don't really need features that the doom engine couldn't handle

but yeah, doom doors and the limited textures
>>
>>2927089
>arena shooter
Yeeeah... NO.
>>
>>2927089
Jesus, I hate this PR speak. It's the same thing that they have been saying since E3, with the same footage too.
No, it is not fast, the alpha made that clear.
No, it is not an arena shooter.
No, that melee combat is not good, it's a bunch of QTE cutscenes.
Also what was that shit about dodging lots of fireballs being frustrating? That's one of the key things of Doom.
>>
>>2927438

It's all buzzword talk to just hype up people anyway.
>>
>>2923898
The drones are annoying but not hard. Shoot them before they can explode in your face

It's really that easy.

>>2927220
HD is kind of cool in concept, but why does he move so damn slow?

>>2927281
It's great up until map 12 were my enjoyment drops like a rock.
Just seriously fuck map 12. After that it's kind of mediocre and bland a lot of it.
>>
Is it just me or is the capped 35 FPS in Chocolate and Crispy Doom choppier than the capped 35 FPS in Doom Retro and ZDoom?
>>
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>>2927089
>dodging is "frustrating" according to the devs
>melee is just "press x to do finisher"
>enemies are just loot pinatas instead of putting actual effort into the level design
>all those "hype words" used in general
>>
>>2927583
A little bit because input reception is also capped at 35Hz
>>
>>2927585
>enemies are just loot pinatas instead of putting actual effort into the level design
Hasn't it been confirmed that you actually have to go and find health and ammo lying around as well?
>>
>>2927596
I'd fucking hope so, but it didn't look like it according to the video.
>>
>>2926472
straferunning and lots of it

>>2926505
that's a secret isn't it? i think it's there to distinguish NMSpeed and NM100S or as an extra obstacle to UVMax. either way you don't need it to beat the level, you just need to be very good (i.e. as good as the map author, who was a compet-n regular) at straferunning.
>>
>>2927062
Daikatana would've been legit a god-tier game if it didn't have such troubled development, and came out as Romero wanted it.
>>
>>2927680
I doubt that proper development would've fixed the fact that 85% of the game is a fucking escort missions for your comrades that can't do even the scripted jump right (There are several points when your 2 companions have to jump after you, and for some reason at least one of them fails 7 times out of 10 so you have to go back to him, make the jump again. Several times until both of your compnions do the jump properly).
>>
Any way to load custom .wads from zdoom's console?
>>
>>2927689
Ever played Freedom Fighters? That game had almost magical pathfinding for your AI buddies (whom you could also give simple orders which they actually followed fairly effectively.)
>>
>>2927720
IIRC it was because it has path grids and routes embeded into each map.
>>
>>2927689
Back then? Probably. Now days? I'm sure they could find a way to make it work.
>>
activate: shill ranger!
>>2927426
To be fair it's got some arena shooter elements.
I'm kinda happy it isn't one. Hopefully the new Quack is good it won't, but we can hope.
>>2927438
>No, it is not fast, the alpha made that clear.
The SP might be aster what with the upgrades and stuff.
>No, that melee combat is not good, it's a bunch of QTE cutscenes.
Not QTEs. I personally kinda like it. But it's certainly very different from what we had.
>Also what was that shit about dodging lots of fireballs being frustrating?
Fucking bullshit it's what it was.

At least enemies do charged attacks now, and move around, but I'm not sure I like how they prashed that.
>>2927585
>>enemies are just loot pinatas instead of putting actual effort into the level design
There is shit to be found on the levels. Weapons show up earlier on secrets, like always, but there's also permanent upgrades of three kinds.
>>
>>2927756
>Not QTEs. I personally kinda like it. But it's certainly very different from what we had.

are you gonna like it when you see it for the 100th time? Or how you're constantly stopping the flow of the game to do said execution?
>>
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>Mark had to include detailed instructions in his starter pack levels so people actually could finish them because of counterintuitive as fuck design.
>>
>>2927764
>we want the brutal doom audience
>>
>>2927760
>are you gonna like it when you see it for the 100th time?
Probably, but I don't know.
>Or how you're constantly stopping the flow of the game to do said execution?
Depends on how well it punctuates the combat
>>
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>quake and blood have enemies that need to be gibbed in order to be permanently killed

I wonder how well that would work if I added either an enemy or an enemy variant of that in GMOTA? Possibly as a difficulty variant, where on said difficulty certain monsters have a change being replaced with a variant that gets back up unless gibbed.
>>
>>2927768
Not really, It has way more to do with Mark's map design than with the target audience. On one of the previous level there's same instance with instruction "jump on the balcony railings then onto the bridge".

Thing is railings are made with what looks like an mid texture, and all the other railings on the level are unjumpable, so the fact that you can actually do this is counter intuitive.

In the >>2927764 case it would've been much easier (and logical) to just make a swithc that opens the store's backyard, which you gain access to anyway, AND at the same time is visible from the nearby window so the effect of said switch would've been immediately made apparent.

Subpar mapdesign that is.
>>
>>2927774
I, for some reason, thought that was how Doom worked, and that's how Nightmare was made more feasible.
>>
Hey, is there any way to get a build of gzdoom with all the latest bugfixes/features to ACS and decorate except running on the old renderer? I desperately need to have the updated behaviour of SetHudClipRect, but my GPU died a while ago and I'm using an old spare.
>>
>>2927774
In Quake zombies are always accompanied with GL/RL and/or explosives ammo.
>>
>>2927784

and Blaz is capable of gibbing monsters at any time with a charged buster shot, his sword, or his fists.

Kustam would have a fully charged kick and some subweapons, and Samson will have something when I get around to really planning out for him.

Mind you this is just something that crossed my mind.
>>
>>2927785
What's the character concept for Kustam (and samson)?
>>
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>>2927790

Kustam's a Warforged, his two weapons are a spear and a pistol, he's gonna have a strong emphasis on ranged attacks with weaker performance in tight spaces, but that's where his kick really comes into play. He's gonna have a mighty boot at all times with secondary fire, which can be charged up to punt monsters into the stratosphere. He'll move slower, jump higher, and have a bigger HP pool, but he's going to be taller than Blaz, and taller than a normal doomguy so it's going to be a little harder to dodge as him.

Samson's a Kobold, and his two weapons will be a set of randomly thrown flasks, and a crossbow and floating crystal sphere thing for magic shit, he'll be a bit of a wildcard with a focus on AOE stuff, self buffs and a few buffs to help buddies too. He'll be the fastest, have the smallest hitbox, a doublejump, and a low HP pool.

I got a rough sketch for Kustam's design here, Cacobro's Archie is there too and I don't have the heart to crop her out, seeing as he was nice enough to do this for free.


I like talking about these guys, I really need to get back to GMOTA development.
>>
File: do-you-like-the-color-red.webm (2MB, 320x240px) Image search: [Google]
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Italo-Doom
italo.zip (1666 KB, 2016-01-13) - Dannebubinga & Ribbiks
https://www.doomworld.com/idgames/?id=18325

this is a bit beyond me.
>>
>>2927805
>Cacobro's Archie
I wonder what he thinks of the D64 archvile posted earlier.
>>
>>2927756
>Weapons show up earlier on secrets, like always, but there's also permanent upgrades of three kinds.

Now that's what I'm fucking talking about, son!
Real, tangible rewards to exploration, not just health or ammo, but actual weapons and upgrades, they're moving in the right direction, at least in some ways.
>>
>>2927809
you're doing it wrong
>>
>>2927760
>are you gonna like it when you see it for the 100th time? Or how you're constantly stopping the flow of the game to do said execution?
Depends on how it ends up feeling.
In the later Far Cry games, there's silent melee takedowns for stealth gameplay, basically you grab a dude and stab him, making very little noise, it's fast, efficient and satisfying (especially if you can drag away the body and the others have no idea where he is or that he's dead).

There's also more elaborate take-downs for special situations, special enemies and for taking out multiple enemies at a time (such as pulling the pin from a grenade on their belt and pushing them into a crowd of other enemies).

The question is if Doom 4 will do it in good ways. Will there be various finishers and takedowns for varying situations and enemies, will there be quick ones that don't stop up the gameplay?

I'm fine with showy finishers, but if you're gonna fight a lot of enemies at a time, there should be quick and short finishers as well.
>>
>>2927805
> but he's going to be taller than Blaz, and taller than a normal doomguy
Just make sure that doesn't make levels unplayable because the player can't fit.

I really like the sound of both your characters as a moderate DnD fan. Samson in particular sounds like a blast to play, and kobolds are great no matter whether they're horrible rat monsters or dragon-lizards.

>spoiler
You know what? Try doing not what needs to be done (balance etc) but what you'll have most fun doing for a while. It's a great motivator.
>>
I think it's a bit endearing that romero likes Masters of Doom despite it telling some rather unflattering things about him.
>>
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>>2927867

Oh no he's only gonna be slightly taller than a doomguy. But he'll feel massive after playing as Blaz or Samson for while.

and I agree, I love Kobolds.

Have a picture of Samson I commissioned, I'm pretty sure I'm gonna go with this as his design, the goggles were an unexpected touch the artist added but I'm keeping them.
>>
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>>292789
>Oh no he's only gonna be slightly taller than a doomguy. But he'll feel massive after playing as Blaz or Samson for while
I guess there are few maps with passages between 56 and 64 in height. Also be careful about altering radius or it'll be like DS (or the opposite of it) where you fall through midtex bridges and move through gaps you shouldn't be able to.

Here's a kobold I drew myself but never finished.
>>
>>2922780
Say anon, where'd you get that neat Douk Noukem TC?
>>
>>2927919

Don't worry, I don't plan on altering the width of any of the characters' hitboxes, just their height.

Shame you didn't finish that though. I dig your style.
>>
>>2922717
I wonder if thats the E3M01 theme. Sounds like a first level kind of midi.
>>
>>2922717
This greately reminds me some of the Unreal soundtrack and that's great.
>>
>>2927774
That's cool, do it.

Bonus points if you can make it look like the Quake zombies too.
>>
>>2927983

If I make it one particular monster, I'll probably try to make it look like a blood skeleton from castlevania. Might actually replace the mancubus with this idea, I was originally gonna make it some fat armored bastard, but some kinda monster that can only truly die if it's gibbed would fit the role of a mancubus, seeing as they take a shitload of punishment and are generally a fucking nuisance anyway


Yeah, this is sounding better and better, but I'll do something else for nightmare mode, like have skeleton warriors randomly crawl up out of the ground to harass you, they'd be weak but they'd just keep coming steadily
>>
Weren't the zombies the only Quake enemies that needed to be gibbed?

Thinking about it, Quake does not really use it's "cannon fodder" enemies a lot. To clarify, I count the normal grunts, dobermans, laser grunts and knights to that. And of those, you will mostly run into the latter, due to the others being for a tech base aesthetic, which in turn is only ever featured at the beginning of an episode.

And even then I feel that on average I fight Death Knights more frequently than regular knights.
>>
>>2927281
Eh, not completely. The maps by Romero and McGee are all pretty good. I also enjoy Sandy's E1 maps, 18, 19 and 27.

Theres no denying that Doom 2 suffers from a lack of thematic consistency, though.
>>
>>2927893
Lodo should really work on his colors.
>>
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>tfw you found your first actual weaponset you made two years ago

In celebration of GMOTA's birthday, let me show you what I made before making GMOTA.

spoiler: it's really bad

https://dl.dropboxusercontent.com/u/8380892/SHTCNT_V2(weapons%20only).pk3
>>
>>2928054
Do you still like Nicole ?
>>
>>2928060

Who?
>>
>>2928065
A character from the Amazing World of Gumball, but maybe I'm just mistaking you for someone else.

Anyway, that pack was pretty good. The plasma rifle felt more like it was sending out soft sprays of deadly water, but fun nonetheless.
>>
>>2928079

You're definitely thinking of someone else.
>>
>>2928054
Where's that UAC crossbow from?
can I borrow it?
>>
>>2928095

Took it from Realm667, you guys really should check it more often
>>
How the heck do I make Slade 3 recognize syntax for and compile ACS functions from recent development builds? I really really need the updated SetHudClipRect to work :(
>>
NEW THREAD

>>2928105
>>2928105
>>2928105
>>
>>2927713

Nope.
Thread posts: 561
Thread images: 85


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