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File: revenantor.png (119KB, 500x604px) Image search: [Google]
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DOOM THREAD / RETRO FPS THREAD - Last thread >>3140816

DOOM/II/ULTIMATE/FINAL/64
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~

FAQ/PASTEBIN
http://pastebin.com/GnWMDhg0

SO YOU WANT TO PLAY SOME...
Doom: https://data.desustorage.org/vr/image/1448/27/1448271860636.png
Doom download: https://yadi.sk/d/469ydBaLndVCJ
Quake: https://data.desustorage.org/vr/image/1405/27/1405272990521.png
Duke: https://data.desustorage.org/vr/image/1403/19/1403195896088.jpg
Thief: https://data.desustorage.org/vr/image/1456/09/1456095399293.jpg

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.doomworld.com/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

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

== /VR/DOOM COMMUNITY ==

IRC
irc.zandronum.com #vr (key in faq)

THREAD ARCHIVES
https://desustorage.org/vr/search/text/%22doom%20thread%22/type/op/

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K

COMMUNITY PROJECT
Make a Boom-compatible E1-themed Ultimate Doom map.
Status: https://desustorage.org/vr/post/3019509
>>
===NEWS===

[04-16] [SLOWPOKE] Cybershade released. A 16-color game based on Chocolate Doom.
https://www.doomworld.com/vb/wads-mods/85043-cybershade-20151214/

[04-16] New version of The Port (city map)
>>3144129
http://www.mediafire.com/download/80d7b4kwfy5d650/CityALPHA_ThePortA4.pk3

[04-16] "If Doomguy was a Mechwarrior"
>>3144137
https://youtu.be/y7Aa9o0P7EQ
>>3139285
https://youtu.be/Z-8CI1XbGPk

[04-15] Dark Arena textures
>>3140694
https://www.sendspace.com/file/o3q2av
>>3136407
https://www.sendspace.com/file/vf82gq
>>3136294
https://www.sendspace.com/file/frk027

[04-14] Anon mod release: "replaces chaingunners with super shotgun guys"
>>3139040
http://www.mediafire.com/download/0ha6xri3dcdh529/SSGGUNNER.wad

[04-11] kLazer - 3d laser beam
http://forum.zdoom.org/viewtopic.php?p=896568#p896568

[04-10] The /newstuff Chronicles #491 and #492
https://www.doomworld.com/php/topstory.php?id=4565
https://www.doomworld.com/php/topstory.php?id=4567

[04-10] Gun Godz v1.0 released
>>3129623
http://www.mediafire.com/download/u5j7esu7q56xz7f/GunGodz1.0.zip

[04-08] Durex Waste Disposal updated
>>3122797
https://www.dropbox.com/s/u1ja3syodz63t7n/CLOSETV3.wad

[04-07] 3DO Doom overclocked
https://youtu.be/dfNBQU2xjAI

[04-07] Anon mod release: gachigasms.wad
>>3121301
http://www.mediafire.com/download/fqbpf73xt3sprl5/gachigasms.wad

[04-06] DUMP 2 Test Build 2
>>3119065
https://www.dropbox.com/s/io1py7ymv6kd9vr/DUMP-2-test2.pk3

[04-05] Anon mod release: Liebenberg Arms Bushland Pistol
http://www.mediafire.com/download/6s0f6m8757as1my/LiebenbergArmsBushlandPistol.wad

[04-04] Anon map release: wheresmyshotgun.wad (updated)
>>3115529
https://drive.google.com/file/d/0B4mwJRa7e5VpM1RKWlNTTVRyUDQ/view

[04-04] DTWID Lost Episodes (E1-E6) released
https://www.doomworld.com/vb/post/1130238

[04-02] Japanese Doom Community Project v1.0 released
https://www.doomworld.com/vb/post/1583715

===

To submit news, please reply to this post.
>>
How's Console Doom compared to the levels in the Doom PSX TC? Better or worse?
>>
What a friggin' mess.
>>
>tags: casual
>>
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1 month
1 whole MONTH to fix a teleporting monster bugging out in Multiplayer

I'm working on V1.03 of Spellcross Arena, a custom monster fight grounds available here:

http://forum.zdoom.org/viewtopic.php?f=19&t=49873

While I'm at fixing and improving certain things, I could use some recommendations to improve the wad.
>>
How can I test if quakespasm is reading the quake music files properly?
>>
>>3146412
Do you hear music?

Yes? It's working properly.

No? Shit's fucked, yo.
>>
>>3146378
what?
>>3146380
super shotgun now available in miniature format
>>
>>3146426
>super shotgun now available in miniature format
Same great taste, now less filling?
>>
>>3146424
It will be annoying to tell people that I play DOOM and have them think this is what I mean.
>>
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Powerslave is just a me-too Doom clone at heart, but it feels like the devs really tried. It's definitely a fun me-too Doom clone with heart, I like it's illusion of open ended-ness with going back to older levels with artifacts in hand.

And damn, why does Egypt make such a good setting for retro FPS?
>>
>>3146470
>And damn, why does Egypt make such a good setting for retro FPS?
Because it's a good AAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
>>3146418
yeah realised this after I posted it, got it working anyway.

Also can any anons tell me which is the best sourceport for quake? I grabbed quakespasm since it was recommended by a guide on getting the music working but I've heard good things about others like darkplaces.
>>
>>3146474
Quakespasm is the best one that tries to be Quake and nothing else. Basically a tuned up and bugfixed version of the original OpenGL EXE for Quake.

Darkplaces is good if you want lots of shiny lighting and textures and shit like that which I personally hate.
>>
>>3146474
Quakespasm is generally your go-to port if you want a close to vanilla experience that supports modern resolutions without the various bugs the official non-DOS ports have (like messing with the lighting system and accidentally disabling fullbright textures). Darkplaces has a bunch of customization options and is mostly meant for fancy-schmancy "HD update packs" and so on that end up just looking about as good as an HD Minecraft pack which is to say not at all.

Darkplaces has better mouse control IMO (feels closer to GoldSrc than Quake) but has a number of graphics hitches of its own and doesn't play nice at all with lots of user made maps and mods (which are often developed with Quakespasm or Fitzquake in mind).
>>
>>3146479
>>3146480
Cheers lads looks like I'll stick with quakespasm then
>>
>>3146462
i can't imagine how such a conversation would come about, but you can just say "original doom". or "doom 2" because let's face it most of the time we are playing wads that use doom2 for iwad.
>>
>>3146492
"I p-play... um"
super shotguns leak out of pockets
"D-d-Doom"
"Which one?"
>>
>>3146492
>>3146493

>be hanging in line at Gamestop
>see relative cutie 6.9/10
>she notices me checking her backstory
>OHSHIT.png
>she smiles
>w-wew lad
>"Hey, I don't see you here very often, what games do you play?"
>fuck a wild conversation has appeared
>"O-oh, m-me? I play D-"
>suddenly megaspheres fall out of my berserk pack
>"D--O---OOOOO-"
>more megaspheres, megaspheres everywhere
>berserk pack is almost empty now, all that's left is the RAGE
>"--RIP AND TEAR!"
>hit cutie in the face as hard as I can
>she gibs
>and then a skeleton popped out
>turns out she was pretty agitated
>rocket fight
>Gamestop a smoldering ruin
>everythingwentbetterthanexpected.mpeg
>>
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>>3146424
>how will it affect classic Doom?

Motivate people to make mods inspired by NuDoom but play better than NuDoom?
>>
>>3146480

Quakespasm's standard exe has mouse acceleration, but its SDL2 exe uses raw mouse input.
>>
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Chain gunners have more HP than Imps.

Thematically, do you think this makes sense? They are after all, just zombie humans.

They're big guys, and they might be wearing body armor.
>>
>>3146550
They have body armor, that's why. Imps are nude.
>>
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>>3146546
So that's what the difference is! I always felt like the standard exe had some weird shit going on- no measurable acceleration (possibly due to having mouse accel completely disabled in my registry to get rid of it in old games like UT99), but lots of weird little snapping and skipping that was common enough to piss me off until I tried the -sdl2 exe and most all of it disappeared.
>>
>>3146552

So the pop gun guys are just wearing shirts. The shot gunners are wearing body armor. The chain gunners are wearing body armor. Is that how it works?
>>
>>3146550
>They're big guys
4u
>>
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>>3146554

Interpreting old sprites is fascinating.

What I see:

>buzz cut (not bald)
>muscular
>t-shirt
>other than red eyes looks normal human
>>
>>3146550
It's because they're black.
>>
>>3146554
Well the chaingunners are more muscle-bound with thicker armor. Shotgunners and Gunners only have light chest armor and Imps, even though they wear nothing, probably just have tough skin.
>>
>>3146550
they have red armor

red armor is always more durable
>>
>>3146517
forgetting the most important part
>blood everywhere
>>
https://www.doomworld.com/vb/wads-mods/87183-toilet-of-the-gods/

cool boom-compat map with a fresh colour palette
>>
That Cybershade game seems pretty cool. I like games that give me a machinegun with a high ammo capacity right off the bat. I also like the faster enemies and their less predictable behavior than standard Doom enemies too. What I dislike is how everything is so bright that enemies and their projectiles are very hard to make out amidst all the chaos.
>>
>>3146523

I can already think of some things to take from that:

>stronger melee attacks
>enemies always gib in some exaggerated spectacular fashion when killed with a melee, no finisher animations that stop you though that's dumb
>grenades and other sub items to use, cooldown based
>double jumping and climbing ledges
>wild alt fires
>jetpack revenants
>telekinetic cacodemons that can tractor beam your ass
>scythe swinging barons
>>
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Why does a single Archvile take so fucking long to kill
>>
>>3146613
>grenades and other sub items to use, cooldown based
>cooldown based

No, that shit's awful.
>>
>>3146615
Psychic energies that protect their frail bodies. They're basically necromancers after all.
>>
I have a very serious question for you /doom/. Was Doom a watershed moment for the video game industry? Near the end of the Devs Play interview with John Romero he mentioned how someone told him that when Doom came out it was the worst time to be a game developer in the history of the medium, because it was a mind-blowing experience that no other developer could match at the time. People would look at Doom, then look at the shitty game they were currently working on and realize, "what the fuck am I doing?"

When I hear Romero explain that, it brought to mind something I heard in a Grant Morrison interview, how Allan Moore's Watchmen really shook up the professionals in the industry. He described how it was a scary time for writers of comics because they thought that the readers would be done with superhero characters and no one would care anymore. They really questioned if this was the death of the medium.

I can't ignore the similarities. I think Doom was a watershed moment because it was a totally mind-blowing first experience. It is the reason why I say it is objectively still the greatest video game of all time and I refuse to hear any arguments to the contrary.
>>
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>Plutonia
>>
>>3146631
I dont think there are enough enemies on screen
>>
>>3146623
FPSs were called "Doom clones" for years. It really was a huge step up over previous FPSs.
>>
>>3146623
Doom was THE PC game during 1994. A lot of devs basically just tried to make clones of it to snatch up some quick bucks by saying "Hey this game we're making is like Doom you like Doom right kids?!" It was crazy.
>>
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>>
>>3146647
Why is caco so sad?
>>
>>3146631
So many precious meatballs.
>>
https://www.doomworld.com/vb/wads-mods/85043-cybershade-20151214/

cybershade spooked me harder than doom ever did, those fucking bouncing things coming from the darkness, and the creepy sounds
>>
>>3146550
maybe imps are fucking weaklings, and these guys are the equivalent of doomguys old marine buddies from mars-nam? Hardened mercenary zombies
>>
>>3146662
Cybershade looks really good, I hope there are some good level packs for it out there
>>
>>3146662
>get blue key
>open door
>cyberdemon equiv immediately
>pussyfoot around the door to kill it
>barge in
>20 more
AAAAAAAAAAA
>>
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>>3146631

Found out there's an invincibility sphere near the beginning. Found that, and it was easy from there.

See, Doom is NOT primarily a combat game. It's a maze and puzzle game. You have to solve the riddle of the maps to win. If you are dying at a spot, you are doing something wrong and likely missing something.
>>
Can someone post a Chocolate Doom config that uses a joystick? It looks like I can get a gamepad to work with Cybershade but it's not in the menu.

I'll need this because if it isn't in fullscreen the mouse isn't locked and I can't recommend it to streamers like that.
>>
How do I make GZdoom not look like shit?
>>
>>3146691
Disable texture filtering
Set sector lighting to software
Add brightmaps and glow pk3s to autoload
You're welcome.
>>
>>3146695
Where do I find the brightmaps and glow pk3?
>>
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>>3146675
Tricks and Traps was the worst for me with that.

>playing through it in co-op with some old high school buddies, they wanted to try out brutal doom
>went to show them how to take care of the cyberdemon
>opened the door
>ran in
>taunted it
>ran out
>closed the door and said "Alright now we wait until the shooting stops."

Then the Cyberdemon teleported in behind them.

>mfw
>>
>>3146702
brightmaps.pk3 and lights.pk3 come with the GZDoom zip.
>>
>>3146695
Standard sector lighting is fine too imho
Texture filtering can be set to none (linear mipmap) to avoid visual artifacts on walls/ceilings at high angles and anything at a distance in high resolution without smudging sprites
>>
Is Quakespasm a vanilla experience then?
>>
>>3146741
yes
>>
>>3146746
I launch it using a GoG copy and my menu is jut globby quake logos
>>
>>3146750
delete opengl32.dll
>>
>>3146623
Doom was one of only a handful of games to legitimately change the trajectory of the video game industry. The list includes:

* Space Invaders
* Super Mario Brothers
* Street Fighter 2
* Doom
* GTA3
* WOW
* COD4
* DOTA
* Farmville
* Minecraft
>>
>>3146750
The game will still run just fine. If you absolutely nmust have the intro demo playing behind the menu, then add -fitz to the command line on launch.
>>
>>3146761
You forgot HL1 which largely influenced (more than GoldenEye) initial push for Scripted Cutscene based FPS
>>
>>3146557
>>3146557
How does it look like a t-shirt to you, they wear the same armor as Doomguy
>>
>>3146616
Yeah, fuck the cooldown, that's gay.
Having hand grenades that you can use with a quickbutton would be supremely useful though, especially if they behave like real ones, doing their main damage by throwing shrapnel in the general area.

I always felt the grenades in wwhc-diaz.wad had very good damage behavior.
>>
>>3146771
I purposely did not include HL1. Before HL1, FPSes were a big deal. After HL1, FPSes were still a big deal, they just played a little differently.
>>
>>3146615
they have 800 health and i guess you were shooting from a long way away? also they have shields, not so much as >>3146620 suggests, but in a literal sense the things the resurrect act as meat shields. use a multi-target weapon, i.e. rockets or bfg.
>>
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Here it is with a wooden plate instead of metal. I don't think I'll have the jaws open much when it fires to avoid it looking like chattering teeth. The rate of fire isn't that high, but it might look weird. We'll see. Might need to add in another frame or two maybe. Was hoping to avoid that.
>>
>>3146803
Honestly I'm not too fond of that gun compared to the rest of the weapons you've made. It has a comical TF2 "ye olde steampunk cannon" look about it. The jawbones are a cool idea and look great though, but I would have stuck them on a more interesting weapon body.
>>
>>3146803
>>3146806
I, on the other hand, like it very much.
>>
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>>3146806
I thought it felt pretty consistent. The lower part is maybe a bit bland, but I'm not too keen on throwing detail on the bottom where it'll get cut off screen. I'll see what I can do to make it more intersting... Hoping I can get some movement in the jawbones without it looking silly.

>>3146815
Thanks.
>>
>>3146761
I'd say add mario 64 to that list as well
>>
>>3146825
It's not the amount of detail, it's the general "boxy gun". Something like torch or brazier with pale ghost-fire or whatever would have more of that comfy mysticism feel of the rest of your project.

P.S despite being a negative nancy here, it's still of higher quality than 95% of the gun sprites made by the community. You're utilizing the palette well.
>>
Is there some trick to Cyber Demons? I see people on youtube just run up to them with the BGF and kill them in a few hits, or plasma. But I die whenever I try that. They never get stunned and I have to back off and dodge.
>>
>>3146761
is it possible that Doom marked the moment when the game industry's locus of influence permanently shifted from Japan to America?
>>
>>3146863
you have to dodge from side to side and time your pressing of the fire button.
>>
>>3146868
lol, no. That didn't happen until the XBox.
>>
Is there supposed to be music when playing Quake?
>>
>>3146890
Yes. It was CD Audio tho.
>>
>>3146890

Did you get the Steam version? They gimped that. No music.

It's ridiculous. I BOUGHT the game. Then I pirated it to get the original version WITH music.

God damn, why is ID so terrible at re-releasing their games? Always the minimum effort. Won't even depart with a few dollars to get the Trent Reznor score.
>>
>>3146903
Naw, GoG. Didn't buy it
>>
>The Harris levels - Doom and Doom II levels created by Eric Harris, one of the two perpetrators of the Columbine High School massacre. The following levels are available to download: Deathmatching in bricks (BRICKS.WAD), Hockey.wad (HOCKEY.WAD), KILLER (KILLER.WAD), Mortal Kombat Doom (FIGHTME.WAD), Outdoors (outdoors.wad), Station (STATION.WAD), and UAC Labs (UACLABS.WAD). Dylan Klebold, a friend of Eric Harris and the other perpetrator of the massacre, was credited by Eric Harris for playtesting the Deathmatching in bricks level. The ENDOOM screen for UAC Labs shows the names of other WADs made by Eric Harris, though no files of them are known to be available to download: Assault, Techout, Thrasher, Realdeth, and Realdoom, the last of which is a patch (possibly for Realdeth).
Anybody played them? I bet they're terrible, but I'm kinda interested to play them just out of curiosity.
>>
>>3146890
If you're using Quakespasm then you can put the music files in this folder and they will play in-game. You still need to do some searching around online though, and they have to be in .ogg format and labelled Track02.ogg, Track03.ogg and so on.
>>
>>3146912

UAC Labs is kind of fun for a short romp. Everything else is pretty bad.
>>
>>3146917
I found some shit on the GoG forums I'm trying
>>
>>3146912
>Anybody played them?
yes.

>I bet they're terrible
it's true.

to anticipate your next question you can get them from doomworld

https://www.doomworld.com/10years/bestwads/infamous.php
>>
>>3146912
UAC Labs is the least shitty one, yet it's still very "pressed random on idgames" quality
>>
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>>3146917
>mac
>>
>>3146930
What's wrong, friend?
>>
https://youtu.be/sl74PXU_pkQ
>>
>help a guy with ACS by way of pm for a fairly long period
>finally ask him to send the pk3 over so I can fix some outdated methods I'd previously suggested to him

>turns out all the ACS is some kind of spaghettical clusterfuck with bits and pieces I recognize from my own project stringed together with trial, error and insanity

this will take a lot of time and aspirin to fix
>>
Quake soundtrack now what I was expecting, expected more heavy metal type stuff.

Is there anything for QUAKE 2 I should now when I get to it? Trying to play all id games
>>
>>3146954
>Is there anything for QUAKE 2 I should now when I get to it?
Nope. Just play it. It's as straight forward as an FPS can get.

Did you finish Q1?
>>
>Finish Plutonia
>feel of emptiness goes around me
>finally complete all of Doom

w...what do I do now? I'm free. It's scary.
>>
>>3146965
Watch the Movie
>>
>>3146963
Not yet, just wondering if it has any music issues or anything like this. Should I just use the GoG installer I have for it and play? No special ports or anything I need?
>>
>>3146965
This. > > > >>3146967
>>
>>3146965
Read the books
>>
>>3146972
I actually own the 4 original novels, but I have never actually read them
Are they any good?

I have such a backlog of decent books ive never even looked at them
>>
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>>3146972
>reading
>2016

what are you a nerd?
>>
>>3146975
All I remember is the first one is they're naked the entire book
>>
Is TNT or Plutonia first?
>>
>>3146965
play Wolfenstein
>>
>>3146975
>I actually own the 4 original novels, but I have never actually read them
>Are they any good?

http://tvtropes.org/pmwiki/pmwiki.php/Literature/Doom
>>
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>>3146965
I finished Doom 1 and 2 and am kinda burnt out right now. Don't want to play through some of the other stuff right now when I won't enjoy it as much. I'll save it for after my break

I'll be honest, Doom 4 coming out soon got me to finally play the original games all the way through. For years I've played them parts and never finished them.
>>
>>3146993
Should I go to Hexen/Heretic next?
>>
>>3146965
Time for /idgames
>>
>>3146968
Q2 just plays randomly selected heavy metal tracks of of the CD.
>Is there anything for QUAKE 2 I should now when I get to it?
Don't think you should, no. There are probably some around with minor bugfixes, widescreen support and all the usual ease of use stuff like that but the original should be fine I think.
>>
>>3146965
Play fucking Heretic
It's great
>>
Has anyone made a mod that designates a key to punching? I noticed some mods do that for kicking, but thematically punching would fit doom more.

>>3146993

I do kinda recommend Master Levels and Final Doom. They sorta grew on me. They are just harder remixes of Doom2.

I dislike a lot of maps in 2 since they're so damn gimmicky.
>>
>>3146995

I'm a big fan of Heretic. Love the level design.
>>
>>3147003
Chocolate Heretic/Hexen work fine? Used Chocolate doom for my playthroughs.
>>
>>3147002
I've been stuck on E4M2. Fucking closed quarters with barons of hell and invisible enemies galore in that one area.
>>
>>3147010
huh wait that's not the same wad
i was looking for "the-end.wad" by karl r peters
it should be here
http://www.doomworld.com/idgames/?id=13457
>>
>>3146616

I like having infinite grenades that I have to space out between uses. Sue me.
>>
>>3147002
>Has anyone made a mod that designates a key to punching? I noticed some mods do that for kicking, but thematically punching would fit doom more.

Brutal doom J. Replaces the taunt button with FIGHTING as Johnny himself puts it
>>
>>3147004

No idea. Not exactly a purist so I played using gzdoom.
>>
Hey ijon if you're here: will be using some of your code for a 64k contest entry. You didn't "give a shit about credits" last time I asked, but I was wondering if you've changed your mind or if I should jot "anonymous benefactor" down in the credits list?
>>
>>3147107
Not ijon but what're you working on anon?
>>
>>3147110
doomshock

Debating whether I should make a full weapons replacement (with the shitty and microscopic gun sprites from system shock) or keep the vanilla guns for it. Also, if I should make an ACS interface with MFD displays and shit or keep it simple and clean.
>>
>>3147121

You're gonna do that with 13 days? That's pretty ambitious
>>
>>3147136
Well it's pretty much all code, and I have almost everything I need already working but implemented differently in other projects.
>>
>>3146912
They're pretty terrible.

>>3147002
>copy kick from mod
>change graphics and sounds to punch
>alter and add values, behavior and frames as needed
Ta-dah!
>>
Hey guys,

I have a problem. I can manage to get every doom source port to work perfectly...except for Glboom +.

For some reason, as soon as I start playing any wad on Glboom, using idrate shows a constant 60 fps, but the game acts like it's playing 15 fps. There's constant slowing and stuttering.

I want to use glboom more than gzdoom, but I can't with this issue. Any suggestions?
>>
Is freedoom good enough for modding? or should I stick with the original iwads?
>>
Quake>Doom>>>>>>>>>shit>>>>>>>>>>>>>>>Doom 2
>>
>>3147247
Why? I thought D2 was widely considered to be better than D1.
>>
>>3147261
D2's map design sucks, but it gave us new enemies and the SSG, and became the base IWAD for countless WADs.
>>
>>3147261
soulless sequel cashing in on the first game's popularity, only good for the mod support really
>>
>>3147245
it has a slightly wider range of textures available by default, in particular it has recreations of all the doom1 space station textures in freedoom2.wad, but you also get that by using cc4-tex or one of the various doom1in2 texture wads that are floating around
>>
>>3147267
>>3147279
All this time I always considered Doom to be the better game but thought it was irrational to think so, good to see that I actually wasn't alone.
>>
Should I try sketching out ideas for doom maps or something before making them? All I've managed so far is poorly slapped together pieces of shit that I've made up as I go along.
>>
>>3147296
"Sketch" in the editor. It's fast enough, so if you're intending on literally drawing sectors on paper then you're just planning out the map in a less efficient manner.
>>
>>3147291
Honestly my favorite levels from Doom 2 were the reworked Tom Hall levels, which should have just been part of Doom 1.
>>
>>3147281
I meant as a base for my mods so I can package it with my mod so people who don't have DOOM or DOOM 2 can play it.
>>
>>3147317
oh right yeah you might get in trouble for distributing doom2.wad with a mod.
>>
>>3147291
To me doom 1 just feels better but I can't really articulate why.
>>
>>3147267
>>3147279
>>3147261
>>3147247
Doom 2 has about 10-11 or so very good maps, but the real strength has always been the assets for people to use.

I wouldn't call it worthless, it's just not -as good- as the original when it comes to levels.
>>
the two games have long since blurred together for me, they're all just maps, there are a few differences like some new monster variants and the super shotgun but the game is basically the same

doom/doom2 SP and doom/doom2 DM, on the other hand, are different enough to feel like different games
>>
>>3147327
But is freedoom good enough to be a base?
>>
>>3147348
i don't know.
>>
>>3147348
Some of it is good and some is pretty shit (monster sprites mainly). It's being slowly but surely improved.
>>
>>3147378
when will it be completed?
>>
>>3147391
When its doneâ„¢
>>
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>>3147378
>Shit monster sprites
Hey, those worm pinkies are fucking awesome and creepy as shit.
>>
>>3147406
>That horrible hud-font
Does it at least come with customisable options for that. It reminds me of Comic Sans, especially the BULL/SHELL/RCKT/CELL section
>>
>>3147409
i think that's been redone
>>
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>>3147406
>>3147412
it looks like this in 0.9
>>
>>3147423
Wh...what does AMO stand for.. Is it short for AMMO? Why not just AMMO then.
>>
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These pinkies are borderline hentai monsters.
>>
>>3147334
Doom 1's level design is more consistent.

Doom 2's level design is up and down, some of them are great, some of them just really dull.
>>
I think my biggest issue personally with Doom 2's level design is the amount of poorly designed verticality.
>>
>>3147435
Especially when you're playing as a woman :)
>>
>>3147431
I think it's because the A and M are too big, like a half or a quarter bigger than other characters. So AMMO could overlap or be too close to the numbers
>>
>>3147442
This. Some levels just begged for the ability to aim /look up and down because the vertical difference was too much to accurately see shit. Also visible a bit in E4 which was made at the same time (or was it slightly after)
>>
>>3147435
that sprite distortion
>>
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>>3147447
l-lewd
>>
>>3147442
>designed verticality.

Map 24 springs to mind.
>>
>>3147435
What wad?
>>
>>3147467
It's map 10 on freedoom 2.
>>
>>3147431
>>3147448
yeah i think it's to make them all the same width
unfortunate, but... oh well
>>
Can anyone hook me up with the paks for Quake 1, 2, and 3?
>>
>>3146471
AAAA yourself!
>>
>>3147470
No I mean the weapon wad.
>>
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>>3147460

Forgive me.

-Cammyanon
>>
>>3147542
10/10
>>
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>>3147542
Goddamnit I love you cammyanon
>>
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>>3147542
>>
>>3147542
lol good one anon
>>
>>3147406
what game is that from?
>>
>>3146975
They're a confusing confirmation that the Mormons are the destined saviours of humanity, and then some time warps happen and they end on a ridiculous cliffhanger. Nothing is resolved, and no lessons will be learned.

Enjoy!
>>
>>3147562
Freedoom m8
>>
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>>3146965
Finish .wad backlog.
>>
>>3146965
Master Levels m8
>>
>>3147583
What does masterlevels got?
>>
>>3147547

<3

Also, dank animation there.
>>
>>3147589
levels
>>
>>3147589
Chaingunners.
>>
>>3147589
its like 12 maps made by people who (someone at id decided) were the best mappers of the time, they were paid for maps they had made but not released yet, it was a way to get some of their own back from the D-ZONE leeches.

http://doomwiki.org/wiki/Master_Levels_for_Doom_II
>>
>>3146965
I'm almost done with TNT, then after that I only have Master Levels left, all of them done on UV. I've already played a fuckton of mods since 2008 when I first got into Doom, but it's still gonna be weird when the feeling that I beat every official bit of classic Doom sinks in.
>>
>>3147602
sorry it's more than 12 it's 20. i've never really played them...
>>
>>3147589
Some pretty decent levels, good enough to be their own release, some even made it to the PS1 port of final doom. Here, use this version, it works better with modern sourceports since the original version had a dos gui.

http://www.mediafire.com/download/jkh5dh2or3dcxj6/Master_Levels_in_Zdoom.zip

I really wish I had a boxed copy of it.
>>
>>3147609
>>3147602
>>3147595
>>3147594
So it just has some new maps? Does it update the old ones or does it flat out not include those?
>>
Not much, but I thought this was neat:

https://twitter.com/ThatTomHall/status/721760575273828352
>>
>>3147614
It's a new set of maps with a nice little level selection gui, so you can pick which ones you want to play in whatever order. All pistol starts unless you select otherwise. Doesn't do anything with older maps.
>>
>>3147617
I love Tom Hall. He's just a fun guy that had so much unfortunate shit happen to him. Rise of the Triad was so awesome.
>>
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>>3147542
Great stuff
>>
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>>3147617
>Read more down on his twitter
>He made a whole set of mario maker levels

FUCK! FUCK! I NEED TO GET THAT GAME NOW!!
>>
>>3147632
>Rise of the Triad was so awesome.
I like it as well, but it was unfortunately held back by being stuck on the Wolf3D engine. Return of the Triad gives a fair idea of how it could've probably been if Apogee would've used the Doom engine instead.
>>
>>3147617
>>3147639
Based Tom

Also Doomworld's Newstuff Chronicles #493 was just released:

https://www.doomworld.com/php/topstory.php?id=4569

Anyone have suggestions for >>3147181?
>>
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>>3147617
heh
>>
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>put a group of lost souls behind a door
>make the door monster impassable
bravo monti
>>
>>3147729
I'm behind the times, so I dunno what this wad with the qt3.14 is. What's it called?
>>
>>3147735
I think some anon made it years ago. I think it just acts as a skin.
>>
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>>3147729
>someone else is using my stuff
I get excited every time.
>>3147735
Here ya go.
http://www.mediafire.com/download/s9xvzbn83sborb3/lydia.pk3
also this hud
http://www.mediafire.com/download/k5b0tttu637j9ph/dumbhud.pk3
>>
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Looking for a fun weapon mod to use with colorful hell.

What can you recommend that plays a lot like vanilla doom? I was playing with a colonial marine weapon set, but it's a bit underpowered and seems unfinished. I'd do DRL Arsenal, but it has too many RPG elements for what I am looking for. I wish I could just use the weapon set from Brutality, but that'd fuck the monsters up.
>>
>>3147752
Thanks m8, also is it just me or does her head on the far right look like something out of Hotline Miami? It's prolly the hair.
>>
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>>
>>3147795
make a wario doom mod please

The Mario one that replaces enemies/weapons is really good but I'd like some wario themed one
>>
>>3147804
I would anon but I have like 4 TC's in mind for Doom and so little time ;-; besides I've never really owned a Nintendo Console
>>
>>3147804
it could be a first person version of wario world where you beat the shit outta bad guys and they spill coins out n shit
>>
>>3147810
why don't you just make one at a time and then theres less chance of them being shit
>>
>>3147815
Ya, that, make that
>>
>>3147819
Of course senpai.
>>
>>3147758

LegenDoom seems exactly what you'd want
>>
>>3146979
yes
>>
>>3147827
Looks pretty neat, but it might clash with the monsters of colorful hell. I'll test it.
>>
>>3147887
NEVERMIND, FORUM SAYS 100% COMPATIBLE.

Doesn't seem to want to boot though, unfortunately.
>>
>>3147894
What ZDoom build are you using?
>>
>>3147905
GZDoom 2.1pre

I think it might be out of date.
>>
>>3147912
updated it. Now it works.

Thanks anon, i'll give this a whirl.
>>
Are there any good doom mods that offer operable mech suits?
>>
>>3147942
NecroDoom
>>
Any good doom mods that makes Golden Souls 2 come out faster?
>>
I just started up GZdoom with ZDL running it and the sounds arent right, like it can only play a single sound loop at a time
>>
>>3146975
I remember reading the books as a kid and fucking loving them
>>
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>>3147758
i'm working through a playthrough of Alien Vendetta with Colourful Hell and Combined Arms

Mancubi, mancubi everywhere

it's good fun
>>
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>>3147542
tentacles for hdoom when
>>
>>3147942
You might be interested in "If Doomguy was a Mechwarrior" in the OP.
>>
>>3148007
If one were to reverse image search that what would they find?
>>
>>3148018
the good stuff
>>
>>3148018
Porn, probably
>>
>>3147989

Are you making sure to use the hidden technique the fists have?

If not, try hitting the use item key
>>
Been long delaying putting off playing through Adventures of Square recently, and I've been extremely "meh" about it.

The maps are quite interesting when they're not featuring jumping puzzles over insta-death pits and underwater navigation, and the music is incredibly top notch as expected of Jimmy, but the enemies and weapons themselves are incredibly basic, very ordinary.
I guess it's kind of the reverse scenario people typically complain about with gameplay mods, about how there's these really fun weapons but the default maps don't play well with it. You've got these incredibly cool maps with new textures, a new setting, a new style of gameplay, and then the weapons/enemies that come with it are...pretty much stock.
You've got your not-cacodemons with the not-demons and your not-imps fighting them off with your not-chaingun and not-rocketlauncher, and it just begs the question, did this really need to be a full thing? Couldn't it just have been a ZDoom mapset? I'm not really seeing anything that could've really justified being a game over a mod.
>>
>>3148007

s-source?
>>
>>3148018
iqdb fucks up spectacularly sometimes.
>>
>>3148024
oh, the rocketblast? yeah, i use it occasionally

actually i should use it more, got like 900 ammo for it
>>
>>3148045
>>3148038
>>3148018
Bang-You
>>
>>3148047

You think the gauntlet durability is too generous?
>>
>>3148058
what do you mean by durability?
>>
>>3146992
>Aliens
This will never stop being stupid.
>>
>>3147752
Nice work. I like how you even changed the weapons. Most skins don't even come with a face.

Downloaded out of curiosity, but will probably keep using it.
>>
https://www.youtube.com/watch?v=LIUY7ttgRe4
>>
>>3146868
Nope. It wasn't until the 00's that western developers started making a bigger impact.
>>
>>3148087

Doom demons are technically aliens from another dimension. Their dimension is just weird and magical. There's probably no heaven or after life in doom universe.
>>
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>>3148118
Yea, I spent way WAY too much time on this sprite. All I did was come into /doom/ one day asking for advice making a custom mug, then the egged me on to make her an actual sprite after I finished, THEN wanted me to do proper hands too. I just decided to give her crouching sprites for my own challenge (and I'm glad I did, another anon made a russian assassin monster with my sprite, and she randomly crouches and sneaks, it looks so good). This place is great encouragement, which is a rare thing for 4chan.
>>
>>3146984
TNT is the easier of the two.
>>
>>3147605
Have you played the MMs and Icarus? They have a sorta iwad quality to them, IMO. They even share some people with Final Doom.
>>
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What called the "light" frames in doom. Looking through whacked I can't see a reason why state 56 would be called here.
>>
>>3148170

The gunflash, likely.
>>
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>>3148171
No, I mean how is it called as a function. What is making this show up in game. If I want it to stop, how do?
>>
>>3148037
I personally hate mapsets that use only stock weapons/monsters requiring me to use zdoom. Its too boring, and more often than not, feels like a needless limitation of port compatibility.

Even if there's a clear influence from Doom itself, I respect the Square team more for having its own art style, items and monsters. To me, it makes me more interested in playing it, than it would if it literally was just stock doom that required me to jump sometimes.
>>
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I don't mean to bring it up, but it's sincerely comforting after seeing the intensely disappointing shit-show that is the beta, to come back here and see that you guys are chatting about what clothes the zombiemen are wearing and making silly doomguy edits. Same as it ever was.
>>
How are former humans created?
>>
>>3148067

The gauntlet ammo.
>>
Finally access to my machine again, now I can start making Archville which I've planned.
It involves enter the gladiators song
>>
>>3148242
alot of doom4 posts were deleted, but I don't think the people who post stuff like that are regulars here anyways. It's too easy to reply to them though...
>>
>>3148248
in total fairness i think it's kind of a moot point; the weaponset is reasonably overpowered in general, what with the pistol that has infinite ammo, the homing-axes, the plasma shotgun with a vortex alt-fire, the rocket launcher that can vomit like 8 missiles that don't do splash damage to the player... not to mention the rebounder.
>>
>>3148242
I haven't played the beta, but it was pre-ordered for my birthday (get an agitating skeleton figure out of it, so either way I'm good). I'm hopeful for the singleplayer anyway. Even if it's more like Bulletstorm than Doom I'll have fun.
>>
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>>3148254
don't forget that a cardinal rule of the internet is to not feed the trolls
>>
>>3148268
Having an opinion (which happens to be pretty popular) isn't really trolling.
It's not fit for this board and thread, but it's just an emotional backlash from something people hold dear.
>>
>>3148201
>I personally hate mapsets that use only stock weapons/monsters requiring me to use zdoom. Its too boring, and more often than not, feels like a needless limitation of port compatibility.
this is the strangest pair of sentences i have ever read.
>>
>>3148281
It boils down to: Why use ZDoom if you dont use it's features?
Im almost sure that Adventures of Square could be done in Boom with Dehacked (with omitting some gameplay features such as carying a TNT boxes)
>>
>>3148268
I'm sorry, I know it's off-topic, but all I can think of when I see that image is WORMS AND PLASTIC MINNOWS!
>>
>>3148259
keep in mind that this isn't really a criticism, there are plenty of overpowered weaponsets out there but this is actually a pretty balanced one, so much so that i regularly have internal debates about which gun to be using

i think it's best suited as a pairing to colourful hell
>>
>>3148287

Harmony was, and it suffered a lot from it.
I suppose it comes with the territory of being traditionalist mappers--they get to the ZDoom engine and they're so used to doing things the old-fashioned way they don't really know how to use things beyond "we don't have to fake 3D floors!".

Something more intricate and elaborate like Project MSX could make for a good full-fledged game.
>>
>>3148297

THE FLORIDA EVERGLADES
>>
>>3148310
Isn't one of the advantages of zDoom the ability to use Scripts? Or does Boom have that too? I'm not too into what each port does except Boom/Choc Doom for more "purist ports" and zDoom/z& for "updated ports"
>>
>>3148323
ZDoom is the only port with powerful scripting. Boom can do a very crude form of scripting by putting actors on scrolling floors outside the map ("conveyor belts"), putting trigger lines on the conveyor and executing them by opening and closing doors
>>
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I stumbled upon this thing while browsing the emulation thread. Baically, it is a mini-netbook with gamepad. I wager it would be quite sufficient for GZDoom, QuakeSpasm, Q2,3 and Doom 3 (and quite a few other games - look at the benchmarks of pads with similar hardware)

Yay or nay?
>>
>>3148352
Oh, the name is GPD Win. Looks (and costs) better than Pyra handheld.
>>
>>3148352
Dont count on any Kickstarter or Indiegogo stuff to really actually come out, or performs as well as it says it will.

Buy one of the readily available ones
>>
>>3148358
Well, the last 3 GPD consoles were solid (GPD XD is great even), quality of their builds certainly gone up. Besides, they already had full funding for the project before they started the campain, it's just their way of prodding the market.
>>
>>3148352
what if there was an edit of that with a BFG and the features correlated to the details of one
>>
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What is /vr/'s thoughts on the mod Doom Reborn, a doom 3 mod that remakes Doom 1 and 2, but with doom 3 gameplay/engine?

https://www.youtube.com/watch?v=oq0a5T1jUjc

I really like the idea on paper but I'm not falling in love so far (2 hours in). The textures are bland, the lighting is "off" and not as atmospheric and I don't like having to aim with the vertical axis, it slows down gameplay.

I don't mean to bash the mod, it's an impressive effort and really fun to play some of the old levels again with a twist. Just my 2 cents.
>>
>>3148374
Doom Classic mod tried the same. It was meh.
>>
>>3148374
From what I see it suffers from one thing: Doom 3 gameplay mechanics. If one would mod player movement and weapon behaviour to be up to Doom 2 metrics, this would actually be quite decent.
>>
>>3148374
The maps are a 1-to-1 remake? Seems completely pointless. I think any sort of Doom remake would only be worthwhile if they remixed the maps. In this particular case, they could have taken advantage of the engine's fully 3D capability to make level designs with a good amount of verticality.
>>
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soul launcher in game. took an anons advice and opened the jaws when it fires.
>>
>>3148387
looks bretty gud
>>
>>3148374
Would be nicer with better assets and map overhauls.

Neat enough though. Might play through it.
>>
>>3148247
lemons
>>
>>3148390
Thanks.
>>
>>3148387
Looks great, aside from onion-shaped muzzleflash. IMO that one needs a wee bit more tweaking ;)
Somwthing more Strife-y would look better imo.
>>
>>3148405
>;)

a-anon this is a b-b-blue board!~
>>
>>3148405
It shoots onions though...

I can't remember what strifes blasts look like.
>>
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Getting bored of working on scuba sprites, so I figured I'd go ahead and do a floor damage death sprite.
>>
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>>3148387

holy shit, that fleshbeast looks fucking great

i really mean great, that's spritework that looks better than 95% or more of custom characters
>>
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>>3148440
>>
>>3148442
Thanks. The gibbing animation it does is a little off - it's pulled straight from the weaker former human. These ones are called former human grotesques. They're not 100% done yet, but they're done enough for show and tell. They still need some more human bits.
>>
https://www.youtube.com/watch?v=UtJVk9jEunk
>>
>>3148470
Somewhere, Terminus is overwhelmingly disappointed.
>>
>>3148470
wow.wad for weebs?
>>
Are there any doom megawads set in ancient egypt with magic casting baddies?
>>
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Testing new pulse laser gfx
>>
>>3148479
Epic and Epic 2. There's also the PC version of Powerslave which have Anubis magicians that throw fireballs at you.
>>
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>>3148480

Damn son.
>>
>>3148480
>700 kelvin
>no degrees included

Thank you.
>>
>>3148481
Sorry I should have specified that I meant other than Epic which i was already familiar with.
>>
Played through Doom 1/2, Plutonia, TNT, alot of the Master Levels, played some of the alpha versions of Doom 1. Of course I also played Doom 3 and all its expansions. Doom 4 Multiplayer was fun. Also read the books...

What now before Doom 4?
>>
>>3148486
Play Quake.
>>
>>3148485
You heard of the megawad Osiris? That's another Egyptian themed level pack. Imagine E2 but it's Egypt instead of a moon base.
>>
>>3148480
wait wait wait wait wait

so are you picking up power cores or heatsinks or what?

what powers the lasers, the energy from the reactor(s) powering the mech or the power cores you're picking up?
>>
>>3148480
This looks so sick.
>>
>>3148489
Looks cool thanks anon.
>>
>>3148490
I'm picking up laser upgrades. You start with the SPLAS and upon picking up another laser it upgrades to the next tier.

SPLAS (small pulse laser) -> MPLAS (medium pulse laser) -> (large pulse laser) LPLAS
>>
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So, /vr/. Do what are your opinions on me? Actually I probably know the answer to that.
This is the final map in a 6 map WAD I'm working on, and I just realized should probably make the first attack less Kaizo-like.

>>3148474
lol
>>3148475
Not really, there's no HOMs, Cyberdemons or BFGs.
>>3148480
Looks pretty sexy
also how the hell do you get your webm to look great in 1080p at only 2MB but my webms look like shit at 384p at 2.4MB
>>
>>3148498
Is it some kind of challenge thing? Doesn't look very Doom-like.
>>
>>3148498
You think that webm looks good? I thought it looked kinda crappy.
I just used webmbro to convert the mp4 recording into a 3 mb capped webm. That's it.
>>
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And now it's done. Huzzah. Guess I'll finish scuba sprites tomorrow.
>>
>>3148512
>"I'm meltiiiiiiiiing! WHAT A WAAAAD WHAT A waaaaaaaad...~"
>>
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>>3148514
>What a wad
>>
>>3148504
I used the exact same program and the exact same process. How does yours look better?
>>
>>3148037
The fact that they did their own art and assets justifies it requiring zdoom in the first place, IMO.
>>
>>3146316
it's something little, but i'm working on a remake of a D!Zone map, which was called ARSENAL.wad
https://www.youtube.com/watch?v=-9Pn7Olk8jg (original map)

the remake:
http://imgur.com/a/wsGOC
>>
>>3148138
based lydia sprite set! If only we could change actor height with decorate, the crouching would have an impact on how hard she is to hit!
>>
>>3148512
Thats awesome!
>>
>>3148575
>Remaking a map that's basically just a couple of hallways and rooms with nothing in them by putting detail on the walls and adding things to the rooms

A fine start I guess. Easy map to make slightly better.
>>
>>3148486
The Memento Moris, Icarus, Requiem, and Eternal Doom all have some sort of relation to official releases

Dario and Milo Casali of TNT/Plutonia, and Tom Mustaine of TNT were involved in The Memento Moris.
A good chunk of the people involved in TNT also worked on Icarus.
Jim Flynn, and Sverre Kvernmo from Master Levels were involved in Eternal Doom
Dario Casali has one map in Requiem.
>>
>>3148440
neat, looks like she's falling into some kind of super quicksand
>>
>>3148582
yeah i decided to start with the easier one since i have been doing mapping rarely, so i'm not the best mapper in terms of complex maps.
>>
>>3148512
fug that's cool
>>
>>3148512
the map looks familiar, but i can't name it, please remind me
>>
>>3148598
Canyon from master levels
>>
>>3148480
pretty badass
>>
>>3148551
Up your biterate
>>
>>3147942
I was working on one, but now that anon is making that battletech mod I'm considering stopping.
>>
>>3147942
Mechatron
https://www.youtube.com/watch?v=pqLzQehrMeg
>>
If you made the hallway leading to Romero's Head in the Icon of Sin much longer, you could have it so that the Icon can only be killed at a highly elevated platform. Right now you can kill it easily with free aiming. Why hasn't anyone done this?
>>
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>Spider Master Mind has little arms

NEVER NOTICED IT.
>>
>>3148512
>There's a bleeding transition between health levels on the hudface
Whoa what, how? Or is that just webm buffering :(
>>
>>3148661
oh god it looks so stupid with those
>>
>>3148648
What the hell with AR stretching on all of this guy's videos? Is Youtube responsible for this or is he just retard?
>>
I remember there being a mod, kinda akin to Combined Arms, but with different switchable ammo types for most weapons (Not Space Pirate)
What is that mod?
>>
>>3146316
talking about Hexen mods, here's one i've found.
search for sampamojcan (since i can't post the blogspot link because it says it's spam)

it looks pretty interesting to me.
>>
>>3148661
>MOOOOOOOOM, Doomguy oneshotted me with the BFG again!
>>
>>3148751
How do I pull of Mastermind/Cybie BFG oneshots, anyway? I watched a UV-Max run of some of the later Sunlust levels and the guy playing was doing it all the time.
>>
>>3148782
in vanilla it is impossible to oneshot a cyberdemon and highly luck-dependent to oneshot a spider (thing must positioned exactly right related to the blockmap in order to absorb enough damage)

that said the method is simple but hard to describe, you run in, press fire at the right time so that the ball detonates when you are half a second away from the target, and the spray is released when you are right next to it
>>
>>3148782
cyber demons can't really be one another with the bfg, but they can be twoshotted if you want to hug the asshole

spider mastermind oneshots just involve hugging the bastard and unleashing your green load straight into its succulent brain guts
>>
>>3148794
cyberdemons* oneshotted*

autocorrect is hell
>>
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>multicore doom sourceport to be ran with gzdoom
>can only work on "vannella" doom mods, not brutal doom
>helps your doom stay on 60 fps if your computer is capable of doing that
>keeps doom wads smooth and less lag

https://www.youtube.com/watch?v=qmXVMvVMYp0
>>
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Building an arena/colosseum. How many tiers of seats should there be?

The idea is that you enter once you get all 3 keys (three sets of gates preventing you from going in). Once in, you start a big scripted fight. That fight being, all the "seats" are filled with various monsters and they randomly tp in at certain intervals. Once you've cleared all the monsters, you win. (This is secret level for my 16 level "miniwad".)

Arena itself won't be blank (there will be cover), and candelabras are to give you an idea of current size. The actual arena part fits in an 896*1920 square. And you won't be able to interact with the crowd until they TP in (block all linedefs)

Also, as for how "filled" the seats will be, that will vary with difficulty level, with UV having the place filled to the brim and with tougher monsters, and ITYTD it will be more sparsely populated and with less tough mobs.
>>
>>3148940
IDK if I want this. I think 35 fps is fine.

Albeit GZDoom gives me about 1600+...
>>
>>3148942
I think you should add one more level to even it out.
>>
>>3148942
Probaby build a double-height wall for the first stage and then 3 or four rows of 'seats' around for the most part, but be sure to have an enclave for the top boss of the arena to wait in.
>>
>>3146975

They are garbage. They stop being DooM about near the end of the first book.
>>
>>3149032
Don't the Doom novels turn into religious propaganda halfway through?
>>
>>3146550
>>3146552
I would imagine that imps have a thicker hide than human skin. And while all the zombies have different health, this may be attributed to the fact they have different armor points, that is to say they have the same armor as Doomguy.

But either way, if the Chaingunner is historically a marine assigned to a different Unit, they may just have been assigned more compact armor. But growing up I always just logically assumed they had more health than the imp because they looked bigger.

>>3146680
I have always intuitively thought this, combat is brain-dead easy. The challenge is in navigating the map and not running into obstacles; almost as if there is also a Racing element as well.

You will never fuck up hitting an enemy or dodging projectiles, but you will run into a prop or a spectre or piece of wall you didn't "see", or you will unwittingly expose yourself in a manner that could have been avoided had you better navigated the map -- notwithstanding any combat mechanic.

Of course you are primarily talking about the "puzzle" aspect: in finding the power-ups. This to me isn't as important as there isn't really a logic to the puzzles outside of understanding 90s style map design and traditionally oblique secret placement.

>>3148782
Be moderately close to a cyberdemon, time his rockets, the same time he fires his second rocket fire the BFG. Time it so that as you are dodging the third, you have ended up with your nose in his crotch centered and facing him. By this time the bfg will go off and you know the second time you do this you will kill him if he flys back due to the sheer amount of damage he took.
>>
It's pretty easy to figure out if you're meant to jump or crouch on a map. But what about straferunning? It's a vanilla-compatible trick, but from what I've heard its benefits weren't discovered until around a year after release. So that rules out most 94 wads, but there's still no way to know for sure when/if later authors knew of it when designing their maps. How do you decide?
>>
TotalBiscuit on nuDoom mpb:
https://www.youtube.com/watch?v=ztdKziK_aAs
>>
>>3149041
it's in vanilla doom, so if the map breaks from straferunning, then too bad I'm straferunning anyway
>>
>>3149041
>How do you decide?
GOTTA GO FAST
>>
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>>3149039
>You will never fuck up hitting an enemy or dodging projectiles
>>
I'm trying to make a morph powerup in Zandronum, but once I do any player input the player sprites go back to the original class sprites, although behavious like the morphweapon still works. Does anyone have any idea why this could be happening?
>>
>>3149084
Because your morph actor only has a spawn state perhaps, and moving/firing puts your playerpawn into "missile", "see" or whatever?
>>
>>3149049
>thought on a beta

What's the point?
He's gonna look at the full game anyway
>>
>>3149086
No, I've defined Missile and See states for the morphed actor. Maybe they aren't being entered? I'll dump the code here:
States
{
Spawn:
MVRK A -1
Stop
See:
MVRK BAC 4
Loop
Melee:
Missile:
MVRK A 12
Goto Spawn
Pain:
MVRK A 4
MVRK A 4 A_Pain
Goto Spawn
Death:
TNT1 A 0 A_SpawnItem("Wreckage")
TNT1 A 0 A_Explode
TNT1 A -1
Stop
}
>>
>>3149090
So he can give feedback and have his voice heard n such. He's kinda big in the PC gaymur world after all, so if he says anything about the beta, id's prolly gonna hear him.


theres still hope
>>
>>3149091
I think Spawn should Loop rather than Stop. DoomPlayer does that at least.

Perhaps there's an issue with some sprite not being valid? Especially prone to happen with 3d models because those are annoying decorate-wise.
>>
>>3149104
The game comes out in a month, nothing significant will change. It's more like a time limited demo to get people thirsty for the full game.
>>
>>3149107
Well, basically the only thing they gotta change is the movement speed, which compared to other stuff in the game, should be easy to change. I imagine it'd be equivalent to a .cfg edit.
>>
>>3149105
Tried that,same problem occurs.
The sprites definitely exist, the A frame is rendered.
Wierdly though, when the player sprites are rendered, they aren't recoloured as they normally are when the player is in their unmorphed state.
>>
>>3149105
-1 states last forever - it doesn't matter whether it's followed by loop or spawn.
>>
>>3149104
Didn't Brutal Doom become a thing because of him?
>>
>>3149118
Naw he just reviewed it once. It'd been a thing for a while at the time.
>>
>>3149117
I know that's normally the case, but I figured "zdoom being zdoom" could have been the problem with even a supposedly inconsequential difference between the spawn states.

>>3149116
Huh. Could it be some kind of MapInfo problem where the morphed version of the actor needs to be included? Just throwing ideas out by this point.
>>
>>3149034

Yes.
>>
>>3149127
>morphed version of the actor needs to be included
Well, that would mean that you could select the class from the menu and Hexen doesn't allow that with the pig so...
>>
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The desu storage for Quake is down lads. I REPEAT THE DESU STORAGE FOR QUAKE IS DOWN!
>>
Been replaying Doom 2 lately. I now remember why I haven't played stock Doom 2 in about a decade now: it's boring.

Do levels 21-26 have any other purpose than being boring, unchallenging and small filler levels? Because they are boring, unchallenging and small filler levels. Stock Doom 2 has lots of crappy levels, but those feel like the worst of the bunch.

Seriously. Did id run out of ideas or time when they made Doom 2?
>>
>>3149139
Someone posted this on /v/ earlier, he says he's still working on it and doesn't want it included in the OP yet but it has download links and setup instructions for Quake if you need it

http://pastebin.com/jwwr1dtW
>>
>>3149140
>Seriously. Did id run out of ideas or time when they made Doom 2?
Carmack was busy making Jaguar Doom and then 32X Doom. The artists pulled their weight with no complaints. Romero was starting to shirk his job and enjoying being rich. Sandy Petersen kept making his, uh, eccentric levels. American McGee was hired as a mapper by Carmack because they needed somebody to do what Romero wasn't. Hell they even got the tech support guy, Shawn Green, to make a level just to fill it out.
>>
Jesus christ, you wanna know why Build games have so fewer maps than Doom's ?

I've spent most of today working on a map and I feel like no major progress was made, just a lot of minor details.
It's like: fix shading values here, add sprites there, change those stairs, improve that area a little, make that effect... and then BAM, day is gone.

In Doom, not many sprites to put, shading is sector based, not many effects to work with... it's fast.
>>
>>3149140
>Did id run out of ideas or time when they made Doom 2?

They ran out of Romero, this is the point in his career when he started believing that design is theory and work is for grunts.
>>
Surprised no one's brought this up yet, but id said via twitter that they'd share more info about the SP. It's a few days old tho but w/e:

https://twitter.com/idSoftware/status/721145118061961216
>>
>>3149157
>Surprised no one's brought this up yet

Doom 4 not being /vr/ and talking about it here being something that can get you warned may have something to do with it
>>
>>3149161
Eh, fair enough.


I just dont want to go to reddit or back to /v/
>>
>>3149167
/v/ has been a lot better than /vr/ for nearly a year now. /vrdoom/ is not representative of the massive amounts of shitposting that has completely overrun the rest of this board.
>>
>>3149156
It's got to be stated he did earn id a decent bit of free advertisement and money from hexen/heretic which he spent some time on.

Not that he wasn't a pompous slacker at the time anyway
>>
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>>3148480
That's some mighty fine robot action there, anon.
>>
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Testing player death while in the mech
>>
>>3146316
The top link in so you want to play some quake seems to be broken
>>
Well this is embarasing. I can't DL the yandex folder on /vr/ and I can't seem to find Doom wads anywhere.
>>
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>>
>>3149212
skelly be like LEAVE DOOMGUY ALOOOONE
>>
>>3149157
When we actually have some information about the SP in the new game we could legitimately discuss it in comparison with the original games, but as it is it's just speculation about a modern title and not remotely /vr/ relevant
>>
>>3149189
neat!
i can't help but think something is missing...
maybe a big red led/button flashing somewhere?
>>
>>3149223
He should copy the MW3 cockpit. It has flashing lights and lit up buttons and screens and shit. The glass even has sheen so it actually looks like you're encased in a canopy. Also, bullet holes and cracks show up when the cockpit gets hit.
>>
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>>3149212
Some higher rez. Also artist is Pavel Kobyzev
>>
>>3148993
Got bored.
>>
Did they ever release any of the higher quality versions of the Quake sound effects that weren't found in qtest1? It'd be nice to put together a better sounding version of the full game, and it's a shame to leave a handful of noises at lower quality.
>>
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>>3149231
>>3149212
EXCUSE ME SIR, SIR, CAN YOU TELL ME WHERE THE SHITTER IS
>>
>>3149236
The emperor needs to be Carmack.
>>
>>3149243
I was going to do that, but I'll be fucked if I'm going to spend thirty minutes struggling with GIMP's oddities to do it.
>>
>>3149241
>"HAVE YOU HEARD ABOUT OUR LORD AND SAVIOR JESU-I MEAN SATAN??"
>>
Wish there was some chart somewhere which showed a bunch of the best/most historically significant Quake maps/mappacks. Doom has tons of that but I haven't seen any for Quake.
>>
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>>3149236
Neato anon.
And behold a horribly unfinished WiP
>>
>>3149263
Beyond Belief is the most popular classic episode, I think. The mapper who worked on it also previously contributed maps to Memento Mori II and Requiem.
>>
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Mech suit death with the player outside
>>
>>3149268
If I remember correctly, it's Going Down that has a fucking rad Colosseum level. Goddamn that wad is good.
>>
>>3149270
How about the map packs by the guys that did Slaughter Until Death, The Evil Unleashed and Obituary for Doom? I heard they moved to Quake. Was Beyond Belief that?
>>
>>3149268
That's cute.
>>
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>>3149236
that's pretty good.

just found out this can happen, made me laugh pretty hard. gonna do this the next time my friend wants to play co-op.
>>
>>3149275
The Innocent Crew have a website you know.
>>
>>3149263
It might be interesting to try blitzing a whole load of mappacks to put together some recommendation lists the way we have in the So You Want To Play Some Fucking Doom infographic
>>
>>3149247
>>3149236
Give me that sideways Doom guy face and I'll have a go at it
>>
>>3148563
>The fact that they did their own art and assets justifies it requiring zdoom in the first place

As REKKR is showing, this really does not mandate ZDoom.
>>
>>3149282
Hey now, just because you're trying to kill each other is no reason to be so ill mannered

His taking offense is quite understandable
>>
>>3149273
http://forum.zdoom.org/viewtopic.php?t=37544

check out Iron Angel of the Apocalypse 1 and 2 (3DO), Necrodome, and Space Hulk

http://forum.zdoom.org/viewtopic.php?f=37&t=50106

Eradicator might have something relevant but I'm not sure
>>
Does anyone have the WADs for the WizardWorks megawads that were suppose to be part of Final Doom but they missed the deadline? Perdition's Gate and Hell to Pay were their names.
>>
>>3149293
also harmony
>>
>>3149293
REKKR?
>>
>>3149303
Was that game's main goal trying to look as much like a me-too Doom clone that it could? Cause it damn well worked.
>>
>>3149363
are you implying that it's a doomclone or a doomcloneclone
>>
>>3149369
It's ugly and has no personality, basically a clone of Doom clones.
>>
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>>3148352

I second playing Doom on these cheap Cherry Trail UMPC's and Tablets. GZDoom at 1920x1200 on a 8'' Tablet looks amazing. Great to play Doom around the house, you probably want a stand and a BT Mouse/Keyboard, playing with a 360 controller is kinda meh.

But should have no problem running Quakespasm, DOSBox, etc.

Why is it still the first thing I install on any new PC?
>>
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next on mechanics that can make dark maps super annoying on bad rng roll
>>
>>3149419
if you're lugging around a mouse and keyboard anyway

why not just use a laptop
>>
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It's funny, I kept flipping between finishing my animation project for college and checking the threads/news about d44m all weekend.
>>
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>>3149268
Well then, now just to make the city that will be "Arch-Ville". The random long box in the centre is supposed to be the main road.
>>
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AAAAAAAAAAAAAAAAAA
>>
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>>3149469
Woah, that's cool.
I still want someone to turn Adrian Carmack's old Revenant concept art into an actual sprite sheet.
It's rad as fuck.
>>
>>3149472
Is that head a helmet? Hard to see.
>>
>>3149475
It's like a big gasmask/welding mask combo sort of thing, with the skeleton skull exposed at the top, with wires going into it.
>>
>>3149472
>revenant with a cyberdemon rocket launcher and a shotgun
i think they're bad enough as it is thanks
>>
>>3149469

source?
>>
>>3149498
he has shoulder canons too
>>
>>3149118
i think brutal doom became a thing because of that Happy Days video
>>
>>3149427
i can kind of see some dark purple circles? not sure what i'm meant to be looking at
>>
>>3146930
is that vegemite
>>
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I can't into outdoors mapping, can anyone help me here? We see an outdoors area (ignoring the default floor texture). In there I've placed a few walls which are 128 heigh by raising the floor of those sectors. The ceiling of walls/outdoors/inside is currently still at 512. Now, if I lower the ceiling of the building and swap texture to something more appropriate for inside (ie not sky), I either get hall of mirrors effect (no texture on upper side linedef), or just an incredibly tall building. Should I just make all my buildings the same height and set the outdoors sky/ceiling height as that? Is there something else? This is why I prefer indoors darnit.
>>
>>3148045
I still remember when it confused a pic of Sophie Dee with child porn, what the fuck.
>>
>>3149268
>>3149274
Yeah it is Going Down
That level is fucking baller
>>
>>3149498
>>
>>3149039
>But either way, if the Chaingunner is historically a marine assigned to a different Unit, they may just have been assigned more compact armor. But growing up I always just logically assumed they had more health than the imp because they looked bigger.

Chaingunners are either higher rank UAC security, or outright soldiers. So it would make some sense.
>>
>>3149563
I remember how people were going fucking crazy around QuakeCon 2014 when the people were reporting about DOOM '16.
I'd still love to see that demo they showed there.
Sounds fucking rad.
>The player is walking on the martian surface
>He's come across a chasm, several demons on the other side are trying to find ways across
>The player heard a screaming sound only to look up and see a Revenant with a jetpack drop directly on top of him from above and punch his face in

>Imps, Barons, etc. are actually climbing the crates and walls to get to the player
>Imps can be seen scaling the building
>He just walked up to a door, only for the menacing silhouette of the Cyberdemon to be revealed, the demo fades out

God, it sounded so fucking rad, man.
That hype was real.
>>
>>3149065
I mean in a one on one setting.

My point being in a vaccum you never could fuck up, but its the obstacles throughout the map that actually cause the mistake.

For instance in a large area you can circle-strafe a cyberdemon for days, they are technically dangerous but not in that kind of setting. Yet put them in a setting that crowds you and you will find them dangerous, and I argue that it is merely the context that makes monsters dangerous. Considering that the AI for monsters in this game is so barebones.

That classic Pordontae video demonstrating how to counter most of the enemies demonstrates this.

https://www.youtube.com/watch?v=HJcf0aOwmiA

You would have to do gif related to die if you were fighting a lone enemy.
>>
>>3149298
http://visionsofdoom.us/oldnews.html

see the top paragraph, "Another Long Overdue Addition"
>>
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thehunted076[1].jpg
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I have a mighty need for Star Trek: TNG themed wads. Does such a thing exist?
>>
>>3147542
Would play / watch.
>>
>>3149438

>red shorts

reeeeeeeeee
>>
>>3149636
>He hasn't knitted a pair of shorts out of his own blood
They're comfy and easy to wear!
>>
File: Doom-Books.png (91KB, 200x200px) Image search: [Google]
Doom-Books.png
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>>3146975
They're ok, the first book is the best of the bunch, and is actually surprisingly good for being literature based on a videogame with such limited narrative and story (I didn't expect it to be the least bit good), they then gradually decrease in quality with each book, the second book is still fairly good, but it's kind of a half-baked take on Doom 2.

Three isn't all that bad, but it's kind of a departure, and then there's the fourth book, which I wouldn't I guess outright say is -bad-, but it's really different, it's kind of out of nowhere, it has a shift in tone and style, you won't really miss anything by not reading it.

>>3146980
They're not.

>>3147563
>They're a confusing confirmation that the Mormons are the destined saviours of humanity
They are not, they just happen to be survivors and be just another part of humanity fighting back, and this isn't even a strange leap of logic, hardcore mormons literally DO prepare themselves for end of the world.

>>3149032
No, it stays Doom for the most of the second book.

>>3149034
>>3149135
No, it doesn't, where does this meme come from? They're there, but they're painted in a neutral light at best
>>
File: 1430828028364.png (196KB, 451x378px) Image search: [Google]
1430828028364.png
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>mfw trying to make a working func_train

I've made a terrible mistake.
>>
>>3149601
>http://forum.zdoom.org/viewtopic.php?f=19&t=47006
>>
>>3149683
YOU CAN'T HIDE YOUR FAILURES FROM US
>>
No I must kill the demons!

No John. You are the demons!

Then John was a zombie.
>>
>>3148663
Yup. I think it's that way with Doomguy's mug too if it jumps from 20 to 10. It's because it's the same sprite just with more blood. I'm that lazy too.
>>
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>>3149660
>Unfortunately, the mod was never fully completed. Act II was never released, and the mod team went their separate ways.
>>
Are there any full 3d mods based on doom engine besides hunter's moon?
Also this mod has some weird shit like gigantic enemies with axes and hammers running fast in circles (probably they're based on pinkies)
>>
>>3149742
>Are there any full 3d mods based on doom engine besides hunter's moon?
I'm working on one actually. Other than HM there are a few neat games made by "lilwhitemouse" like a mechcommander game and a SHMUP using gzdoom.

P.S ACS question for anyone who might know: HudMessage can draw sprites by using SetFont, but can I draw any of the standard gun sprites like "SHTGA0" with it somehow? doesn't seem to work
>>
>>3149742
Zan Zan and Quake 1 and 2 stuff come to mind.
>>
>>3149760
You are accounting for the sprite's offsets, right?
>>
>>3149774
Dang, forgot about that. All the acs interface stuff I've been doing previously have had offsets set to 0. Works now, thanks!
>>
>>3149701
Real talk though, any good Doom fanfiction that isn't laughable bad?
>>
File: Lydia_casual.png (2KB, 52x126px) Image search: [Google]
Lydia_casual.png
2KB, 52x126px
>>
>>3149849
Would netflix and chill with
>>
>>3149849
too casual for my headcanon
>>
File: d44m.jpg (511KB, 1258x768px) Image search: [Google]
d44m.jpg
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Is there a clown/cuddly conversion wad à la pic related?
>>
>>3149892
>Clown
Happy Time Circus 1 & 2

>Cuddly
HDoom

Clown/Cuddly
Doesn't Exist yet
>>
>compile quake map
>no errors, haven't changed anything in the map
>suddenly there's no more 'drafty wind' noise when close to a skybox brush

Is this something that breaks often?
>>
>>3149892
iirc, there's that sparkles and rainbows gore mode in samsara v0.3
>>
https://www.youtube.com/watch?v=c3LU5RW6Yek&ab_channel=ZaziNombiesLEGOCreations

Neat
>>
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neat.png
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>>3149913
That's a fine creation. ZaziNombies is pretty good at making Lego replicas, so I'm happy to see him on here.
>>
File: 1380034517647.jpg (105KB, 376x436px) Image search: [Google]
1380034517647.jpg
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>>3149913
Holy shit that's cool.
>>
File: 1460981148615.gif (2MB, 384x216px) Image search: [Google]
1460981148615.gif
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>>3149913
that's wild
>>
>>3149913
This is fuckin' cool.

That being said, where does he have access to what looks like a small school gym for his vids?
>>
File: 1450115205377.jpg (10KB, 239x253px) Image search: [Google]
1450115205377.jpg
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>>3150032
a school, probably
>>
File: bikinishake.gif (22KB, 330x378px) Image search: [Google]
bikinishake.gif
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>>3149856
Now I'm genuinely curious what your headcannon is.
>>
>>3150116
Looks like something out of leisure suit larry
>>
File: Best_M1_ending.gif (7KB, 512x480px) Image search: [Google]
Best_M1_ending.gif
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>>3150116
is this a metroid style speedrunning reward?
>>
File: Sprite-0004.gif (4KB, 62x118px) Image search: [Google]
Sprite-0004.gif
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>>3150130
Naw, I actually made it just to piss someone off in the zdoom forums. That was years ago.
>>
>>3150139
that pissed someone off?

talk about thin-skinned
>>
>>3150195
well you know how those sjws are like
>>
>>3150203
SJWs?
In MY Doom?
>>
>>3150203
Naw, it wasn't an SJW, it was a massive sperglord who flipped his shit when I made him a sprite with an exposed stomach. He got banned a year or so later, thank christ.
>>
File: 1455494256200.png (84KB, 466x492px) Image search: [Google]
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>>3150216
>flipped his shit when I made him a sprite with an exposed stomach
>>
File: depressed caco.jpg (56KB, 409x495px) Image search: [Google]
depressed caco.jpg
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N-Nobody loves me!
>>
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succ.png
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is there a vaporwave wad and/or a hotline miami wad?
>>
>>3150216
>>3150214
>>3150203

If you mean Jinal, yeah, he was.
He would actively shit up topics because they weren't "progressive" enough for him. Either a project that didn't have a female protagonist needed one, Pirate Doom needed to stop being so racially insensitive, women needed to be more covered up, Doom was sexist because it didn't have female demons, female demons needed to be nude because it wasn't equal that men could be topless but women couldn't, Christian references needed to be removed because Christianity was oppresive to other religions, etc.

I'm legitimately sad that he wasn't around when DemonSteele was made, I would've loved to see his reaction.
>>
>>3150239
So in short, a concern troll that did not need to be acknowledged in any fashion?
>>
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secretaryimp.png
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>>3150239
Dear god that kid, holy shit..
>>
>>3150243

Sure, we'll go with that.
>>
File: fuck i look like.png (172KB, 338x383px) Image search: [Google]
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>>3150239
>doom needing to be progressive
>>
>>3150226
>tiny little hands
>>
>>3150234
some anon was working on a vaporwave map recently, haven't heard anything in a while though
>>
>>3147752
I was this close to asking about this, I'm so glad I decided to hunt around the thread for it one last time.
>>
>>3150270
iirc, basically it was the difference between "tittilation" and "naturalization", i.e. the idea that outfits with cleavage/stomach navels/etc sexualize the sprite and make it and the woman desirable, dehumanizing her to a sex object rather than a person
but if the clothes are removed, then they should be removed completely, as treating the breasts as something unnatural and evil is also dehumanizing to women

he wrote an entire fucking essay on this in off-topic, it's a shame zdoom forums don't archive anything
>>
File: [agitated tooting].gif (2MB, 581x542px) Image search: [Google]
[agitated tooting].gif
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>>3150291
Sounds like one hell of an agitator.
>>
File: 40814947.jpg (1MB, 1280x1280px) Image search: [Google]
40814947.jpg
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Does anyone know why there's a v1.1 of Metroid Dreadnought on best-ever? I thought Term dropped it completely.
>>
>>3150282
I can upload the new one with the sinking animation if you like.
>>
>>3150383

Cvarinfo broke things a LOT and the FNF guys wanted me to fix things, so I did.

Using consolecommand to archive cvars and using cvarinfo at the same time is a REALLY bad idea.
>>
>>3150393
well that dark age is over

onward to [ERROR: ZANDRONUM 3.0 RELEASE DATE OVERFLOWED]
>>
>>3150386
That'd be nifty.
>>
>>3150386
how close to completion is the sprite set?

i'm interested in it but waiting for the complete wad
>>
File: midriff.png (206KB, 283x267px) Image search: [Google]
midriff.png
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>>3150216
Yet he didn't have a problem with Doomguy's sexy midriff.

What was that sprite now again? I recall it looked like some punk chick, pretty cool.
>>
File: Undeadaheadspritebig.png (2KB, 102x336px) Image search: [Google]
Undeadaheadspritebig.png
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>>3150410
https://www.mediafire.com/?rvy2be35tbrj77q

>>3150427
Her base sprite is finished, I just keep adding new things every now and then. Scuba is the one that needs finishing. The mod I keep spreading around just lets you play as her in vanilla doom just for fun.

>>3150472
This one.
>>
>>3149359
>>3148387
>>
>>3150485
While I myself am not a big fan of the midriff, I see no sense in getting triggered over such a thing.
Just my two cents
>>
>>3148440
Reminds me of Jill of the Jungle & Xargon's drowning death
>>
>>3149293
Some people want the freedom that you don't have with just dehacked.

But no. Because a standalone TC plays too similar to doom, even with it using features that are impossible in vanilla, its not allowed to be for zdoom, because TCs for vanilla exist...
>>
>>3149595
Great thing to wake up to, thanks anon.
>>
>>3150579
>because TCs for vanilla exist...

and very few of them, aside from aliens tc and maybe ghostbusters, are notable
and even then, those two don't really play like doom at all
>>
File: leaked screenshot from PLDG.png (218KB, 473x308px) Image search: [Google]
leaked screenshot from PLDG.png
218KB, 473x308px
>>3147542
>>
Anyone else here tried playing Laura Beyer's Doom? I can't believe they sold it at stores instead of just releasing it on a BBS where it could've just died.
>>
File: Epic Black Twitter Memes.png (254KB, 540x484px) Image search: [Google]
Epic Black Twitter Memes.png
254KB, 540x484px
I'm pretty sure this has already been done, but whatever
>>
>>3150763
https://www.youtube.com/watch?v=S6y-Wy-NqU8
>>
File: Lydia_wetsuit.png (2KB, 60x128px) Image search: [Google]
Lydia_wetsuit.png
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>>3150552
Yea, minus the AHUH HUH! sound.

>>3150773
What the actual fuck...
>>
File: turok dino.jpg (65KB, 800x600px) Image search: [Google]
turok dino.jpg
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What do you think of Turok dinosaur hunter? I had it on N64 but i was young so it was scary and i was shit at games, so i always cheated. Playing the updated version on steam, it was damn easy but fun. Only time i died was on long platforming parts.

How are the doom games on steam, i heard need to do some screwing about to get ultimate doom to work properly.
>>
>>3150897
No need to buy Doom on Steam as there's packs with the IWADs in the OP.
>>
>>3150897
Turok is aight... The view distance always killed it for me though.
>>
>>3150914

At least the remastered version fixes that.
>>
>>3148993
>>3149236
someone needs to make a Gladiator based mod now
>>
>>3150897
Turok is just easier with mouse controls and double the FOV giving spacial awareness. (the FOV on the N64 version is 45 degrees, seriously)
>>
>>3150897
Turok is boring and bland.
Turok 2 is less so, but levels are a fucking maze with teleporters.
>>
File: 1460530217358.jpg (88KB, 600x586px) Image search: [Google]
1460530217358.jpg
88KB, 600x586px
>>3150897
I wonder if the South Park FPS would be better if you could play it with mouse and keyboard, the FOV was upped and the fog was removed?
>>
so I found this server the other day that had an expanded version of Samsara(with more heroes, including the playable character from Redneck Rampage), and while I've got all the the mods it was using on hand, I can't seem to get it to work, anyone have any idea if there's a specific order I should use here?;

http://www.best-ever.org/wadpage?key=eba44501f3c6601af5a50cc8cdb7e8a5
>>
>>3150949
South Park FPS had other problems, though. Like shitty level and enemy design.
>>
>>3150949
the South Park FPS actually did have a PC version(used to have a copy, wish I knew where it went)
>>
>>3150950

That's a whole lot of files, anything could be going wrong.
Can you post a screenshot?
>>
>>3150974
will do(gonna take me a minute to get everything set up though)
>>
>>3150818
Hey mate, are you interested in goldenye style aiming to go with your stealth system once I get to working on that? I think I've even figured out how to support gamepads accurately though I can't test it atm.
>>
File: emma.jpg (36KB, 598x609px) Image search: [Google]
emma.jpg
36KB, 598x609px
>>3150116
something like emma peel
>>
File: smug tomato.jpg (463KB, 730x550px) Image search: [Google]
smug tomato.jpg
463KB, 730x550px
>>3150990
>>3150990
>>3150990
>he made a new thread and didn't link it
>>
>>3151042
Analog sticks work surprisingly well in ZDoom, I'd love to see you do that.
>>
>>3150950
>an expanded version of Samsara
DON'T GO FOR IT
IT'S A TRAP
>>
>>3151078
Too soon.
We're still on page 5.
Also no news posts there. It's not the usual OP. It's a newfag OP. Let that thread sink and usual OP make the good one.
>>
>>3150974
>>3151036
after some experimenting(turns out I didn't have the Skulltag data PK3 file) managed to get it to launch, but ran into a new problem, I try to start a new game and it says the first map isn't present at all, tried removing the 12 in 1 PK3 files thinking that might be the problem, but then it crashes saying that there's too many CVARs running, and I tried loading it with a different map pack, but that didn't work either

>>3151113
what makes you say that?
>>
>>3151153
>what makes you say that? >>3151149
>>
>>3151160
you didn't actually answer my question
>>
File: Screenshot_Doom_20160419_131511.png (251KB, 1600x900px) Image search: [Google]
Screenshot_Doom_20160419_131511.png
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>lost soul waiting for doomguy to notice him
>>
File: ad_metmon2c.jpg (170KB, 1024x768px) Image search: [Google]
ad_metmon2c.jpg
170KB, 1024x768px
http://quakeone.com/forums/quake-mod-releases/works-progress/11494-arcane-dimensions-23.html#post165082

>sock making an AD version of his Metal Monstrosity map

Having to fight those flying drones with AD's non-hitscan shotguns is going to be an incredible pain in the ass.
>>
>>3151235
name of mapset please?
>>
File: Screenshot_Doom_20160419_134109.png (406KB, 1600x900px) Image search: [Google]
Screenshot_Doom_20160419_134109.png
406KB, 1600x900px
>>3151256
Map is Vela Pax (unfinished set of 6 fuckhuge maps, 3 maps are done - 1,2 and 5).

Mod is Dakka - I find it to be most fun of the nearly-OP weapon sets. It doesent feel like much of an op, but still makes gameplay faster and more dynamic.
>>
>>3151261
>Vela Pax
oh i've played that, i should have recognised it

thank you anyway
>>
A mod idea: PackRat
Allows you to pick up health packs and ammunition you dont need.
When you do need them, you activate your backpack with a special key and start unpacking your stuff, which takes about 15-20 sec standing still (so not viable in a middle of a fight), throwing all your collected shit on the ground.
When you pick it back up, stuff you need (ammo, health etc.) goes to you as usual, then surplus gets packed back again for further use. Also can be used in CoOp to supply teammates. Ability to always stockpile surplus weaponry (no matter how much ammo you have) can be turned on or off via another key.
>>
>>3151170
the samsara addons are widely decried by fans of the original as unbalanced, buggy, and generally rubbish. although it must be said fans of the addons don't seem to care about this and continue to enjoy them regardless. anyway i believe >>3151113 is in the former camp and is thus helpfully trying to warn you off them as a bad road to go down.
>>
File: 1449532687696.png (81KB, 251x289px) Image search: [Google]
1449532687696.png
81KB, 251x289px
>>3151261
>mfw playing Dakka just now

Holy shit how come I haven't heard of this? It feels great. Should be in the Gameplay Mod chart.
>>
File: cacosneak.png (26KB, 312x750px) Image search: [Google]
cacosneak.png
26KB, 312x750px
>>3151235
>>
>>3151302
Mod author says it's unfinished and wants to do more with it. Progress moves on at snails pace though.
>>
>>3151319
Might be something do to with the scoring system? That seems pretty vestigial as of now.
>>
I always get motion sickness whenever I play Doom, even though other FPS are fine for me. Are there any tips that can reduce this motion sickness?
>>
>>3151349

movebob 0
>>
>>3151349
What port?
>>
>>3151352
i wish weapon bob and view bob were two different convars

i don't want my eyes to be somewhere between my head and waist
but i don't want my gun to be perfectly still either
>>
>>3151321
eh, it's about where I want it; it's easy to understand and adds some spice without getting much in the way of "shoot dudes"

if I were to change anything about it, I'd have the ammo regen reward become a weapon powerup mode (so probably just a quad damage or painkiller-style weapon upgrade) that you can hold onto

reason why you'd be able to hold onto it is because getting it when you kill the last dude in an area would just be terrible
>>
File: tspscreen21.png (387KB, 960x540px) Image search: [Google]
tspscreen21.png
387KB, 960x540px
>>
>>3151457
I don't believe you :^)
>>
>>3151457
Kano Transformations

lmao
>>
>>3151415
>>3147107
>>
>>3151568
I still don't give a FUUUUUUUUUUUUUUCK
>>
>Go into a room
>Suddenly about 5-6 shotgun guys behind you

Fuck mappers that do this.
>>
File: 1381691893217.jpg (87KB, 432x474px) Image search: [Google]
1381691893217.jpg
87KB, 432x474px
>>3151593
>Mapper forces you to walk through a narrow slime hall without a suit
>puts pinkies and cacos in your way
>from both ends
>>
File: creds.png (153KB, 1920x1080px) Image search: [Google]
creds.png
153KB, 1920x1080px
>>3151591
>>
>>3151604
your face is a nerd
>>
>>3151595
Forced sector damage is SHIT. Damage floors should only be used to punish players that fuck up or as a "soft" barrier to impose limits on dodging/mobility without making the area too cramped.
>>
File: 1399761703740.jpg (98KB, 600x850px) Image search: [Google]
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>>3151637
>Small stretch of forced sector damage
>Bunch of medpacks at the end to nullify damage taken
Why even bother having the fucking slime?!
>>
>>3151643
To make the map unwinnable if you have a low amount of health I guess? It's a complete dick move anyway.
>>
>>3151595
>Courtyard with nothing but shotgunners and chaingunners
>>
>>3151643
To lower your HP if you have more than 100 of it, setting up the next encounter.
>>
Anyone else play through those Serenity/Eternity/Infinity map sets? Probably some of the best level packs from the early/mid 90s.
>>
>>3151643
E2M6 does this pretty well, it creates tension, makes you think not just the monsters but the map itself is trying to kill you. in a practical sense it makes you hurry up, you can't be slow or cautious, you just have to charge, come what may.
>>
>>3151685
i have but not for a super long time. can't recall them very well, it's been years.
>>
>>3151725
Just recently played through Infinity and had a blast. The cheesy pop music synth just adds to the charm.
>>
>>3151732
>cheesy pop music synth
now i have a reason to download this classic wad
>>
>>3151756
The one I played through had shit like Beat It and Everybody Dance Now. Also some jazzy songs that don't fit at all but are nice to listen to nevertheless. Serenity has fucking porno jazz for one level.
>>
>>3151593
>>3151595
>>3151637
>>3151661

There needs to be a halp2.wad
>>
NEW THREAD

>>3151932
>>3151932
>>3151932
>>
>>3151078
>>3151938
this is bound to cause a fuss but never mind
>>3151149
thank you for your vote of confidence
>>
File: mfw.jpg (68KB, 640x640px) Image search: [Google]
mfw.jpg
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>>3151261
Holy crap, downloading now.

Watching this iD documentary

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

And it made me think...doom vs quake.

I dunno about you all, but I am overall disappointed in quake. Never played doom or quake for multiplayer (I know I know) but played hundreds of hours of doom singleplayer WADs and such.

Quake's SP never sucked me in, and I played half way through 1 & 2 before giving up on it and going back to Doom.

Is anyone else with me? Is it common to love Doom but think Quake is meh?
Thread posts: 563
Thread images: 118


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