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DOOM THREAD / RETRO FPS THREAD - Last thread >>3199802

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DOOM THREAD / RETRO FPS THREAD - Last thread >>3199802

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
Quake pastebin v7.1: http://pastebin.com/cpjZmazY
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===
[05-08] Ancient Aliens: new megawad by Skillsaw et al.
https://www.doomworld.com/vb/post/1604948

[05-08] Colourful Hell v0.85
http://forum.zdoom.org/viewtopic.php?t=47980
- Dakka compatibility patches
http://jinotra.in/downloads/mods/doom/dakka/dakka-0.06alpha-2016.05.08.pk3
http://jinotra.in/downloads/mods/doom/dakka/colorful_dakka_85.pk3

[05-07] Quake 3 Revolution stuff:
- Doomguy's taunts
https://clyp.it/fgajeyq1 https://www.sendspace.com/file/t8c7jo
- Voices
https://www.sendspace.com/file/fhbms4

[05-07] The /newstuff Chronicles #496
https://www.doomworld.com/php/topstory.php?id=4579

[05-06] Anon map release: zimmercanyon / codoka
>>3191789 >>3194026
https://drive.google.com/file/d/0B4mwJRa7e5VpNG1lRHZWWXU5Y28/view

[05-06] Anon mod release: Impatience
>>3191379 >>3193741
http://www.mediafire.com/download/a9mgp8lt3lc1av5/Impatience_3.wad

[05-05] Anon map release: TheGrind.wad
>>3192945
http://s000.tinyupload.com/index.php?file_id=64773528746981611554

[05-05] Anon map release: Olde1.BSP (Quake 2)
>>3192765
http://quakeulf.suxos.org/3d/olde1.bsp

[05-05] Doom'16 weapon sprite rips for G/ZDoom
http://forum.zdoom.org/viewtopic.php?t=51919

[05-05] Arch-ville v0.98
>>3191871 (Cross-thread)
https://www.dropbox.com/s/cj8z70sxe3f6cqm/Archville%20revised.wad?dl=1

[05-05] Anon map release: ARSENAL REMADE (remake of a D!ZONE map)
>>3191553
https://www.sendspace.com/file/x1unrn

[05-05] ZQ (wip)
>>3190845 >>3190853
https://www.dropbox.com/s/b1sdu4lx7zefyrv/zq.7z?dl=1

[05-05] Anon map release: Mars One (wip)
>>3190757
http://www.mediafire.com/download/3ddrzg82v2tk00d/Mars_one_27.wad

[05-04] Anon map release: ToxStream.wad
>>3190450
http://s000.tinyupload.com/index.php?file_id=87667114705175576066

[05-03] Quake3 unused costumes, found by an anon
>>3187738 >>3188754 >>3188802
>>3188876 >>3188895 >>3189250

[05-02] A Brief History Of @doom_txt
https://www.doomworld.com/vb/post/1600786
===
To submit news, please reply to this post.
>>
37 for eggs
>>
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>Making a font
>Put a cool-ass gradient on it
>Shitty visibility
Fragged by my own hubris...
>>
>>3204331
Put less contrast on it.
>>
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>>3204331
Maybe if the gradient were a lighter color? Like orange? A Surge can font?
>>
>>3204331
Make it more subtle. The surrounding dark color in the frame will accentuate it.
>>
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>>3204340
>>3204348
>>3204349
The contrast made it cool... but yeah, bit useless if it's invisible.
>>
>Make new thread
>Doesn't even update the news post even though someone actually fucking replied to the news post last thread
What is this faggotry fake shit
>>
>>3204376
Only reply I see is https://www.technologyreview.com/s/601258/artificial-intelligence-can-now-design-realistic-video-and-game-imagery/

Quite frankly it's shit; looks like content-aware gone wrong.
>>
>>3204357
What you can do is to put the higher contrast on the bigger text, like at the tally screen after levels, or in the menu.
Perhaps add an outline to provide additional contrast to make the text more discernible.
>>
central processing a shit
>>
>>3204386
This website looks like a fucking Cards Against Humanity deck
>>
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So I made this little map to test dialogs and test a bunch of ACS stuff in zdoom and I tough it was good enough to release it here.

https://www.dropbox.com/s/o81xl8t3p5m4ylm/UACBaseTest.wad?dl=0

Includes:
-Marine NPCs whose dialog could be reduced to "The UAC sucks"
>>
>>3204434
>Thanks, bye!
>>
>>3204434
Thanks. Bye!
>>
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What the fuck did I just find

https://www.youtube.com/watch?v=Q9D9QdFPJ3k
>>
>>3204447
you found doomguy's helmet from old school doom of course
>>
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>>3204447
>Doomguy sitting in his back yard talking to the audience
>That uncomfortable whispering the whole way through the tutorial
>>
>>3204434
Thanks, Bye!
>>
>>3204434
Thanks, bye!
>>
>>3204447
I've got to admit that this is a really good tutorial. I miss the times when people on youtube had really low quality cameras and audio but they made videos because they enjoyed it,
>>
s doomguy a twunk / gym twink, a bear, an otter, or a cub

he doesn't strike me as full on bear, but he's not a bear in the making

maybe he's an otter?
>>
>>3204504
Doomguy is a French otter.
>>
>>3204357
What >>3204396 said. Isn't that like one of the golden rules to make text eligible? Make the text a colour and outline it with a contrasting colour.

>>3204504
He's obviously a furfag with his bunny.
>>
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How would you improve pic related?

This will be one of two benis-based melee weapons. This one will work more like UT's airhammer. The other will be swung more like a sword.
>>
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>>3204504
From his sprite and the doom 1 cover art I've always imagined him to have a rugby player physique.
>>
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>>3204597
Making sure you got the one with a few more wrinkles.
>>
Jesus fuck, that "So you want to play DOOM" download is slow, I've been downloading it for hours and it's not even 1GB in.

Is there a better host? MEGA, Google Drive, even something shitty like 4Shared, etc?
>>
doom sucks

wheres my yous
>>
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>>3204645 (You)
>>
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>>3204645
>>
>>3204649
are ut4 maps intentionally low-poly, because I can dig it

I can't dig your jerky-ass webm though, the fuck is going on there
>>
>>3204658
>are ut4 maps intentionally low-poly, because I can dig it
WIP shells, I dig them too, but everyone wants to play fancy UE4 maps, of which there are about 6

>I can't dig your jerky-ass webm though, the fuck is going on there
Obviously it's 0.5 playback speed, so you can apreciate that guy's improbable flak dodging
>>
>>3204668
he blocked the flak with himself, thus he took no damage
>>
>>3204313
Has anyone been working on or talking about the E1 community project?

I've been starting to map and working with some ideas by myself and I want to know where I should direct myself if I want to play with this idea. Otherwise I'll just do my own thing.

I think a cool idea for a community project is to make Tyson themed levels.
>>
>>3204679
you see, ivan

when block bullet with body, you will take no damage because bullet is confused about what to hurt, and give up
>>
>>3204685
There was a E1 Boom community project last year, but I don't think it panned out.
>>
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>>3204597
mh.

it should get bigger when you pull on it.
>>
>>3204649
why do you keep posting webms of your increasingly inept ut4 plays?
>>
What's an aesthetic you'd like to see in a WAD that hasn't been explored yet?
>>
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>>3204697
>inept plays
you ain't seen nothing yet
>>
>>3204712
Miasma, the megawad, but not slaughtershit
>>
>>3204720
>slaughtershit

Can this term never become a thing, thanks.
>>
>>3204712
>that hasn't been explored yet?

Asian

No, a single level in Deus Vult 2 does not count as 'being explored already', suck my left nut.
>>
>>3204724
Why would I not call a turd a turd?
>>
>>3204727

>suck my left nut

Ok.
>>
>>3204313
My name is not "John Doomsman". It's John Stalvern.
>>
>put the subject in the name field
>didn't update news post
Fucking embarrassing. Why can't you just leave it to the guy who can actually make new threads worth a damn?
>>
((Note to moderators: I am exclusively discussing in this post the possibility of a modern, high-definition scan of the art of the original DOOM game released in 1993, NOT the new game to be released this week.))

So yeah, a very special bundle of the new game appeared at GAME, it includes the new game and a bunch of other stuff, but what really matters the most here (and what I want people to notice in this post) is the chance of obtaining a high quality print of the original box art of the original DOOM

> Hi-resolution artwork printed on top quality Fuji-film paper, and displayed in a lightweight wrapped MDF frame, with shatter-proof styrene. Wall hangers are also provided

http://www.game.co.uk/en/doom-uac-pack-bundle-only-at-game-1179240

It would be great if someone were to scan it and post it online *wink wink*
>>
>>3204764
You're the kinda autismo faggotry we were talking about last thread.
Seriously man.
Who gives three tits and a gravy if he put the title in the name field.
>>
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>>3204645 (Your Mom)
>>
>>3204724
>slaughtershit
But that sounds so melodic and catchy.
>>
>>3204724
It's too late, already the unwashed masses are turning up their nose at something with more monster counts than they're comfortable with.
The bar is lowering further and further, to the point where people are calling Scythe "slaughtershit". Of all fucking things.

Soon, the screaming will be no different than that of the shmup generals and their wailing about danmaku.
>>
https://www.youtube.com/watch?v=1hZnS45rEdE

Oooh shit!
>>
>>3204809
does marty voice every non-female protagonist OC in doom?
>>
>>3204724
It's not the term that's the problem, it's the sentiment.
>>
>>3204645
https://www.youtube.com/watch?v=E1wcuoxs4mU
>>
>>3204808
There are a couple of maps in Scythe that are pretty slaughtery. Not exactly "slaughtershit", though except maybe the final map.

I'd define "slaughtershit" as something that has atleast one of the following.
>copious amounts of cyberdemons
>releasing/teleing in copious amounts of archviles you have to damage race before they raise wan million troobs
>massive homogenous stacks of barons, mancubi or spiders, basically because you need to hump them with a bfg to kill them in a timely manner
>"ration the megaspheres or invulnerabilities to live through the clusterfuck" -memeing
>expects you to actually use the too many shells and bullets they give you against the army consisting of nothing but barons or some shit, instead of just giving you even more rockets and cells since we're already going full retard
>keeps teleporting in so many big guys that getting caught in collision detection and dying because of that is the main danger
>>
>>3204865
>There are a couple of maps in Scythe that are pretty slaughtery.

Even the final maps of Scythe are so low-tier slaughter that it's very difficult to actually consider them real slaughtermaps.
>>
>>3204865
>"ration the megaspheres or invulnerabilities to live through the clusterfuck" -memeing
noted, rationing health is shit
>>
Since people was ripping Quake 3 Revolution stuff, could they try and rip the skins?

Some of them are pretty cool
>>
>>3204809
> minigun/ heavy machinegun combo wielding

oh goodness me
>>
Is there a good doom podcast out there? I tried googling it and came up with doom radio but they dont seem to be very active.
>>
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>>3204874

>Rip the skins
>>
>>3204869
That's considerably different from just normal health rationing, in that you need the megaspheres/invuls to tank damage because you're going to be taking a lot of it and there's not a whole lot you can do about it.
>>
>>3204809
>Looking at video game midis for map inspiration
>Realize this is the menu theme for Scythe2.wad

https://www.youtube.com/watch?v=DjEGTapQ9b8
>>
>>3204896
Woops I hit reply on a post to open up the quick reply and I'm too lazy to get rid of the number lol.
>>
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>>3204889
FUCK YOU LEATHER MAN
YOU GOT THE WRONG DOOR

GET OUT OF THAT JABRONI OUTFIT
SHOW YOU WHO'S BOSS OF THIS GYM

I'm upset this doesn't exist
>>
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hardcore doom wars is the best worst mod ever
>>
>>3204917
Nah m8, ain't got shit on our lord and savior grezzo 2
>>
HCDW is a clusterfuck
Grezzo2 is an insane clusterfuck
>>
>>3204917
Nigga where the fuck did you get that?
Upload that shit right now, no one can find it anymore.
>>
>>3203557
>>3203560
>>3203561
>>3203562
>>3203565
>>3203571

i unironically think this would be fun
>>
>>3204951
I'm pretty sure it's been done before.
>>
>>3204940
correction, HCDW is a brilliant clusterfuck, Grezzo2 is an italian made super clusterfuck
>>
>>3204961
correction, Grezzo2 is the logical culmination for human culture as a whole, the big bang to end it on

HCDW is "literally who" tier
>>
>>3204965
what sort of babby doesn't know hardcore doom wars
>>
>>3204356
Doomguy should pull out one of those hand-on-a-stick things and try to reach for items with one of those
>>
>>3204942
See >>3198332
>>
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>>3204865
>>expects you to actually use the too many shells and bullets they give you against the army consisting of nothing but barons or some shit, instead of just giving you even more rockets and cells since we're already going full retard
This is one of my bigger gripes with full-on slaughtershit, like, fuck me, if you have to put me up against a horde of barons, have the decency to give me something high powered and the fuel to put it to use, it's already a parade of excess by the point you rolled out the Great HP Wall Of China

>>3204712
Cyberpunk.

>>3204869
Health rationing is fine, but in cases where you're dealing with excess monsters, rationing that shit with a limited number of soulspheres/megaspheres is kind of fucking annoying and inflexible.
>>
>>3204649
>Flak meatshots enemy then reappears behind him
>webm is jerky as heck
>12 HP
>Somehow didn't get shot or hit yourself in all the lag
What is happening
>>
>>3204712
Hotline Meme styled Neo 80's
>>
>>3205115
Ancient Aliens has a little of that aesthetic, you should check it out.
>>
>Hoarding cells because you never know when you might need them.
I'm getting better about it, but it's been a long road.
>>
Everytime I die in 50mon.wad /50mod.deh my Zdoom crashes. I have the latest SVN. Does anyone have an idea what is going wrong?
>>
Would hearing shock rock followed by eurobeat followed by death metal followed by jazz make you shut off a stream? I've been thinking about streaming Sunlust on Ultra Violence played by a man who is not good enough to play Sunlust on Ultra Violence and I've been really into blues and jazz recently.
>>
Is there only one maintainer for the idgames archive? Why is the submission proccess so slow?
>>
>>3205280

Nope.
Though if you're going to be playing non-wad music, consider an audience song request system.
>>
>>3205301

Two, who manually go through every single file to make sure it's playable and not weird shit or malware.
>>
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>>3205280
Eurobeat is always allowed, just make sure it's Super Eurobeat, it's a lot more fast-paced
>>
>>3205315
>tfw i have to slow my super eurobeat down
>>
>>3205175
It's tough to figure out when you should actually use your plasma gun. I always end up just using the chaingun instead.
>>
How would I go about using the textures/hud/color variation from Ancient Aliens on any mod I load up? Would I have to rip it all out with SLADE or something and create a dehacked file? I'm basically just looking to make a mod that turns every wad into an 80's themed neon fuckfest.
>>
>>3205320
Plasma Gun sucks against hitscan like Chainguys and fast things but it's usually my go-to for a heavy duty automatic if SSG or rocket use isn't fitting. 600 cells after a backpack is pretty fucking huge.

The BFG is merely for moments where you don't want to put up with bullshit
>>
>>3205339
pretty sure they're all new and don't replace anything in doom, and they use a custom palette, so you'd have to export them all as PNGs and then rename them in a new wad / pk3 to replace doom textures

it won't work out well
>>
>>3205353

Thanks for the heads up. I'll just give up now.
>>
>>3205348
>The BFG is merely for moments where you don't want to put up with bullshit

"Ugh I just can't even all these demons." ZZTZZTKABOOM
>>
>>3205383
Also killing Archviles in one shit.
>>
twitch /torridgristle

Watch me juke and jive into projectiles with Sunlust + Accessories to Murder.

Bitrate should be 800-900kb/s
>>
>>3205383
>Reach end of OBLIGE map
>There's a fucking large mess of Chainguys, Revenants, Hell Knights, Mancubi, Arachnotrons, perhaps an Archvile, and maybe a Cyberdemon or Spiderdemon

Something HAS to deal with that kind of crap
>>
Fuck yeah, Doom thread. I love this game man. I never cared about how long I wandered endless corridors of evil so long as I got to blast some baddies. Confusing as fuck but shit, I know I was never bored.
Everyone enjoy Doom or whatever other /vr/ game you love, have a fucking cool day.
>>
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>>3205430
Love you too, namefag.
>>
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>>3205430
What a nice thing to say! Thank you!
>>
Has anyone built a self contained roguelike with the likes of Oblige yet? I've messed with a few mods to add roguelike elements, but they never felt quite right.
>>
I just got done with E4M2.

I'm at a loss for words. Is this the worst-ever designed map in Doom history?
>>
>>3205450
It's very quick if you know exactly what to do. But yeah, I never really liked Slough of Despair too much.
>>
>>3205448
I tried that too, didn't work out, but I got a giggle from it.
>>3205450
Honestly, can't stand Doom 1 after chapter 2. Chapter 1 feels like heaven and memorable but then you catch on to the... 'formula' is the only word I can think of. It becomes a routine of finding the ends of pathways, getting keys and backtracking to the red door the game pointed out to you.
>>
>>3205454
>Slough of Despair
He's talking about Perfect Hatred.
>>
>>3205454
I mean Perfect Hatred, the clusterfuck with 1000 cacodemons and barons of hell and spectres and a fucking cyberdemon turret.
>>
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>>3205458
>>3205459
Oh shit, misread.
Yeah, Perfect Hatred is shit too. John really dropped the ball with it.

I still stand by Slough of Despair being kinda crap though.
>>
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>>3205456
Doom IS just a key hunt with monsters in the way. It's just that it's also really good fun.
>>
>>3205450
I was playing the PSX Doom TC last night, and it's really surprising what swapping out all the Barons for Hell Knights did for that level.
>>
>>3205467
This is true. I guess what I mean is I remember more about the first chapter because it's I dunno... there are more landmarks? Areas that stand out and give me a sense of positioning. Or maybe I suck, oh well. It's good fun.
>>
>>3205392
Map 4 is a good point to stop and unclench.
>>
>>3205470

PSX Doom TC is so well done as that. That and the 64 TC feel are a great alternative to classic doom. They fit well thematically as well as they share the same composer.
>>
>>3205471
It was the episode that was shareware back in the day, so it was the most polished to make people wanna buy Shores of Hell and Inferno as well.
>>
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When is Quake getting this kind of attention? All I have are custom prints, meanwhile Meme Topic has these.
>>
>>3205439
HOLD ON ANON WHAT IF HE'S BEING IRONIC????
>>
>>3205486
pls never

quake is the only game left that i can see irl and know i'm looking at a gamer
>>
>>3205494
What the hell are you even trying to say?
>>
>>3205497
when i see a person with quake imagery on their person i know that they're a gamer

no other franchise is as reliable
>>
>>3205486
Hey Quake is rad, the thread mentions Quake in the top, why not talk about Quake? I think of it as Doom (key collection, door opening, enemy blasting, secret finding) but now with verticality.
>>
>>3205492
I-I don't want you to take this away from me...
>>
>>3205503
I'd argue in favor of Duke 3D. Quakecon has probably diluted your pool.
>>
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>>3205503
>>
>>3205486
>When is Quake getting this kind of attention?

Never. Apparently a month ago or so imx-doomer discovered that not even Bethesda was selling Quake stuff in their online store.
>>
>>3205492
No. I'm genuinely sick of there being so much spam and shitposting on /vr/. I used to chill here and have fun and talk about retro gaming as a whole. I don't care what game you love, or how you have fun. I just want you to talk about it all day long as long as you aren't trying to ruin someone else's fun.
>>
>>3205510
Check it.
>>3205525
I got yo' back.
>>
>>3204712
moe anime
h doom doesn't count
>>
>>3205507
Because it is basically Doom with more verticality, jumping and a gothic horror makeover.
>>
>>3204712
A theme of glowing textures akin to FIREBLU
>>
>doom the way id did
this is way too fucking good
>>
>>3205561
That sounds about right. It's a pretty cool game too.
>>
>>3205569
Those maps really do capture the feel of the original games quite well.
>>
Hoo boy, here we fuckin go again.

Thankfully the item crashes don't need TOO much extra work to be scaled back a little, and on the plus side I'm gonna make most of the item crashes generate sword mana on hit too, so if you just want to stay in powered mode, you got that option now.
>>
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>>3204712
Photorealism @ 1080p

Would probably work better with Body Count though, not sure, my imagination won't let me see the demons in photorealism.
>>
>>3205579
Those subweapons and the kind of flashy cartoonish aesthetic would go great in a castlevania mod. Especially the throwing daggers and axes. Also the whole idea of a subweapon replacing the old subweapon is castlevania as fuck.
Looking really good by the way, keep it up!
Make a whip
>>
>>3205579
>and_let's_pray_I_never_have_to_work_on_these_attacks_ever_again.webm
wait about three months until you change your mind
>>
>>3205601

GMOTA's been around years, anon, and while there's some castlevania influence, it's mainly focused around fantasy Capcom brawlers.

I had a whip in as a usable item but it wasn't great.

>>3205603

You missed this don't you lie to me.
>>
>>3205605
i did

welcome back, you indecisive oaf, i missed ya
>>
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Anyone interested in some REKKR mapping? It's getting close to that time. There is enough done that people could feasibly play through finished maps. Balance will need to be done as we map/test, I figure. I'm on the IRC Revae if you're interested.

Also need music if anyone knows a guy. No idea where to begin there.

>>3205616
At this point the game is done. Very little can/will change and if anything does it'll likely be imperceptible to players.
>>
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2016

still the most skilled
>>
>>3205643
Noice
>>
>>3205503
>>3205515
Ran into a guy at the convenience store not to long ago and he had a Quakecon shirt on, never meeting anyone from my state that goes I said "Wow nice quakecon shirt" or something and he was like "huh... oh yeah this is my moms idk what that is"
>>
>>3205678
"Say hi to your mother for me, all right?"
>>
>>3205681
Haha. I said something like "Damn your moms cool then"
>>
>>3205581
How cool it would be if DOOM got a re-release with the sprites and textures replaced with hi-res hand-drawn assets, With everything having extra animation frames for extra fluidity.
>>
>>3205678
>>3205681

what if his dad was quakeguy
>>
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You could've stopped this
>>
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>mfw Erkattäññe

The author basically did accomplish what he set out to do, but it doesn't help that it's TOO good at it. Feels exactly like a trash 90s map replacement, including the trashy pop music midis. I don't understand how it got a Cacoward.
>>
>>3205643
Wait
If item crash items are gone, what the hell I am going to spam on slaughtermaps?
Powered cluster missiles?
>>
>>3205779

They're not gone, they're just gonna be toned back and given essentially infinite use.

Spam power sword strikes instead, those do crazy damage, hit multiple enemies, and heal on hit.
>>
>>3205638
No swimmable water? Looks amazing though. love the blues and that sky.

I could be keen for mapping or music, but I already have 3 projects on the go so probably shouldn't... definitely keen to play around in the world though, I might become inspired... scripting a viking boat voyage through Scandinavian-esque geographical sounds would be dope as fuck
>>
>>3205803
it's on chocodoom
>>
>>3205638
I am interested and have just arranged music that is fitting for an intermission. And I can create more MIDIs if need be.
>>
>>3205853
reply involving a billion skeletons
>>
any wads without enemies or fighting? just, like, puzzles and exploration?
>>
>>3205858
a wad that was removed from idgames sort of has exploration, it's called "shipfact.wad"
>>
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>>3205853
>>3205857
>>
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>>3205857

A BILLION SKELETONS YOU SAY
>>
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>>3205871

I GOT YOUR SKELETONS RIGHT HERE
>>
>>3205871
>>3205874

at least you got a handle on the situation
>>
>>3205853

can't wait for your inevitable meltdown when people don't like it again
>>
>>3205882
so because it's different to the norm you assume that guy's wad is mine
>>
>>3205884

sure, we'll go with that
>>
Where can I get a download of Doom 1 & 2's soundtrack in FLAC?
>>
>>3205890
Hell if I know, just download it in MP3 format. It sounds pretty much identical.
>>
>>3204951
>>3204956
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/dparody

This is along the same lines of humor, though this wad has done nothing that you've mentioned
>>
>>3205904
and while we're at /idgames..
how about we have a roulette.
https://www.doomworld.com/idgames/?random
>>
Your favorite wad is shit
>>
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>>3205932
>>
>>3205853
Why is this screenshot brighter when I open it?
>>
>>3205772
I just assumed that the author was mentally retarded and got a sympathy award.
Erkattäññe still fucking sucks btw
>>
>>3205890
http://sc55.duke4.net/games.php#doom
>>
So, who else has just about given up on checking for updates on The Wolfenstein 3D Dome?
http://www.wolfenstein3d.co.uk/news.htm
>>
>>3205962
The only Wolf3D related things I'm interested in at this point are Executor's ECWolf projects
>>
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>>3205932
>>3205935
I don't have a counterargument
>>
>>3205967
ECWolf stuff, eh?
You should look up AstroCreep, he's been making some ECWolf stuff
>>
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I'm working on a one handed pocket SSG
>>
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>>3205924
ACID ASSAULT (https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/aslt)

gameplay demo: http://jinotra.in/downloads/demos/ASLT-full.lmp
video of demo: https://www.youtube.com/watch?v=5NHxIBDxfxs

COPYPASTED MINI-REVIEW:

had to run through twice - my first run involved me getting pinned down and murdered by a hell knight because I didn't notice the area with the rocket launcher

all the gray and green made bullets blend in too well - I probably missed a lot of clips, and watching the demo I know I missed at least one box of bullets entirely

I'm surprised I didn't get lost all that much - then again, the map is fairly linear, and the light level changes do help

I dunno, despite largely being like four textures, I had fun with it
>>
you fuckers better do idgames roulette

or I'll come to your house and filter your textures
>>
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>>3206019
This is gonna be fun.
>>
>>3206019
>idgames roulette
Bro, it's busy times
>Ancient Aliens got released
>Stellaris got released
>(MEM)E-sports going on
>Own WADs to make
>Real life going on
But agreed, idgames roulette is fun and underappreciated
>>
>>3206026
don't make me do it

I'll get the HQ4X out and everything
>>
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>>3206025
Well, it's just a shitty reskin.
>>
>>3206037
amazing.
>>
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>>3206037
>Attack of the Sentiant Flying Egg with Red Stubby Dicks for Hands

Aww, bless.
>>
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http://www.mediafire.com/download/48g7gs7jo5a4wvj/Impatience_22.wad

Latest version of IMPatience. 10 maps completed, doomguy is tough as nails. be prepared to use that little imp brain to its full capacity!

forum link for more info:
http://forum.zdoom.org/viewtopic.php?f=19&t=51988&p=906513#p906513
>>
>>3204920
>>3204940
>>3204961
>>3204965

I still don't understand how do you non Italian guys manage to appreciate Grezzo 2 without understanding all the references about the shitty Italian culture. I think they're kinda half of the potential enjoyment of the game (aside from blasphemy and blood).

t. Doomitalianfag
>>
>>3206134
I think there's an english translation out there, but I imagine it doesn't do the dank italiano memes justice because there's no explanation
>>
Have there been any one handed break action weapon sprites made for Doom? I could use a few frames for a reload animation.
>>
>>3206037
Nice concept
the execution however needs a little work
>>
>>3206019
You can't enter my house because an infinitely tall flower pot is in the way
>>
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>>3206183
pic related

>>3206180
I think Arsenal.wad has a Cop Deringer pistol in it
>>
>>3206190

Just checked, no luck sadly.

Thanks for the suggestion at least, this is gonna be difficult
>>
>>3205938
That's fuckin weird
>>
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I don't know why but I can't download aoddoom2.wad from Wadseeker. Does anyone know why?
>>
Would there be any interest in recreating the hit HBO show, "Girls?" In Doom?
>>
>>3206214
How the fuck is that show still on the air when it stars and is written by a self-admitted child molester?
>>
>>3206214
Will it be compatible with Brutal Doom?
>>
>>3205979
You better make us hold two of them at once
>>
>>3206225
This.
>>
>>3206228

The other hand will have your pistol with the altfire.
>>
Any of you guys play the weapon mod Guncaster? It's like if you were playing Trailblazer but you were also a dragon that can shoot flocks of birds at people. It's really good.
>>
>>3206237
The only thing Guncaster lacks IMO is a good BFG replacement. What it has now doesent feel satisfying at all.
>>
>>3206239
Yeah I agree. The BFG is kinda shitty.
Bird powers make up for it though, those birds RIP through shit. Killed the Spider Mastermind in one flock of birds.
>>
>>3206218

>ywn be Hannah
I know it hurts, anon
>>
>try out Ancient Aliens
>Immediately get Cyberdemon

What the fuck am I even supposed to do?
>>
>>3206258

Run around, use the cyberdemon to kill other dudes and watch the fuck out because pretty much every dead end you go into is booby trapped with some monster spawners
>>
>>3206258
It's basically a puzzle map. Use the other monsters as cover and get to every corner of the map to unlock the other parts, get the key, and get out of the level. Ancient Aliens is basically a whole bunch of slaughtery gimmick levels like that, specially the Skillsaw levels.
>>
>>3206263
Ah, so I'm not really gonna like it then. Shame, it looked pretty
>>
>>3206270
The maps themselves are fucking beautiful. Gameplay style ain't for me as well.
>>
>>3205803
Vanilla mapping only, so no in game boat voyages or anything.

>>3205841
Rad. Send me a link on irc. I had to sleep last night but I can check during and after work. (Got a message from someone, dunno if it was you)
>>
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Thought these lights and wall were interesting. Going to make the bulbs into an animation.
>>
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>>3205348
>>3205320
>>3205175
I always kind of felt like it fits the role of the big machinegun of the game, it has high damage output, a high rate of fire, and high capacity, it's excellent for if you're cornered by big bad motherfuckers, if you don't have the BFG
It isn't hitscan, but the 'slower' projectiles also allow you to put up a wall of firepower for incoming airborne enemies.

It's like letting loose with a GPMG, loaded with one long linked belt:
https://youtu.be/laqGgPWyp4k?t=4m20s
>>
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What do critics of certain maps on idgames mean when they say a map's gameplay is too old-fashioned? Isn't Doom Doom? What exactly, in terms of vanilla Doom, does gameplay mean? Just amount of ammo and health you're given and monsters thrown at you?
>>
>>3206275
yo man, do you think you could squeeze in a hitscan emitter actor that constantly shoots straight ahead in it's spawn state? pretty sure those activate trigger lines, which means one could hack in rudimentary scripting by raising doors in front of such an emitter situated off-map. If you're into the whole bending vanilla to its limits with insane tricks thing
>>
Quick question: is every monster assigned a TID when the map is entered?
I need to know because need to make every monster execute an ACS script.
>>
>>3206353
hahahaha no

use A_RadiusGive("scriptrunningitem", 16383, RGF_MONSTERS | RGF_CUBE | RGF_NOSIGHT)

adjust 16383 to as high as you can before it stops working
>>
I was watching the 2013 Quakecon tournament, and I was wondering: why did they turn off item respawns?
>>
>>3206372
Thanks, that seems to work!
>>
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Rate my UAC. Symbol is the closest I could find to either doom 1 or 3 logo. I have no clue what weapons they use, but mass drivers seemed the most applicable out of those, missiles and energy. Other travel forms are hyperspace and warp, which rely on hyperlanes or just being slow. Wormholes are closest to teleporters imo. They're obviously military, xenophobe/spiritualist based on heavy troops and the slaughter of hell. Slow learners because they kept fucking with hell, despite previous fuckups.
>>
>>3206414
>BFG
>Not an energy weapon

Also what game is that? Alpha Centauri? Galactic Civilizations?
>>
>>3206421
Game is the newly released Stellaris which is eh if you're into the genry, alright if not and you happen to like the play I guess.

BFG and plasma I considered expirmental, especially because of doom 3 and the leaks from doom 4, which refer to part of the levels as "BFG labs", which means very much in development.
>>
>>3206414
>Human
>slow learners

wtf is this
>>
>>3206353
>>3206372
>>3206405

Related question:

I'm trying to get said item given to all monsters to drop an item on death that seeks out whoever killed it (like DemonSteeles souls), and I cant for the life of me figure how I can access an actor pointer for the killer. I thought of using AAPTR_TARGET, but that would be wrong if the killer killed the monster while it was attacking something else. Any help please?
>>
>>3206447
no, a monster's target is *always* its killer on death
>>
>>3206451
Oh, really? that makes thing so much easier! thanks.
>>
>>3206451
well actually, I'm the case of, say, a crusher doing the job, the target field isn't changed and the 'killer' is whoever it targeted last, but if you killed the dude, you're his target the moment he dies
>>
>>3206456
in the case*, I hate autocorrect sometimes all the time
>>
>>3205968
What is...this?
>>
>>3206447
>>3206456

Won't launching homing misiles on death with loads of range and 360% aiming angle achieve same result?
>>
>>3206237
Pillowblaster's mods are kind of same-y, and the lack of balance makes them really boring to play, imo.
>>
>>3206464
>launching homing misiles on death with loads of range and 360% aiming angle
don't let kegan read this
he might get ideas

skeleton ideas
>>
>>3206464
Possibly, but the solution those anons have suggested actually makes things easier - I can just use A_GiveInventory to cut out the projectile completely.
>>
>>3206474
kegan is a skeleton, dontcha know
>>
>>3206180
the old freedoom sawn-off, eriance's two super shotgun replacements from the old demon eclipse and the new demon eclipse, redneck rampage shotgun i think
>>
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>>3206489
>>
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>>3206494
Did someone say spook?
>>
>>3205860
thanks.
found it on wad-archive but it's causing gzdoom 2.1.1 to crash silently.
>>
Time for more pol.wad and RO
>>
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>>3206325
>What do critics of certain maps on idgames mean when they say a map's gameplay is too old-fashioned?
The way user made maps are designed can actually be sort of identifiable by the year, 1994 era maps were typically very simple and crude (most were simply not good), because mapping software was still new and people were still figuring out how to work it and what to do.
DeHacked was a thing, but few people had made extravagant use of it (with the exception of Aliens Total Conversion, which was rather ambitious and finished within a relatively short time after Doom's release)

By 1996, Doom had been out for a while as well as Doom 2, people have gotten more intimate with the game, learned more how to roll with the gameplay and how to make them.
By this time, some people have also gotten stronger computers or upgraded the ones they had, so they can now test the limits a bit more.

In the year 2000, people now had a pretty firm understanding of Doom's gameplay, and mapping, people now also had even stronger machines, Final Doom (which ended up becoming a commercial release), and Memento Mori had been out for a few years, setting grand standards for people to reach for, there were also sourceports which had began cropping up, such as Boom, which allowed for more flexible map making, and efficient rendering of level geometry.
People have also gotten pretty playful with DeHacked, making custom enemies and weapons with greater proficiency than what you would have seen even with Aliens TC.
>>
>>3206598
>People have also gotten pretty playful with DeHacked

But then everything changed when the DECORATE nation attacked...
apart jokes, what's the difference between Dehacked and Decorate?
>>
>>3204716
That last shock core was such a cocktease.
>>
>>3206639
>what's the difference between Dehacked and Decorate?
Decoarate is infinitely more powerful. Dehacked allows you to modify actors and switch code pointers to pre-existing functions (say, the shotgun fire function) but you can't add anything new. So you're stuck with 3 "slots" of projectile weapons for example, using the plasma, rocket and bfg fire states.

Decorate is a whole scripting language, it's just rather schizophrenic and retarded so you have to do a lot of ugly hacks and write messy, inefficient code to do really advanced stuff. But it's great for relatively ordinary guns and monsters.
>>
Man, the shock combos in UT99 are weak as fuck compared to 2004 and 3. I think its blast radius has damage fall-off the farther the target away is from the center of the blast. It's really frustrating to sometimes have to use two combos to kill.
>>
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>>3206647
Speaking of which, am I the only one who thinks that the time between shooting a shock core and a regular shot is way too long? Like, I'll shoot a core and I won't be able to fire again for another second/second and a half or so. It's a lot quicker in UT99 lMO, whereas in UT4 it feels a bit slow and takes too long to do.
>>
>>3206692
I don't remember radius and fallloffs and shit, but combos in 99 did more damage.
>>3206698
It's a pretty deliberate decision iirc. They did make the core slower I think, but don't expect it to change drastically in the near future.
>>
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>>3206639
DeHacked uses existing frames and actors.
If you get really creative, you can make some pretty spectacular things despite it's simplicity and limitations.
Batman TC is done with DeHacked, and it's full of clever shit, for instance, Killer Croc will actually pick up boulders in the environment and throw them at you. Inherently though, it can only do so much, you can never really do everything you want with DeHacked, something is always sacrificed in one way or another

Decorate however, lets you create an all new actor, and use whatever damn frames you want, be they existing frames, or all new ones which you just put in the .wad

Originally, Decorate was literally that, decorating, creating static objects and what not, as people wanted to be able to use more actors and frames to make monsters, weapons and effects, without having to sacrifice detailing.
However, as Decorate grew in power, capability and popularity, it could eventually do pretty much everything that DeHacked used to do, but just way better and way more capably. DeHacked had limits, Decorate eventually would see near zero limits.
>>
>>3206708
Well either way, it's a bit hard to get used to.

On a side note is it me or does it feel like this games been in prealpha for a fucking while now?
>>
>>3206716
>spoiler
Definitely. They have been adding content rather steadily, last couple months in particular. Chill, Bio Tower, Tuba coming up soon, the new gamemode in the works.

They want to enter beta this year. They said so on their stream.
>>
>>3206708
https://liandri.beyondunreal.com/Shock_Rifle

It says here that the damage the UT99 version does is "247 max" which implies there's damage fall off. The other UT games don't have a "max", just a flat damage number.

It definitely feels less of a sure thing in UT99, I'm seeing plenty of times where it fails to kill the target outright unlike in 2004 and 3.
>>
>>3206716
>or does it feel like this games been in prealpha for a fucking while now?
That's not really new. Games tend to be in pre-production and pre-alpha for a looooong time.
>>
>>3206725
Fair enough, I mean UT4 still is relatively new I think. That I haven't been following it too much to be honest.
>>
>>3206698
The shock combo has been powerful as fuck in previous UTs, if they made it harder to do then that's understandable.
>>
>>3206775
The reasoning iirc is that it worked way too well over at too many distances.
>>
Why are civilian npc sprites so scarce?
>>
>>3206887

You could pilfer Tekwar for some. But they're photo-based, so you may not want that. Other than that, it's gonna be hard to find unless you check out RPG's and then they're just going to be fantasy characters.

And to more accurately answer your question, old school FPS's werent about standing around chit chatting with NPC's. They were about killing tons of evil dudes with your big guns.
>>
>>3206887
Mars 3D has some that might sort of fit Doom.
>>
>>3206710
I forgot about the batman tc
>>
>>3206940
yeah i'm hoping i'll finally be able to take a shit tomorrow, i've been clogged up all week

literally all week

it doesn't hurt but i look bloated
>>
>>3206940
Mods and janitors be with us
>>
>>3206945
Stick a finger up there to get things going
>>
>>3206950
>>3206950
U wad m8
>>
Where can I find the latest version of Blastmaster?
>>
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How about Kingpin life of crime?
>>
>>3206980
this game looks like one big jpeg.
>>
>>3206980
Neat game. Levels, style and follower ai is good, but guns and combat in general leaves some to be desired. Wish it had turned out closer to the way more ambitious they were originally going to make.
>>
>>3206980
Everyone in this game is so fucking swole.
>>
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>>3206961
Super pro tip from a constipation expert: Use one of these.
>>
Has there ever been a mod where the Arachnotron drops his plasma gun after death and you can pick it up and use it?
>>
Boy these folks sure are persistent.

Thank you based mods.
>>
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>>3206971
Anyone? I killed a demon as it was charging at me and its corpse is now constantly looping Doomguy's punch sound. I'm wondering if it's fixed in the latest version.
>>
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I love this mod
>>
>>3207086
holy fuck kek
>>
>>3207070
You mean an "Arachnotron's Plasma Gun" sprite, or just a regular plasma gun? Should only take a couple lines of DECORATE to get all arachnotrons to drop a plasma gun pickup on death.

>>3207075
+1
>>
>>3207079
Also, shooting out bombs in an area with a low ceiling causes them to explode instantly in your face (unless you're looking at the floor). It sucks. :(
>>
>>3207095
yeah, I mean an "Arachnotron's Plasma Gun" where you can pick it up, it looks different than your plasma gun, and fire the same yellow plasma bolts that the Arachnotrons do. It should probably be best if it uses the same plasma cell ammo though. I always wanted to be able to use the Arachnotrons' gun when playing as a kid, and wondered why you couldn't just pick it up after you kill them. Now I'm dreaming up a megawad with a focus on the plasma gun and it would be neat if you could have two different ones.
>>
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Just beat Doom 2 for the first time

Should I start with the Plutonia Experiment or TNT next?
>>
>>3207153
No Rest for the Living
>>
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>>3206037
>that broken pistol animation

oh boy
>>
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Anyone who's played Arcane Dimensions know what the deal is with this spot? Some kind of secret level?
>>
>>3206214
Sure, it wouldn't even be hard since most of the sprites are already in game.

Adam = Agitated Skeleton
Ray = Zombieman
Hannah = Mancubus
>>
>>3207086
A-fucking-mazing
>>
>>3207086
Does anyone have that nuts.wad RO+colorful doom screenshot where the revenant is just blasting off to his home planet?
>>
Do you guys play with infinitely tall actors on?
>>
>>3207106
This sounds cool, you should go for it.

Those guys cobbling weapons together a few threads back makes me think a nice arachnotron gun could be done with TEXTURES. Like, modifying the BFG pickup for the pickup, and using pieces from the BFG and plasma rifle and chaingun for the weapon sprite, and then adjusting the arachnotron's attack for the player.
>>
>>3207212
No, call me a casual but I dislike the Hundred Meatball Bodyblock Special enough already.
>>
>>3207212
No, I like being able to shoot rockets over their heads, pitch grenades without nonsensical invisible barriers, and sometimes walking on top of a herd to get out of a bind.

Some maps are also not made for infinitely tall actors either.
>>
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>>3205721
kek
>>
>>3205721
I laughed my ass off at this while drunk yesterday and forgot it existed
>>
I've been using GZDoom, but I saw Doomsday Engine in a Devs Play video with John Romero.
It looks great. Should I be using it instead? I like to play a bunch of custom wads...
>>
>>3207306
If you like playing a lot of custom mods, then no. Gzdoom is the champ.
>>
>>3207342
Well damn, okay. Thanks.
>>
>>3207306
i wouldn't be surprised if they googled how to play doom and went with the first piece of shit port on the doom wikia

don't use doomsday
>>
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FUCK YEAH

MAGIC BEAR POWER ALL UP IN YOUR SPIDER ASSES
>>
>>3206971
>>3207079
>>3207096

Sorry bro, here's a link, this should fix the run sound loop

https://dl.dropboxusercontent.com/u/8380892/DOOM%20MODS/CK_Blastmaster(v1.1).pk3

as for the bomb exploding in tight spaces, sorry man, I couldn't find a fix for that in time, you'll have to use charge attacks, your fists, and your pistol there
>>
THE PHONE LINES ARE GOING BERSERK
>>
>>3207178
It's a level that was supposed to be shipped with the mod, but didn't make it in time.
>>
I think ModBro is doing a good job.
The problem is you mongoloids deny the existence of places where you can talk about the forbidden game.
Go to /v/ and talk about it there if you really feel you cant live without talking about it.

Here
>>>/v/337284825
I even spoonfed the D44M babbies to the thread they should go to
>>
>>3207435
>I think ModBro is doing a good job.
I think so too but he shouldn't have deleted the goddamn crossboard thread link to /vg/
>>
>>3207441
Well.. I guess we know which board to go to, at the very least.
>>
>>3207428
Oh, bummer. I liked the other technological level. I thought it might have been the one secret in the hub level but I fell into that by accident just now.
>>
I stand with modbro
>>
>>3207435
>>3207441
Modbro is pcool imo
>>
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>>3207372
Thank you very much! Going to try and play through Ancient Aliens with this.
>>
>>3207371
What wad is this
>>
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>>3207491
Ancient Aliens

Gotta warn you if you're planning on playing it on UV you'd better lube up first
>>
>>3206462
alien vendetta running Real guns advanced 2 with vrskins thrown into the mix. Most people don't seem to care for skins though.
>>
Guys, I'm starting to get buttfucked by episode 2 of Back To Saturn X, the levels are getting really fucking long and most encounters feel like tedious clusterfucks, I'm on map15 on HMP.
Should I tone down the difficulty, bruteforce through it or just go play something else ?
>>
>>3207559
It does start to ramp up a bit, but you can try to bruteforce.
>>
>grognards unironically cocksucking a janitor
I feel ashamed of being here
>>
>>3207601
>>>/vg/141863963
>>
>>3204712
surrealism

horror

only thing aproximating horror in DOOM i've played was a DOOM-alike engine made by the dude who made au sable and gyossalt
>>
>>3207512
Playing on UV.
Was able to do the 5 first maps without savescumming, but around 6th map or so I gave up on that idea.

Monster closets & traps don't come as a surprise in this wad anymore. I'm actually surprised if I push a button and 30 monsters DON'T spawn.

The dickest move so far is the 3 archviles that pop up from the ground when you get to the middle of an open room, and I'm only on the first episode.
>>
>>3204769
i've got this is it gives you boners
>>
>>3206134
how many berlusconi / getting raped by mafia references there are
>>
Star Wars DOOM is a bretty good total conversion
>>
anyone else think the doomguy sprite is cute
>>
>>3207646
He sort of looks like he has titties.

Anyone else like their Doomguy with breasts? Just me? Alright.
>>
>>3207178
Isn't that the level that opens up once you collect all the secret runes? Or am I mistaken?
>>
>>3204313
Should I play tnt or plutonia next?
>>
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John Carmack got invited to the libertarian debate
I wonder if he'll respond
>>
What are some maps like Sunder's "The Furnace?" Map 11... or just massively grand levels that make you sweat in general. Like you feel inside of Hell itself; where you can hear the demons beating on their drums while you suffer eternally.
>>
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>Quakespasm has the missing rune glitch
>Darkplaces doesn't

Also how does /vr/ play Quake 2?
>>
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>>3207615
That watermark...
Does anyone have an actual original HD scan of the Doom cover art without the black boarders (bonus without the logo) ?
>>
I've only very recently gotten back into Doom. I started with Project Brutality, which was fucking badass.
Then I played BD 20b with the KDitD starter pack, and these are these best designed maps I've ever seen (granted, I've mostly seen vanilla). All the levels feel like real locations, and there are so many minor details that were thought of and implemented, I'm consistently impressed.
Are there other mega WADs as well done as this?
Please no BD shit posting. I've read the complaints about earlier versions, and I'm aware BD is babbie's first WAD. I'm trying to get past noob status.
>>
>>3207724
I meant HoE starter pack, not KDitD.
>>
>>3207718
What missing rune glitch?
>>
>>3207721
Actual boxart is raped by 10 billion review texts

that pic I made is the closes you'll get to the original boxart, otherwise just go to don ivan's site and buy a print of the artwork itself.
>>
>>3207457
>>3207428
new version adds levels i think there are more to be added at some point
>>
>>3207718
>Quakespasm has the missing rune glitch

Upon death, just make sure to reload your save manually from the load save menu instead of pressing fire/jump.

>Also how does /vr/ play Quake 2?

I only briefly tried it with Yamagi Q2 before being bored out of my wits. Source port seems good, has the faithful software renderer look while also having colored lighting.
>>
>>3207724
Check out the SYWTPSFD starter pack.
>>
>>3207196
Just all of the level packs in the v6 image? Are they all designed as well as the HoE pack? Are there a specific maybe 2-3 you'd recommend over the rest?
(Sorry for so many questions, I'm just looking for specifics.)
>>
>>3207842
I meant to reply to
>>3207819
I'm on mobile right now
>>
>>3207306
If you want to play around with more renderer bells and whistles in the renderer try out ReShade/mastereffect. There's a thread on the zdoom forums.

The thing that makes doomsday lool like it does is fake radiosity post processing.
>>
>>3207875
I'll check it out. Thanks for the info.
>>
>>3207842
Most of the stuff in the Megawads section is Vanilla/Boom which means that it is technically not as advanced as GZDoom-based StarterPack, and are much more abstract in design, but they should be better gameplay-wise. I'd recommend Scythe and Back to Saturn X from that category.

Now, in Gameplay mods - Pirate Doom has an episode coming with it, and all maps in there are head above anyhting you saw in Starter. Hellcore and Thunderpeak are great as well.
>>
>>3207885
Not gameplay mods silly me, level packs. I havent slept so my brain spergs sometimes.
>>
>>3207724
Try "Smooth Doom" and "Perkristian sound mod" with the level pack "UAC Ultra" if you want to play something closer to vanilla that's modern and great

If you want to play individual levels that are fucking gorgeous with your BD derivative mods, try "Putrefier" and "monster hunter limited"
>>
>>3207885
>>3207903
Both sound like solid suggestions. Thanks guys.
>>
>>3207615

I'm afraid you couldn't understand said request. Go check that link, it includes a picture of the full box art, not the cropped one made for the pic you posted
>>
What's the best sourceport and why is it PRBoom?

>highly efficient, much better fps than zdoom or gzdoom
>compatible with demos
>multiplayer actually works, unlike zdoom
>great for co-op
>vanilla graphics
>switch between classic 35fps or unlocked framerate goodness
>high resolution or 640x480
>no retarded bullshit like dynamic lights or retarded glowy bits
>GLBoom for nicer, more modern looking color space
>>
>>3208059
Only thing that's lacking for me is the resolution scaling from Chocolate Doom.

Chocolate Doom multiplies 320x200 to as much as it can fit in the resolution you set and fills in the excess space with black borders. PrBoom+ can do the resolution multiplying thing too but it ends up stretching the display to fill the excess space, so it ends up looking blurry.
>>
>>3208059
It's pretty good, but it still lacks advanced features that make mods and quake-like maps possible. So it's not for everyone.

It also lacks a command console, which I like to use, but that's not a huge loss.
>>
>>3208074
>>3208079
fair points, which I myself lament when using PRBoom.
I use plus though. Forgot what the difference was.

I feel it's the best for enhanced vanilla (oxymoron as that may sound)
>>
>>3208059
It's basically just a fork of one of the first limit removing source ports ever made, which is the reason that so many older things work better with it. I enjoy it's higher frames on fuck-huge maps and better compatibility with older DeHacked mods.
>>
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>Ancient Aliens' .wad file is 130 MB
Cripes.
>>
holy FUG
http://doomwiki.org/wiki/Three_screen_mode

How do I get this
>>
>>3208098
It's to contain all the colors and tribal animal teleports.
>>
>>3206583
try just regular zdoom, and waiting a bit for it to load. it probably hasn't crashed.
>>
>>3208106
https://www.youtube.com/watch?v=s2TG7VCms3Q

HOW
IN PRBOOM OR ZDOOM OR SOMETHING
>>
>>3208083
I understand. I have several sourceports in my Doom folder, depending on what wad I play or how I want to play vanilla Doom

Is it just me or does PrBoom handle compatibility options better than ZDoom?
>>
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Any anons have a this image without the line in the logo
>>
>>3208139
It's not just you. PrBoom plays older maps better.
>>
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>>3208142
>>
>>3208159
Such a fucking classy box.
>>
>>3205882
>>3205884
>>3205886
What?
>>
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>>3208159
Thanks friend
>>
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Is there any way to make cylindrical/spherical explosions in ZDoom? these box shaped explosions are not fun to work with.
>>
>>3208180
mutliple boxes arranged in a circular shape?
>>
>>3208180
I guess you could A_RadiusGive with a damaging script, but that's retarded
>>
>>3208107
totally worth it, too

shit is hard, but good
>>
>>3205884
>that guy's wad

heh

fuck off nambona
>>
>>3208159
How did you do it?
>>
>>3208189
Sounds more trouble than its worth.
>>3208192
Like a custom inventory item that damages the pickup-er using ACS_ExecuteAlways and Thing_Damage2? That's a fuckton of script calls at once. (this is a BFG+ tier explosion)

You'd think ZDoom would have a proper radius A_Explode option by now when other functions are making proper distance checks...
>>
>>3208219
Script calls aren't too expensive though, if you use ACS_ExecuteWithResult at least.

And I just remembered A_RadiusGive doesn't follow the same rules as A_Explode - I've had it work through places it shouldn't. So maybe not. Maybe a CheckSight from the exploding thing?
>>
>>3207903
That Perkristian sound mod mostly just makes the sounds brighter and sounds pretty bad to my ears.
I do like smooth doom. Especially for adding shell casings. Makes using the chain gun more enjoyable.
>>
>>3208213
I don't remember. Though every time I look at it I see more shit that needs doing. Eventually there will be a near perfect version. Everyone keeps reposting the shitty artifacted to hell version though.
>>
>>3208198
>>3208198
you have literally no proof that it was mine. if you do, care to share it with us?
>>
>>3205884
>different to the norm

what norm?
>>
>>3208236
>there is a 99% likelihood
>>3208241
>you have literally no proof

make a decision already
>>
>>3208246
i phrased it in a way that made it seem like i did make it, so that's why i deleted that post.

>>3208243
the norm that a wad has to have no loud noises (hell if i know that the osaka thing has loud noises), anime references, humour based off of confusion, and the wad has to be good

if you guys want a serious wad made by me here you go: https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/fluciv3
>>
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>>3208223
>Script calls aren't too expensive though, if you use ACS_ExecuteWithResult at least.
What benefit does ExecuteWithResult have in this scenario? Sorry, I'm relatively new to ACS.
>Maybe a CheckSight from the exploding thing?
That sounds like a good idea, really though I think I'll hold off on doing this circular explosion thing until there's some better alternative or I'm fed up with it, trying to do this sounds extremely hacky and I'm worried about weird issues arising from it.
>>
>>3208269
Annnd I just realized the gif I used was in poor timing, I'm not nambona, it was the only image I could think of that fit my post.
>>
I want to play Marathon

How do I make that happen

are they actually good?
>>
>>3208294

The games are freeware and can be downloaded at Aleph One's site, which is your only way to play the games unless you're willing to fiddle with virtual machines/emulators or have an old Mac lying around.
>>
>>3208294
I've noticed that some people are die hard fans of Marathon. Wasn't it one of the first shooters by the guys that made Halo?
>>
>>3208306
Thanks, I'll check that out
>>3208309
Yeah, they were Bungie's first FPS games. Ironically they were Mac OS exclusive. The first Halo was going to be Mac OS exclusive too (and an RTS at that) but then Microsoft bought them
>>
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Reload this bitch
>>
>>3208314

Why are you calling the gun a bitch? That's not nice.
>>
>>3208317

strange and sexy beast then.
>>
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>>3208320
>>
>>3208314
LEWD
>>
>>3208324

You have to admit it's a strange gun >>3205979

I mean it's a pocket sized super shotgun
>>
>>3208281
lol
>>
>>3208059
Most games if your mouse sensitivity is X it will be X in the other game, there is universal sensitivity values. Gzdoom lets me have the exact same sensitivity as I do in Quake in Unreal Tournament in Counterstrike etc. but PRBoom is this slider which I will always have problems matching.

I realized this when I switched from Boom to Gzdoom to play ancient aliens and moving around the mouse felt like liquid sex.
>>
>>3208269
ExecuteWithResult runs the moment you call it; ExecuteAlways throws the script onto a stack, to be run sometime that tic, which takes a little longer; it's probably negligible though

using WithResult is still better for damage purposes, since it actually happens the moment you call it
>>
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I'm playing through the Doom games for the first time and i'd like to share how i feel.

>the ultimate doom
really good and simple but the 4th episode got hard
>doom 2
i like the new monsters and guns but i hated at least half of the levels
>master levels for doom 2
played through half of the levels and didn't like it at all so i quit, so far the worst.
>final doom plutonia experiment
pretty much really hard doom 2 with better levels, i'm on Level 26: Bunker right now so i'm almost done but this has been long and has made me tired of doom

ultimate doom>plutonia experiment>doom 2>master levels

all i got left is tnt: evilution, doom 64, doom 3 and resurrection of evil

My friend gifted me the doom reboot that's coming out this friday. Should i wait for Doom 4 or should i continue the rest of the games?
>>
>>3208348
http://www.mouse-sensitivity.com/

universal sensitivity my ass

why video games haven't adopted a "dots per revolution" mouse sensitivity standard is beyond me
>>
>>3208170
nambona is a really thin-skinned bitch
>>
>>3208427
we all are man, we all are.
>>
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Going back in...!
>>
>>3208410
Your taste seems good. Just play the rest of the official stuff. Doom 4 is only tangibly connected as it's more of a modern reboot then anything.
>>
go to your containment thread
>>
why so many deleted posts about the new doom
>>
Just found out that there is a digital re-release of PSX soundtrack.
https://aubreyhodges.bandcamp.com/album/doom-playstation-official-soundtrack-20th-anniversary-extended-edition
>>
>>3208486
Not retro videogames
>>
>>3208497
>>3208486
because we've demonstrated time and time again we can't have a conversation about it, it always devolves into shitposting

it is, indeed, not retro but that doesn't seem to be the big catalyst, considering we can talk about ut4 and doom 3 and etc all fine
>>
>>3208486

Probably because every time it's brought up, it always comes down to two spergs screaming at each other.
Better to nuke it on site.

Some people are really offended by this.
>>
Friendly reminder
D44M belongs on /v/
>>
>>3208502

look, it's okay if you don't like the new game
but /vg/ also exists
>>
>>3208494
Yeah there is. Extended cuts and bonus songs too. It's good stuff.
>>
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>>3208498
>considering we can talk about ut4
Nah m8, it's just me shitposting about it and you're too polite to tell me to go fuck myself

you're all wonderful people
>>
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>>3208523
>>
>>3208526
>brutal doom in zandronum.jpg
>>
>>3208521
that doesn't look very retro.... what game is this? quake 4 team arena?
>>
>>3208526

>Not FUCK YOURSELF
>>
>>3208548
Call of WIP shells: Fun Modes Never 4 (tm)
>>
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Do you smell that? Hot pockets, son. Nothing else in the world smells like that.
I love the smell of hot pockets in the morning. You know, one time we had a hot pocket burned, for 12 hours.
When it was all over, I pressed F5. We didn't find one of 'em, not one stinkin' shitpost.
The smell, you know that burning smell, the whole thread. Smelled like... doing it for free
>>
>>3208521
>that skeleton that comes flying in at 11 seconds
>>
>>3207178
TURN OFF THAT FUCKING FILTERING
>>
>>3208571

>A gun that turns people into skeletons
>>
>>3208572

What's wrong with filtering on quake ? Didn't have a 3DFX at the time ?
>>
>>3208575
https://youtu.be/GhuzTeHXjFA?t=4m
>>
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>>3208584
This is what quake looked like at the time
>>
>>3208584
Not only does it look like shit, but in this particular case Arcane Dimensions' textures were specifically designed to be played non-filtered (gl_texturemode gl_nearest or gl_nearest_mipmap_nearest if you absolutely insist on having distant blurring).
>>
>>3208596
>tfw you will never make something as pretty as ad's start map

hub maps that use bits of the levels they link to are so fucking cool
>>
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>>3208575
>>3208571
prepare for spooks
>>
>>3208591
FEAR 1 forever in my top 10 FPS
>>
>>3208454
What is this? Look sinteresting
>>
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The Court Yard
cortyard.zip (20 KB, 1994-07-06) - Maurice Ormon
https://www.doomworld.com/idgames/?id=491

you start in this open space which presumably names the level. the wall in front of you lowers and reveals some cacodemons, then rises back up, causing them to gain altitude. i assume this was deliberate, it was a neat trick to put flying monsters at a different height from the player.

off to the sides are two lifts which lead to side areas. one is just an altar and is optional. the other leads to the red key and an ambush in a dark space where a bunch of spectres and a baron chase you around a couple of rows of pillars. not hard if you keep moving but finding the way out of here requires humping on an unmarked wall in exactly the right place. a teleporter lowers which takes you to the blue key and another ambush.

once with the blue key you can lower the barrier at the south of the start location. this leads to a maze of gray walls. not too bad of a maze though, the passages are long and straight, not all twisty. but it's still irritating. somewhere in the maze you find the yellow key, but picking that up takes you to yet another ambush, in a dark, strobe-lit cavern with three barons and another invisible door to get out. as you can see here, i managed to get two of the barons to fight each other by way of a barrel.

finally with the yellow key and back at the start i noticed the platform with the soulsphere and rocket launcher had lowered, so i returned to the three barons (well, two by now) and finished them off. i then used the yellow key to open the exit. post-finally, i checked for the last secret, which turned out to be a third invisible door next to the soulsphere platform, which gave me invulnerability and light goggles, which i could have done with before, but oh well. not bad for an early era pwad, but some annoyances (necessity of wallhumping, mostly, also lifts activated by running over non-obvious lines on floor).
>>
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Hey guys, I was currently trying out aseprite because using a combination of paint.net and microsoft paint to edit sprites is starting to irritate me.

But for some reason, it shows the transparent mask color as solid colors. How do I revert it to the more sensible "grey & white" arrangement ? I've been poking around everywhere and I can't find any option that'll help.
>>
>>3207696
He should go for it.

>>3207701
Spoken like a true statist.

>>3207683
TNT
Get ready for chaingunners though, I hope you have the sense to take cover and to use their volume of fire to cause infighting
>>
http://andrelouis.com/midi/Jazz/John%20Coltrane/countdown.mid
http://andrelouis.com/midi/Jazz/John%20Coltrane/impress.mid
http://andrelouis.com/midi/Jazz/John%20Coltrane/lazybird.mid
http://andrelouis.com/midi/Jazz/John%20Coltrane/bluetrain.mid
http://andrelouis.com/midi/Jazz/milesdavis/greendol.mid
http://andrelouis.com/midi/Jazz/milesdavis/autumn.mid
http://andrelouis.com/midi/Jazz/milesdavis/nardis.mid
http://andrelouis.com/midi/Jazz/milesdavis/sowhat.mid
http://midkar.com/MidiStudio/GWachtel/grooving.mid Buddy Rich - Groovin' Hard

Now that's a saucy midi selection.
>>
>>3208737
Jazz midis like this are perfect for making purposely 90s-feeling map sets.
>>
>>3208727
It looks like you just have a flat document. Go to Layer -> Layer from Background
>>
>>3208727
What issues were you having with paint.net? Just wondering, I swear by that shit.
>>
>>3208575
a shotgun spread weapon that's really efficient and good but turns lower class monsters into mini-revs
>>
>>3208743
>Spooker Shotgun
>>
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>>3208684
and a quick runthrough.
http://temp-host.com/download.php?file=sy90lf
>>
>>3208747
Looks like a pretty average 90s level
>>
>>3208741

Fucking amazing, you guys are so helpful.

>>3208742

May come from misuse and me being retarded, but I find that some tools like the paint bucket always "bleed" over the colors and fuck me over at some point. Also, there's a hard limit on zooming which prevents me from working on some sprites in full screen. It's the little things.
>>
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>>3208754
>I find that some tools like the paint bucket always "bleed" over the colors and fuck me over at some point.
That's something they added in a recent update for God knows why. Turn off anti-aliasing for the paint bucket tool and lower the tolerance to 0% and it'll fill only the exact color you click and exact colored pixels touching it, like the standard MS Paint fill tool.
>>
>>3208761

Excellent, I may end up sticking to Paint.net after all.

Only thing missing from it is the polygonal lasso tool from photoshop. I fucking love that shit.
>>
>>3208747
>Those numbers that gradually change their color
What port are you using?
>>
>>3208763
That would be a nice feature, yeah. I find myself missing it at times but I don't use PS so I open GIMP instead.
>>
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>>3208584
>>3208593
>>3208596
yes remember to turn filtering off for every 3d fps if you can. you must not distort the artistic vision by turning on texture filtering. its a disgusting and worthless feature only used by normals
>>
>>3208771
consider the following:

tiny 64x64 quake 1 textures: look better without filtering

higher res q3a textures, designed with filtering in mind: look better with filtering
>>
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>>3208771
Yes, anisotropic filtering is a passing fad, whatever you do, DO NOT, I repeat, DO NOT force anisotropic filtering x16 in NVIDIA comtrol panel or Catalyst Control Center for ANY 3D application too old to have native anisotropic filtering
>>
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>>3208795
And especially don't run unreal engine on a modern OpenGL renderer

look how disgusting it looks
>>
>>3208801
where's my 16-bit color banding

DROPPED
>>
>>3208801
sweet nips
>>
>>3208801
Except for the gross excessive flares/bloom it looks pretty good man
>>
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nothing in hear but jealous poors who can't afford a diamond monster 3D.

>GLQuake is a great step forward in 3D gaming. It is amazing the difference GLQuake makes in the appearance of colors and textures. Sharp, angular textures are smoothed out, and the true depth of textures is realized. Other players appear so different that it is hard to imagine you are still playing Quake and not some advanced beta for Quake II.Quake suddenly looks more like an experiment in 3D art than a video game. Even the most mundane level takes on a wonderful luster. If GLQuake was for sale, its advertisement would likely be "See Quake again for the first time." Here is a screenshot to prove the point:
>>
>>3208801
unreal was made to be all dynamic lights and flashy shit all the time.

Quake was not. It should remain gritty 640 X 480 nofrills forever
>>
>>3208801
Is there a renderer for UT99 that doesn't include ten minutes of fucking input lag?
>>
>>3208771
but that actually looks really good and defined? just combine that with anisotropic for the floor to reduce noise but maintain crunch, just like in gzdoom.
>>
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>>3208803
>>
>>3208816
carmack you fuggin nerd

never change
>>
>>3208810

When I got a 3DFX card way back then, I was like king of the fucking world. All my friends had sega saturns or playstations and their jaws would drop when I would show them some 3D accelerated games.

Those were pretty good days.
>>
>>3208810
>that banding from...

what is that horizontal banding from, anyway?

also what's with the glowing flames, didn't GLQuake accidentally break fullbright textures
>>
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>>3208810
texture filtering is part of the future. video cards are the future. not only do you get high quality texture filtering, full 640x480 resolution, and improved framerates, you also get transparent water, colored lighting, and real time shadows. face it. quake 2, duke nukem forever, half life, daikatana, and sin will ALL be hardware accelerated and you will be left behind. have fun playing everything in 320x200 with 256 colors at 12fps on your shitty 486
>>
>>3208810
Am I the only one who thinks this looks like shit

Like maybe it was better in person to see everything covered in Vaseline for the first time but now 64x textures with filtering applied when playing at 1080p just look AWFUL
>>
>>3208825
Yeah, filtering worked on small resolutions stretched over CRT because it kept it all smooth, now with high resolution LCD screens you might as well keep it sharp and chunky because the blur becomes overbearing.
>>
>>3204434
You have found the TECHNICIAN MARINE of boring jobs

Reply with "Thanks, bye!" for better jobs and demon killing
>>
>>3208521
>webm
Belt player kills an unarmored player, a bio rifle player, and a melee player. Wow.
Still love you
>>3208571
>>3208575
Hate how it does that. Bio I can understand, but link gun? Just give it the electric effect it had on 99
>>
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>>3208803
Oh shit nigger I forced temporal AA

AF x16 is struggling to apply to openGL though

>>3208814
testapp.exe run through openGL
>>
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>>3208815
agreed. gl_nearest beats everything in image quality
>>
>>3208836
your flak cannon appears to be melting

>texturefilteringfags
>>
>>3208839
game kind of looks like a jpeg now
>>
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unfiltered textures are scientifically proven to be bad
>>
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>>3208840
Shut up, I'm beautiful

Same can't be said for the maps though, they're made out of 1000 polygons and 3 textures

Q3A certainly is a better looking game
>>
>>3208859
>UT99
>1000 polygons

UT's thing has always been relatively low poly but super detailed textures (at least until UT3 where everything became overloaded with detail for the sake of detail)
>>
Fuck, Ancient Aliens is actually crap. SUre, it looks pretty but mapper decided to put a cyberdemon on the first fucking map. This is beyond reatrded.
>>
>>3208859
>Q3A certainly is a better looking game
No one knows what Q3A actually looks like because standard procedure is to immediately turn everything to minimum.
>>
>>3208867
First map's a puzzle map. You're suppose to use the other monsters for cover so you can go to the open areas to open more of them and to get the key and leave. Everything gets a -bit- more normal afterwards, even if there's still some small gimmicks.
>>
>>3208867
All that beauty, wasted on gimmicky puzzles instead of fun gameplay.
>>
>>3208864
Count all the textures on deck16. Let's see, there's goo, floor, cileing and walls. Also boxes.

Now count all the textures on q3dm12. That's right, you can't count that high.

I think UT is a better game, but damn was it ugly until 2k4 came along (which I personally dislike a great deal).

>>3208872
I don't get that, it's not that detailed of a game. For a breif moment when Quake 4 was being played, you did turn down everything to minimum cause it was a visual clusterfuck.
>>
>>3208885
>(which I personally dislike a great deal).
I like 2k4 the most because I'm awful at the others. 99 just feels so slow and ponderous and clunky with the single dodges that it just makes me want to play UT2004 or Quake instead solely for the more freedom of player movement.
>>
>>3208098
That's mipmap/no-mipmap
you can have mipmap without filtering.
>>
>>3208867
That's Skillsaw to you. Beautiful maps, but GOTTA BE HARDCORE BRO
>>
>>3208885
>Now count all the textures on q3dm12.
Flat red, flat grey, water, and hazard stripes?
>>
>>3208890
2k4 kinda has too much freedom of movement, double jumps and dodge jumps I hate with a passion, makes every match a hitscan jamboree

iCTF was fun though

>>3208898
B-but there are both metal and concrete textures a-and... okay, bad example.
>>
>>3208867
not that the there's an easy to find secret to telefrag it
and you get berserk and a megasphere
medkits all over the place
why don't you go back to E1M1 on ITYTD
>>
>>3208903
>double jumps and dodge jumps I hate with a passion, makes every match a hitscan jamboree
Man, really? I love zipping around dodging off walls and shit and side-dodging up slopes people don't realize you can go up.

Say what you want about hitscan jamborees, but you can't complain about the ASMD or chaingun when also talking about its competing game that solidified "camp railgun, camp red armor, repeat."
>>
>>3208913
Wall dodges are fine, ramps are cool, double jumps and dodge jumps get on my hairy masculine titties

Hitscan style is dictated when every motherfucker and their dog are airborne 50% of the game, cause they make easy targets for instahit weapons, while flak and rocket gather up dust
>>
>>3208913
>>3208924
I feel the same as this dude. Dodgejumps just made shit boring
>>
>>3208859
Q3 has shitty lighting. It does a lot of things better but ut99 was always more appealing IMO.
>>
Some of the first maps of ancient aliens get silly with the ambushes and monster closets every time you pick up anything or press a switch, but I generally liked the gimmics. I actually laughed when I got shot out into map01 proper and saw the setup.

Some of the later maps starting from the latter half of E2 go full retard, though.
>>
anyone else lose the ability to aim after a few matches?

I swear one round I can be pegging people left and right and the next round I'll miss people standing still
>>
>>3208924
>every letting your Flak cannonfu gather dust
ABSOLUTELY DISGUSTING

Also I'm willing to bet that in terms of actual percentage, players are spending a lot more time in the air in Quake because, y'know, bunny hopping and rocket jumping. Even 2k4's double jump can only be used at the apex of your first jump, and once that's spent or you've dodged off a wall you've just shown the other guy exactly where you're going to land due to UT's lack of air control compared to Quake (unless you're using the air control mutator).
>>
>>3208929
Yeah colored lighting was a thing since quake 2, but for some reason carmack never capitalized on it.

Could've made every bullet light up the place like 4th of july, but nope. Brown and orange color scheme for everything.
>>
>>3208940
Q2 doesn't even have muzzleflashes. Why the fuck would they do that?
>>
>>3208939
Q3 had jackshit for air control
>>
Why is all this UT2k4 shit allowed?
>>
>>3208896
>>3208867
I hate it when people don't like something because they suck (assumption). Ancient Aliens is a lot of fun even if it's mean sometimes. Have you bothered with lower difficulties?
>>
>>3208952
Because it's not causing controversy.
>>
Here's the wad I just uploaded to idgames. I've posted all the levels here over the course of a month, so it's nothing new for you guys. https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/baalhdad
>>
>>3208958
guess I'll run through and do a FDA
>>
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>>3208939
I love Flak-chan as much as it's possible for man to love a fictional gun without being wierd, but there are limits to her usefulness and she just never felt good in 2k4.

>>3208946
Neither did doom 3 unless I'm misremembering it. FEAR came out couple years later and gunfights in poorly lit rooms were a joy to behold.
>>
>>3208521
is this UT or Vanquish?
>>
>>3208963
It's never weird to love your gun-fu.

flak-chan is the THICKest
>>
>>3208964
>>3208963
scratch that, this is clearly Vanquish
>>
>>3208968
Well this boom fellow was very fond of sliding, I guess it's infectious

It's real usefulness comes out in instagib, cause it's a lot more suited for dodging hitscan than dodge
>>
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rip ut2k4
>>
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>wake up
>today is the day I make a map!
>fiddle around for a bit
>make some squares and some teleports
>stumble through triggers
>there's a visleak someplace
>trash it all and tell myself I'll try again tomorrow
>>
>>3208978
This is disgusting. Post qt Liandribots or get out of my face.
>>
>>3208963
>FEAR
Them fucking particle effects, seriously. For some spectacularly retarded reason they reduced them (and gut the nearly self aware AI of the first game) for the sequels.
>>
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>>3208982
>PARALLAX
>MAPPED
>DECALS

>SEMI
>VOLUMETRIC
>DUST
>>
>>3208986
>PARALLAX
>MAPPED
>DECALS
Those were the fucking tits. Should have had a few more varietes for different surface materials though

Everything about the game is fucking amazing except the boring-ass levels. Only shooter were normal soldier dude enemies were actually interesting and cool for some reason
>>
>>3208959
>>3208958
... or not I guess.

btw fuck those two archviles
>>
>>3208996
>Only shooter were normal soldier dude enemies were actually interesting and cool for some reason
First reason: ridiculously reactive and capable AI. Second reason: animations responding to taking damage in different ways and different bodyparts. Third reason: radio chatter responding to events (Flank him! Flush him out! He wiped out the whole squad! etc, etc)
>>
>>3209006
They can be taken out fairly easily with the rocket launcher.
>>
>>3209007
All that, but also the way they move and shoot. There's just something about the way the replica soldiers are animated, like the almost circlestrafing move-while firing thing they do that really makes everything click. The complete opposite of HL2's enemies in a way.

Now to tie it into Doom: I'm working on a GZDoom TC on the side with a guy, and I'm charged with visual SFX tricks and complex game logic stuff like AI. F.E.A.R is by far my main inspiration, and I'm planning on implementing rudimentary squad tactics and inter-enemy "communication" where "orders" are given through inventory tokens and lots and lots of jump statements and if-statements. The two main issues as I see it are the incredibly simple pathfinding (which I'll just deal with) but more importantly that GZDoom can't interpolate 3d model rotation relative to the actor's angle for some fucking retarded reason. Seriously why even bother implementing .md3 support when nearly unservicable for monster due to that simple reason? Splitting every enemy into two actors and running constant acs loops isn't something I long for.
>>
>>3209045
i stopped reading when you said "3d models"

it's gzdoom man, it can't handle those for shit. just use sprites.
>>
>>3209048
Sprites just won't do with the super hd quality we got going in our maps so far, and the lack of shading can be worked around with baked lighting /reasonably/ well (there's also a guy who managed to implement 3d model shaders in the WIP thread at the zdoom forums recently, and it seems like he'll try working with the actual source). It's the angle thing that grinds my gears.
>>
>>3209045
There are plenty of FEAR AI breakdowns OTI, here is one of them:
http://alumni.media.mit.edu/~jorkin/gdc2006_orkin_jeff_fear.pdf

In short: monolith have had almost a decade of experience making AI do funky shit (since blood in fact), and this is their magnum opus. Don't even try to do it alone you massive lunatic.
>>
>>3209053
Yes, I've listened to the talks and read the articles. I'm not replicating the whole system, just taking inspiration from it. Like a squad leader monster can pass out token that puts it's minions into a fleeing state, or monsters become more aggressive against a hurt player. Those sorts of things.
>>
>>3207885
>Pirate Doom has an episode coming with it, and all maps in there are head above anyhting you saw in Starter

Not to knock Pirate Doom but this is highly subjective and demonstrably false for some of Starter Pack's better maps.
>>
>>3209052
you ever thought about unreal, or unity

unity doesn't have to be shit
>>
>>3209060
Yeah, but not for this project. I think I'd really enjoy doing a simple VR game for UE or unity actually.
>>
>>3208314

Anon who is making the pistol-esque SSG, how's it coming along? I really want to test it out.
>>
>>3208954
>>3208963
fuck off
>>
>Ancient Aliens map23
Alright this is fucking dog shit, if there's something that will really make me hate a map, it's switches or triggers making random shit happen you can't see happening, meaning it could be happening anywhere on the map for any reason and you'll have no idea what the actual god damn fuck you're supposed to do next.
>>
pistol-start doom is a metroidvania
>>
>>3209093

Slowly but surely. I'm making sprites for all of the weapons. They'll be pretty vanilla mechanically, just look fancy with an altfire where you draw a pistol and fire it.

I might take a few days off because of another game that's coming out soon
>>
>Metroid Dreadnought didn't have X Parasite absorption
Why's it got to be over? Why can't we have more?
>>
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>>3209204
wwatch it wwibble and wwoble
>>
>>3209059
I dont remember anything from Starter pack even though I played it about a week ago, and I still remember a few levels from Pirate Doom even though I played it about a year or so ago.
>>
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Any other atmospheric map packs like Strange Aeons? I love this kind of shit.
>>
>>3209247
innocenceX?
>>
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>>3208575
>>
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X Parasites.png
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>>3209204
>>3209218
https://www.sendspace.com/file/fwgm31
Greyscaled, converted to Doom's format, set up translations for them all.
>>
8.5 hours
>>
Pretty lava.
>>
>>3208958
https://my.mixtape.moe/gprxhv.zip

there, FDA and first exit
>>
So apparently if you have a paid github you now have unlimited repos.

Neat.
>>
>>3209393
i think scrolling + animated = ehh
try warp (or warp2) + different scrolling speeds/ directions + rotate the layers to different angles
>>
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>>3208939
is ut2004 retro already?

;_; feels sad man. I was fall in love with bot called tamika
>>
>>3208232
Awww crybaby fucking faggot didn't like that people didn't want you spreading your faggotry to other communities.
>>
VROOM VROOM

https://www.youtube.com/watch?v=nVUrej702W0
>>
>>3209457
What the Fuck
>>
>>3209436

I'll try that, thanks. I'll need to find a different lava texture, though, one moment.
>>
>>3209393
Looks twitchy. You should tweak the animation.
>>
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who did this? Can i have some more?
>>
>>3209457
It's the Doomguy-mobile
>>
>>3209481
Full port of Doom mechanics and monsters to Quake when?
>>
>>3209481
i think that's the original Generations mod, so no.
http://doomwiki.org/wiki/Generations
>>
>>3209396
aaand trying it again in gzdoom, beat it first try

man vanilla doom movement mechanics annoy the shit out of me
>>
>>3209489
>quake 2

you fucked up
>>
>>3209492
it DID include quake 1 maps, although...
>wrote spasm001.tga
yeah, i only noticed that now, sorry.
>>
>>3209315
Looks neat.
>>
>>3209487
3D weapons will looks cool as fuck if it'll be like in this screenshot.

But how do they model the monsters without fucked up?
>>
>>3209509
they don't
History has tought us that such thing is impossible
>>
>>3209048
GZDoom actually has more efficient rendering for models because they don't have to be converted into flat models first like sprites do.
>>
>>3209509
>But how do they model the monsters without fucked up?

Given Quake actually fixes all the stuff that makes it impossible to get modeled enemies looking right in Doom (AI that quickly snaps around, no interpolation, the way enemies path in general), probably very easily.
>>
>>3209524
But arent teh doomsday models from YPOD?
>>
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>>3209521
>>3209524
>>
>>3209431
>having a private git
>not doing the right thing
>>
>>3209524
>AI that quickly snaps around, no interpolation
even 3DGE fixes this
>>3209509
>But how do they model the monsters without fucked up?
By NOT doing them 100% accurate. They need other proportions, different walking animations and even different leg anatomy (baron, demon, cyber) to look decent enough in 3d.
>>
>>3209431
... now? is this a "chocolate rations are up to 20 grams" situation, because you always had unlimited repos
>>
>>3209521
That's not why at all.

http://forum.zdoom.org/viewtopic.php?f=3&t=37943

And the only tests to compare models to sprites were of simple two poly models textured with a sprite, not a complex 3D model that would actually be used.
>>
>>3209531
>came to the wrong techbase, motherfucker.png
>>
>>3209481
http://www.moddb.com/mods/alternative-gun-models-for-quake
>>
>>3209531
Is that actually something in GZDoom or is it that risen 3d thing?

Anyway my point was that while limitations make models clunky in GZDoom, it actually renders models more efficiently because for sprites and voxels it converts them to models on the fly because everything in GZDoom is actually models. Yes, even the map geometry.
>>
>>3209552
Yay
>>3209553
It's Psychophobia
>>
>>3209539
He meant to say private repos.
>not browsing /g/
>>
>>3209553
i bet even the fucking particles are 3d plane models :^)
>>
>>3209560
well if we're gonna go /g/...

>using github
>not hosting your own git server
>>
>>3209569
Github is easier to collaborate with other people on, but point taken.

My major issue with them is their wiping the repos of people/entities whose politics they don't agree with, technically legal since they signed eula.
>>
>>3209578
yeah that's why I fucked off instantly

apparently now you can straight up block people from even seeing your repo now, which is utter bullshit
>>
>>3209581
>apparently now you can straight up block people from even seeing your repo now, which is utter bullshit
It makes sense for projects that you want to keep private until release, but still keep version control for and eventually make public with all history intact. I actually have the cheapest paid version, but don't trust or like them. I back up everything anyway.
>>
>>3209592
no, not like that

as in you block specific people from seeing your repo.
>>
>>3209578
>My major issue with them is their wiping the repos of people/entities whose politics they don't agree with
And let me guess, the guys who decide what to delete are cuckberals?
>>
>>3209594
okay I was mistaken, it "only" blocks people from forking your repo, commenting or making issues and pull requests, and modifying the wiki

still anti-OSS as fuck

http://www.lifehacker.com.au/2016/04/github-now-lets-you-block-troublesome-users-from-public-repositories/
>>
>>3209594
Wait what.
Kinda like hellbanning but for repos?
What would be the purpose for that?
I don't even.

Also good afternoon ijon
>>
>>3209595
Basically, and they are very careful to only do it to people/entities without the legal war chest to go after them.
>>
>>3209602
>it "only" blocks people from forking your repo, commenting or making issues and pull requests, and modifying the wiki
Jesus.
I can maybe understand the other three if you have a faggot spamming shit and clogging everything up but what would be the purpose of blocking forking?
>>
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Oh fuck

There's actually a doom community on this board. I should visit vr more often.

Are you guys nice? It looks like yall have made some neat wads.

Anyhow, I have a wad at the tip of my tongue that I can't seem to remember.

It's from a recent megawad. I think it won a cacowad award.

It started in a mine. Pretty well detailed mine.
Minecarts, etc. Then you go deeper into the mine. And at one point you flip a switch to raise the water level.

Then there are some outside parts....

That's all I remember. Maybe it wasn't even a full 32 map megawad; it could have been 8 or 9 maps.

Any ideas?
>>
>>3209635
>There's actually a doom community on this board. I should visit vr more often.
And a very active one at that. Plenty of content creators of all sorts hang here as well.

>Are you guys nice?
Some topics of discussion which shall not be named are prone to causing the occasional shitpost flood, but for a 4chan general thread it's pretty damn good here. Better of than all of /vg/ anyway.
>>
>>3209635
>Are you guys nice?

No, we shoot possessed humans and demons.

>I think it won a cacowad award

If so, probably the best place to check would be in the official cacowards themselves.

http://www.doomworld.com/cacowards/

If it's recent, start from 2015 and work backwards.
>>
>>3209614
>>3209632

it's almost definitely identity politics bullshit, which is why I'm staying the fuck away from it for my personal shit from now on
>>
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>>3209635
>>
it can literally never be anything but, naturally.

>>3209664
top kek
>>
>>3209664
i just knew what this was going to be before i clicked. i knew it
>>
>>3209664
its gonna take me like, five minutes to get killed at that distance
>>
>>3209664

>BTSX Episode 2.jpg
>>
>>3208958
i've recorded three of these already. missed map02 though, what was it called before?
>>
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>>3209664
>>
>>3209664
That's a big chaingunner
>>
>>3209694
for you
>>
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Speaking of which, are there any good moon themed wads out there?

Some wads have moon maps, but I don't remember any that have the moon as a central theme.
>>
>>3209717
Lunatic is pretty good.
>>
>>3209717
The last episode of Valiant takes place on the Moon
>>
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What am i doing with my life
>>
>>3209717
base ganymede
>>
>>3209635
You're probably looking for this
https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/cc-cod
>>
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>>3209681
>>3208958
here's a demo of map02 anyway
http://temp-host.com/download.php?file=zp92jy
>>
>>3209727
Zorching aliens, I'd presume.
>>
>>3209727
are you making CQ maps? interesting, it's mostly an unexplored space
>>
>>3209732
Ah yeah that's it
>>
Fuck me, ancient aliens is hard as balls.
>>
>>3209727
making maps for a game made to help sell cereal to 8 year olds.
>>
>>3209797
I'll play it when the new Trailblazer version is out
>>
How can I tone down the lights flickering from muzzle flashes in zdoom? it happens with the chaingun and other rapid-fire weapons in mods
>>
>>3209836
gzdoom has gl_weaponlight, tweak it down as needed

zdoom I don't think has anything
>>
>>3208867
Angling for that sick Claude retweet?
>>
>>3209843
It's not really a problem in gzdoom for me, just zdoom
>>
>>3209836
Remove calls to Light0 and Light1 functions?
>>
>>3207619
Not that much, most of the references are about stuff that was (and still is) seen on tv, such as crappy hosts, murderers, TV rooks, local singers, teleshopping characters and so on. Try googling Giucas Casella, Paolo Brosio or Barbara D'Urso to see what I mean.

Add this with the untranslatable blasphemy in every single phrase (Wikipedia has a nice voice about it), the language - not even being proper Italian but a central Italy rural dialect - and the universally understandable jokes about Roman Catholic culture (actually I don't know if you can catch all the Padre Pio's references, but in some Italian regions they) and you pretty much have the cultural base of it.

I admit I was surprised when I get to know that it was well known also outside Italy, but I'm really happy since it has some form of quality and Nicola Piro (the developer) is a very nice person.
>>
>>3209797
Yeah, there's some serious "swoosh right in between the masses of teleporting hellknights and pinkies" and cyberdemon memeing going on when the maps get harder.

It's not Kaizo Doom level like Plutonia 2 or Scythe 2, though.
>>
>>3209876
>cyberdemon memeing
did i just seriously see these two words put together
>>
>>3209878
alien vendetta & hell revealed proved that was a thing before the term.
>>
>>3207464
I just wanted to say it's kind of frustrating that placing normal bombs uses up shotgun ammo, like the mod is telling me off for not using the shotgun charge attack and taking it away from me when I was just using the basic bomb the mod starts me with.
>>
>>3209436
>>3209471
>>3209476

How's this?

>>>/wsg/1080038
>>
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>>3209635
>>Are you guys nice?
Yes :^)
>>
>>3209931
neat
and oddly relaxing
>>
>>3209931
jump in it :^)
>>
>>3209928
Also the HUD doesn't tell you what kind of armor you're wearing, it's just blue numbers when above 100 and green/red when below, I've accidentally replaced my blue armor multiple times because of this.
Sorry I'm incredibly late to give feedback
>>
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>>3209942

Nothing really fancy happens if you jump in it.
You've got a Not-Varia suit from the start, so you can wade through lava perfectly fine.
Acid, radiation, nukage, and other technicolor fluids are still a problem, though.
>>
>>3209828
Who are 28-year-olds today.
>>
>>3209664
ayy
>>
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>>3209956
But what about Boomer her hat?!
>>
>>3209956
>technicolor fluids
blue = water
red/orange = lava
green = acid
yellow = sulfur
purple/black = volatile fuel
white = some kind of supercooled liquid gas
pink = phenolphthalein
>>
>>3209979

Probably would get burnt up.
Likely a chunk of her budget is spent on replacement hats, hah.
>>
>>3209987
i learned a new word today
>>
>>3209990
Now I'm imagining her being very serious about needing to wear a pirate hat over her suit wherever she goes, and being dorky about old pirate-y stuff.

"You don't understand the heart of a true pirate!"
>>
>>3209747
no, it's https://www.doomworld.com/idgames/levels/doom/Ports/s-u/sunderq
sorry for the late response
>>
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>>3209987

Hmmm. Could probably have a different effect depending on the liquid submerged in, too.
Water is generic underwater effects.
Lava is slight movement debuff due to higher density, vision hindering
Acid/phenolphthalein is damage over time.
Sulfur/fuel lights up when you shoot it.
Liquid nitrogen is an extreme movement debuff and freelook throttling.

>>3210015

Pretty much canon. The entire persona in suit is trying to be a badass action hero, based upon what you see in the movies/video games/comics.
Some anon posted a picture a while back that I thought would be a great personality, someone that's cool and calm and a one-liner machine on the outside but is actually a gigantic nerd thinking "OH MAN THIS IS SO FUCKING COOL DID YOU SEE THAT SHIT" on the inside.
>>
>>3208867
>Fuck, Ancient Aliens is actually crap.

I agree.

It's a fucking chore to play through that basically demands quicksaving every minute.

Damn shame, because it looks real nice. But fuck me, the level design is nothing but cheap tricks, gotchas and bullshit.

I don't think I can even be bothered to play through the first episode.
>>
>>3209931
maybe sprinkle in a few larger bubbles
>>
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Worst iteration of the plasma gun?

I remember really wanting to like this thing, but at the end of the day is just a plasma gun that fires tiny ass lasers instead of fat bursts and has a longer cooldown time.
>>
Newtodoomfag here.
I've got the controls set up to a more modern interface (wasd+mouse), but I'm wondering about the strafing buttons. For episode one I used Q and E for strafing, but now episode two is handing my ass to me. Would you guys reccomend strafing to W and D or stay with Q and E?
>>
>>3210078
Don't you mean A and D?

It works fine for me.
>>
>>3210086
A and D, yeah.
Fuck me sideways I gots brain problems.
So when you say that works for you, do you mean setting them to strafing or left and right?
>>
>>3210078
Whatever's comfortable, fampai. I use a typical WASD setup, A and D set to strafe.

Fightin' doesn't really rely on your control set-up, it relies more on how comfy you are with your controls.
>>
>>3210078
W and D?
are you using A and D for something else that you couldn't put strafing in those?
>>
>>3210070
a weapon so forgettable i literally forgot that it existed
>>
>>3210078
>For episode one I used Q and E for strafing
But that makes no sense. If you're using kb+mouse, why not use wasd? It's not like you need separate buttons for turning.
>>
>>3210087
Strafing. Works like a charm. You'll be running circles around Cyberdemons in no time, very intuitive.
>>
>>3210078
If you're using a mouse and strafing buttons you might as well go all the way and make yourself comfortable.
>>
>>3210035
You could always just play on HMP, but that'd mean facing reality and acknowledging that there are people that are better at the game than you who wouldn't appreciate the Ultra Violence difficulty being effectively casualized just because you don't enjoy getting your ass kicked. I haven't needed to savescum and I'm 17 levels in and restart the level on death.
>>
>>3210070
I could be wrong, but didn't it have some sort of anti-armor bonus? Not sure if the plasma gun itself or its other versions had that advantage.
>>
>>3210090
Honest typo on my part. I guess my brain thought that since w and d are on opposing ends in "wasd", they must be left and right. Fucking meds, man.
>>3210089
Okay, so change a and d from turning to strafing? Should I just rely on the mouse for turning? I apologize for my severe autism.
>>
>>3210118
>Should I just rely on the mouse for turning?
even back in the day, this was encouraged
>>
>>3210118
yeah dude, wasd to foward back side to side, mouse to turn

that's like the quintessential keyboard and mouse control scheme
>>
>>3210129
>>3210131
Right, sorry about that. The settings menu catagorized strafing as an action rather than a movement, so maybe that's why I got confused about this whole thing in the first place.

Nonetheless, thank you all and happy demon killing.
>>
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i really like this doomguy from art roly

he's like a linebacker

so thicc
>>
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>this conversation right now
>>
>>3209928
>>3209949

I did it that way because I felt like you start swimming in shells -really- quickly, you can still fire off normal bombs when you run out of shells, you know.

If I can think of a way to strike a balance between shell usage and shit, I'll do it, but I'll totally add an armor icon later.
>>
>>3210070
What was the deal with Quake 2 nerfing some weapons into oblivion? At least the super shotgun was still cool. And a lot better than its Quake 1 version.
>>
>>3210143
heh
>>
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>>3209681
They were the individual levels. ToxStream, TheGrind, sHangHigh and Caserna.
>>
>>3210070
They made it a more practical all-around weapon in Quake 4.
>>
The goo dot gl link in the Quake OP image no longer works, the file got taken off mediafire.

Anybody got a mirror?
>>
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Tank vs Shambler

Which one wins?
>>
>>3210183
unfortunately, tank.
moar hp (?)
>>
>>3210147
Blow me. It was two goddamn movements that are largely similar.
>>
>>3210105
>You could always just play on HMP

Barely changes a thing. There are still plenty of places to go from 100 to 0 in two seconds flat if you don't know what's coming.

It's not the difficulty that makes me hate it, the the kind of difficulty.

There's nothing fun about every switch throw opening up two monster closets full of shotgunners behind you.

Monster closets are fine, but not when they're every ten fucking feet.

I don't have a problem with hard maps. I have a problem with maps that just say to 'memorize the level, faggot!'.
>>
i want a mod that gives me stickers on the results screen when i do good in a map

and i want to see all of my stickers on the results screen with a little animation of the sticker slamming down onto the screen

like a kitty saying "me-wow"
>>
>>3210187
Shambler has 600 HP, while the Tank has 750 and the Commander 1000.
>>
>>3210210
Thx for clearing dat out.
>>
>>3210209
What do you mean by doing good? Getting 100%, or doing it under the par(don't know why no one utilizes this to be honest, putting 30 second maps at the start, etc,)?
>>
>>3210221
yeah, and different levels of good get you different sticker levels like sparkles and holographic and normal colour stickers and bland scratched black and white stickers
>>
>>3210159
Yeah, I've gathered that now about the shell ammo, The shots are super ammo efficient (stronger than an SSG, and ammo capacity is higher, SSG has 50 shots with backpack, shell ammo in this mod is 60 without needing a backpack).
I was relying on the bombs still after getting the blast mod, as I didn't realize how much better the shotgun attack was. I was used to spamming the bombs as I thought they were the focus of the mod, but seems the charge attacks just end up overtaking them.
>>
>>3210070
I really liked the hyperblaster. more of a rapid fire laser than a doom-like plasma gun though
>>
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>>3210070
I always liked it, felt very high powered in some way, like the high rate of fire and fast projectiles.

I think it would go through armor, which is a definite advantage.
>>
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>Power skates! Move faster for the rest of the stage!
WHOOA NELLY
>>
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>>3210334

GROOVY

I need to make Jim's blaster one of these days
>>
>>3210351
Y'know, i kinda agree, we should stop.
let's have an intelligent discussion now.
i'm sorry.
plz don't delete this, although you probably will just to keep things tidy.
>>
>>3210243
Ohh I didn't realize the other charge attacks used shell ammo too.
>>
>>3210358
On a completely unrelated matter, i have seen no discussion on v1.3 of The Trailblazer.
>>
>>3210365
yup
>>
making new thread

i expect there to be no less than a dozen complaints about how it's slightly different from usual threads
>>
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might as well make a new thread or something
>>
>>3210397
new thread

>>3210404
>>3210404

enjoy, fugrs
>>
>>3210406
Congratulations on bringing your obnoxious shitflinging into the OP so that the whole thread can be conveniently deleted.
>>
>>3210397
>>3210398
>>3210406
would rather wait for the right anon to make the thread, and not some cunt that makes a shitty thread just to fuck with us

>>3210407
that too
>>
>>3210407
lol, it's literally just redirecting people to another thread
>>
>>3204727
Just play Shadow Warrior, it's entire game of Asian stuff in an oldschool FPS framework. Hell, it has a free version on Steam.
>>
>>3206414
Can you design enemy factions? Because a fascist Strogg empire would be cool.
>>
>>3208816
Motherfucker, now I can't unsee it.
>>
>>3210161
By "better", do you mean it has a slower, more exaggerated reload animation? Because the Quake 1 super shotty is far nicer to actually use in combat, especially when zipping in circles around enemies, picking them off with precision.
>>
>>3207086
holy shit is that Fragport?
Thread posts: 677
Thread images: 135


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