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I GOT DOOM TO RUN ON THIS THING

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Thread replies: 586
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File: thanks.jpg (76KB, 800x533px) Image search: [Google]
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DOOM THREAD / RETRO FPS THREAD, HIDE THE PAIN EDITION - Last thread >>3230168

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===

[05-22] /newstuff #498
https://www.doomworld.com/php/topstory.php?id=4589

[05-19] Original dev of Chex Quest is remaking it on UE4
http://www.chexquest.org/index.php?topic=5307.0

[05-19] Anon mod release:
https://www.dropbox.com/s/2ptiz7sqr1z607q/plasmaBurst.pk3?dl=0

[05-19] Midi covers from anon >>3224369
https://www.dropbox.com/s/2mrl1rjc7ubdfhn/DEFENDERS.mid?dl=0

[05-19] Anon made speedmaps >>3223012 (Cross-thread)
http://s000.tinyupload.com/index.php?file_id=81941233607651924415
http://s000.tinyupload.com/index.php?file_id=21678336224653867121

[05-18] Some madman tries to remake Doom on Unreal 4 engine (goes as well as you'd espect)
https://www.youtube.com/watch?v=fG8Lb9G7ul8

[05-15] Very good DOM maps for UT
https://sites.google.com/site/fragnbrag/Home/domination-maps

[05-15] Some details on the "Booty Project"
https://desustorage.org/vr/thread/3210404/#q3214427

[05-15] Newstuff #497
https://www.doomworld.com/php/topstory.php?id=4585

[05-13] RetroAhoy releases review of Quake
https://www.youtube.com/watch?v=OipJYWhMi3k

[05-12] DOOT
https://www.youtube.com/watch?v=hzPpWInAiOg1

[05-10] Anon map release: Baal Hadad
https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/baalhdad

[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
>>
>>3235548
[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: 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
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

[05-03] 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 REPLY TO THIS POST.
If you think something is a newsworthy, backlink to this post as well. Let's make proper OPs since now on together!
>>
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Can I be first?
>>
Let's keep the shitty Doom porn talk out of this thread.
>>
Thank you OP
>>
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so do you guys consider Doom 64 to be the 'real' Doom 3?
>>
>>3235624
Yes.
>>
>>3235605

Thanks to you fucks, I am right this moment downloading hdoom to see if it's as bad as they say.
>>
>>3235559
Look at all these comments I can't see!
>>
>>3235630
Why would you willingly browse 4chan without an extension?
>>
>>3235624

Yes
>>
>>3235629

It's reskinned Doom gameplay with anime girls.
That's literally it.

Not really a lot "bad" to criticize about the gameplay unless you want to go on about how your fetishes are better than someone else's.
>>
>>3235624
Yeah, and Doom 3 is the real Doom 4. The series progressed from a fast-paced, not-so spooky shooter, to a brisk-paced kinda spooky shooter, to a walking speed spooky shooter
>>
>>3235629
>to see if it's as bad as they say.
you will be very disappointed, probably the worst that can be said is that A) it's unfinished as fuck, B) gameplay is super-vanilla
unless you really hate anime girls
>>
>>3235639

Unfortunately my fetishes are so twisted, that vanilla hentai doesn't cut it for me.

But hey, always a good time to judge monster girls and there's no futa.
>>
>>3235624
Nah. It's missing monsters from Doom 2 and none of its unique additions are particularly notable. It's Doom 1.5 at best.
>>
>>3235656
>It's missing monsters from Doom 2
The only monsters from D2 it's missing are archie and revenant, though?
>>
>>3235545
We've now got a Doom Discord channel:
https://discord.gg/011CjebySrvRoHTmT

Set up by /vg/, but retro Doom chat is more than welcome.
>>
>>3235669
Chaingunner and Spider Mastermind took the day off, too. That's pretty much all the most important monsters missing from the game, according to many Doom 2 mappers.
>>
>>3235691
>That's pretty much all the most important monsters missing from the game, according to many Doom 2 mappers.
Hahahaha, god damn it.
>>
>>3235691
Pretty sure that's the Revenant and Archvile, anon
>>
>>3235698
Who we already established are not in Doom 64. Follow the conversation, anon.
>>
http://www.doomworld.com/10years/doomcomic/comic.php?page=0


The doom comic now has higher res scans! Doomuy's pupils are red during the rip and tear sequence too, now you can edge yourself in HIGHER QUAITY YO
>>
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>searched doom 1 screenshots on google images out of boredom

>get a fuckton of "those" kinds of screenshots

why?
>>
>>3235720
>Cacodemon projectile is purple

REEEEEEEEEEEEE
>>
>>3235730
ZDaemon, I assume.
>>
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>>3235730
>>
>>3235720
>BFG shoots bullet

Wow, I had forgotten how terrible this was
>>
>>3235720
>now you can edge yourself in HIGHER QUAITY YO

>edge yourself

l-lewd...
>>
>>3235730
Everyone's going to say ZDaemon because it's the meme answer, but the real answer is that Lee Killough jacked up the default gamma in one version of Boom because he was a lazy shit and never changed it back, presumably also because he was a lazy shit.
>>
>>3235751
or people with really dark monitors
>>
>>3235751
>meme answer

Are you denying that ZDaemon has fucked gamma?
>>
>>3235769
No. Are you denying that it's a meme that it does?
>>
Hey Vaporwave anon, still working on that Vaporwave map?
>>
What gameplay overhauls, if any, do you guys use when playing campaigns or map packs? I usually use smooth doom because it's pretty close to vanilla and it's nicely made, but I find myself using brutal doom occasionally as well.
>>
what are some wads with really good atmosphere besides hellbound? preferably non-slaughterwads
>>
>>3235813
Theshold of Pain I/II

II gets a bit on the higher monster count side in it last few levels though, good stuff regardless
>>
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>>
>>3235809

I like playing DemonSteele and Nazis, occasionally Samsara when I want something slightly more vanilla.
>>
>>3235749
Well it technically does behind the scenes
>>
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>>3235817
>that fucking shotgun

yes
>>
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man, Yomi is pretty good. I'm at a Loss for words.
>>
>>3235624
Doom - Doom
Doom 2 - Doom 2
Final Doom - Doom 3
Doom 64 - Doom 4
Doom 3 - Doom 5
Doom 4 - Doom 6
>>
>>3235809
usually doomrla. been playing that trooper one recently & is it supposed to feel like doom 4 with more realistic weapons cause it kinda does
>>
>>3235816
thanks! and yeah this is kinda hard already with all the hitscan enemies. maybe i shouldnt have started on uv
>>
>>3235873
There should be a 'true' Doom 3 wad, where it follows the formula of Doom 2. New levels, 1 or 2 new enemies, and 1 new weapon.
>>
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>>3235849
>it's a Loss joke

jesus christ, grow up
>>
>>3235896

-1/10, too much of an obvious setup
>>
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>>3235809
I've been playing a lot of Accessories to Murder lately. I feel sad whenever a Vore shows up, they're so completely nonthreatening thanks to all the casuals complaining. They're placed on the Arch-Vile slot, yet they do less damage than Revenants and have a less aggressive homing projectile which can be shot down in flight. It's just sad.

Everything else about it is great, though. The shotgun is perfection.
>>
>>3235879
given modder capabilities to design new enemies and weapons, I expect a double barrelled rocket launcher and plasma shooting revenants with dual wielding chaingun zombies.
>>
>>3235905
the ridiculous zombie replacements make up for it
>>
>>3235816
Thanks for suggestion.

I'm surprised nobody merged original Doom levels with PSX or D64 style. It would look great. I mean, PSX version without removed objects and such.
>>
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>>
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I don't want to be the poor person that adapts the mechanics and alt-fires of all of these weapons into ZDoom.

Hairs will split, [NO]s will be thrown...
>>
>>3235905
Wish there was a way to put the Archvile back in, it breaks gameplay in some wads
>>
>>3235915
I'd rather have new levels in Doom64 style. I played one short set recently, like 5 maps. Forget the name but it was on the most recent This Week in Doom.
>>
>>3235925
>open wad in Slade
>find Decorate
>remove thing that replaces Archvile
>>
>>3235924
Nice sprites, damn.
>>
>>3235896
you make this too easy
>>
>>3235924
that still looks nothing like D4'S SSG.

rest are real fucking ace, though
>>
>>3235873
Final Doom is more of a Doom 2.5
>>
https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/baalhdad

Anyone else think there's too little ammo on UV? Tried saving ammo by punching which didn't go well and the rocket launcher in what looks like a secret that isn't set as a secret on map 2 didn't help much either.
>>
>>3235879
Who knows? That could even come out of Doom 3's engine some day since iodoom3 is in development.
>>
>>3235924
Fuck me, those are nice.
>>
>>3235924
They look awesome, but I wish there were centered ones.
>>
So since I'm itching to mod again but not really organized or have enough time to get back to larger projects, I'm going to be updating this guy over the next week or so in my downtime
https://www.doomworld.com/vb/wads-mods/67715-zdoom-pistol-start-options/
both to bring him up to a better coding standard (I had things like manually zeroing all the values in an array rather than via loop and random strings on variable names for reasons unknown to present me) so that it is easier for myself or others to maintain (in the case I go missing again, someone should be able to update it or make their own version that is current), to make it easier for users to use and for any potential other modders that want to dig through my code and incorporate it into their own work. Right now it's such a mess that it's functionally unintentionally obfuscated code.


I am taking feature suggestions as well as suggestions/requests for weapon mod support. I will fulfill any suggestion/request so long as it doesn't break existing mod (including the universal option) compatibility or there's some technical or feasibility issue that means it can't be done.

(continued)
>>
>>3236036
Already planned updates/features:
-porting of every feature from this other pistol start mod
https://www.doomworld.com/vb/wads-mods/74385-pistol-start-mod-for-zdoom/
-continuing from above, menudef control of cvars but also a menudefless version so that cvars can be set in menu and then loaded with menudefless version for compatibility with mods that have their own menudef
-xlat so that when playing vanilla or a supported mod, there is only one screen wipe when using the random map feature, will will work without xlat being used, just with current two screw wipe behavior
-random map feature support for loading multiple iwads at the same time
-more choices for existing options, like toggling no repeat for random map and what happens on death
-the loadout feature from above mod for supported mods; due to feasibility it won't have the same level of management of vanilla doom, but you can set for instance a shotgun to spawn on top of you in a supported mod
-adding support for Legendoom, Trailblazer, Diaz, Demonsteele, Smooth Doom
-Adding support for maps with custom names, which will be able to be shuffled with random map feature alongside iwad maps, please suggest some.

As I said above, also taking suggestions/requests. If asking for compatibility please link to desired file if possible.
>>
>>3231862
>>3231865
>>3232681
I'd really like to know what mod this is.
>>
>>3236049
Arachnocide, looks like.
>>
>>3236054
This? http://forum.zdoom.org/viewtopic.php?f=19&t=50299 Thank you very much!
>>
Is it wrong to guess that the player is expected to take a lot more damage in Doom than in Quake with the health and armor shards everywhere?
>>
Anyone remember Cyberpunk Shootdown? Whatever happened to that?
>>
>>3235995
>Anyone else think there's too little ammo on UV?
I could get through it while play testing. Maybe you're missing too much?

>that isn't set as a secret on map 2 didn't help much either.
Oh, I thought I had set it as a secret.
>>
>>3235924
I gots suggestions, weapon sprites for the HellRazer's arm beam, the security zombie's shield, Revenent Rockets, and both Mancubus cannons
>>
>>3236158
>I gots suggestions
stopped reading there.
>>
>>3236190

corrected for grammar nazis
I have suggestions, weapon sprites for the HellRazer's arm beam, the security zombie's shield, Revenent Rockets, and both Mancubus cannons.
>>
What are some good gameplay mods/mapsets to play in 2 player co-op?
Not big on running meant for SP maps with ridiculous co-op spawns that throw out BFGs and spider masterminds in the first level.
>>
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How can i fix this?
I'm new to this Doom modding stuff.
>>
>>3236262
post graphics card

also did you try to run gzdoom with reshade or something else that injects shaders because that can cause this problem if gzdoom runs fine without them
>>
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>thy flesh consumed
>>
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>>3236280
Such a mess of "hard for the sake of hard" level design. It's a blemish on Doom 1.
It's main aesthetic style is pretty neat though.
>>
>>3236085
Tried again, really scraping the bottom of the barrel with ammo and breaking into fist fights before the SSG.
>>
>>3236262
You likely have an oldass video card that can't into OpenGL 3.0
>>
>>3236228
it's not so much the fact that you worded that poorly, but how you're willing to suggest things while doing nothing to make said things happen.

now don't interpret this as 'having a list of things you want to see is bad' but, simply put, ideas are dime a lot around the community and someone who basically meanders about with a christmas wishlist in his hands going 'make this and this and oooh, this too' aren't paid much mind.
>>
>>3236043
Forgot to add, I'll also be adding monster health and probably player health (with hacky workaround for display and armor) multipliers and a cvar to disable/enable the whole thing so it can be disabled easily.
>>
>>3236043
>-porting of every feature from this other pistol start modhttps://www.doomworld.com/vb/wads-mods/74385-pistol-start-mod-for-zdoom/
This seems a little petty. I get that yours does mods and his doesn't, but is this necessary? Why not just make yours compatible with his?
>>
>>3235813
Demons of Problematique 1 & 2

they do kinda dump a shit-ton of enemies on you in their finales, but it's never in the fashion of "here's a warehouse full of revenants & chaingunners, hope you can fight 3 cyberdemons at once"
>>
>>3235923
what is this?
>>
>>3236340

Some cyberpunk mod that people here were working on, then after a short while pretty much everyone involved fell out of interest.
>>
>>3236345
Got a DL link?
>>
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>>3236279

Also i dunno, i just downloaded this from Brutal Doom page, its called Hell on Earth Starter Pack.

>>3236294

fug
>>
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WAKE ME UP
>>
>>3235841

That's the pistol.
>>
>>3236357
That kind of texture/sector work in Doom turns me on.
>>
>>3236317
I can't really make it compatible within the constraints I've put in for zdpso because his mod replaces the player class entirely, which potentially breaks a lot of things, for instance mod support.

It's not oneupsmanship so much as it is adding features that people apparently want that I wasn't aware of, and for the users' sake it makes the most sense to have the features contained within a single file. I don't mind other people doing the same thing, and if you check the readme for zdpso it encourages people to use the code for things, like he did to add random map order to his. If his mod did all the things mine does that would be ideal because that means I don't have to maintain mine anymore, which is also a potential benefit of me cleaning up my code; nobody is ever around forever, no matter what the reasons for departure.

The major differences between the mods are the, as stated, mod support, the replacing of the player class and the fact that his doesn't support pistol starting on death. Pistol starting on death only works with his if you have no saves for the particular file combination and disable autosaving, which is normal ZDoom behavior with or without any mod. His pistol start on death functionality is to start the player with the player-specified loadout whenever they do pistol start. That pistol starting on death is really the main feature of zdpso, because that alone is what the entire original purpose of the mod was.
>>
>>3236340
cyberpunk shootdown, by mike12

you can probably find it on bestever or something
>>
>>3236361
the gimmicky shit you have to do to get through the level will assasinate your erection.
>>
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>>3235817
the fuck is this?
>>
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>>3235720
>those skeletons
>>
>>3236371
ive played so many standard levels anything out of the ordinary is welcome
>>
>>3236354
Yeah, you'll need an older version of GZDoom. Your graphics card only goes up to OpenGL 2.0 so you'll need to replace your copy of GZDoom with http://forum.drdteam.org/download/file.php?id=2895
>>
>>3236345
>>3236370
Thanks!
>>
>>3236354
That's an awesome map pack, regardless of what you might think about the creator
>>
>>3236303
you make a valid point, I just have little faith in my abilities to craft content
>>
https://www.youtube.com/watch?v=X5tHgx_J0ZM

Doom64 (EX) getting some attention from Vinesauce
>>
>>3236389

Oh. Thanks Anon.
Um. Can you please handhold me for a minute here? How do i exactly install this one, just put the files inside the zip in a folder and put the Hell on Earth Starter Pack files inside the same folder?

>>3236398

Like i said before i am new into this Doom Modding stuff, it's the creator an asshole or something?
>>
>>3235831
I have that shirt. And I squeezed a boob today. That's not me though.
>>
>>3236414
Just overwrite the existing GZDoom stuff in the folder you already have with the files in the GZDoom package you just downloaded.
>>
>>3236398
that reminds me, can you play the starter pack maps without BD (or with other mods that alter weaps/monsters)?
oh, a

>>3236414
long story short, people don't like chan culture outside of chans
that and at some point his ego was as big as romero's (before daikatana)
>>
>>3236424
>that reminds me, can you play the starter pack maps without BD
Yes, but some of the opening levels are pretty hard without BD.
>>
Hey, uh
I'm kinda new to doom, and I'm REALLY bad at it
How do I not suck so much? I can't really seem to understand the strategy.
>>
>>3236430
https://www.youtube.com/watch?v=HJcf0aOwmiA
>>
>>3236071
Gah, the sound design on this mod is really bad, what a shame.
>>
>>3235924
>Only mod that uses anything from this is an EDGE mod
These sprites are amazing outside of the super shotgun though.

Super shotgun is only okay.
>>
>It's a Revenant monster closet
>>
>>3236434
Thanks
Time to murder some meanies
>>
>>3236413
damn, all those comments about the new game skyrocketing Doom's popularity were true. Glad to see Vinny's having a good time with both too.

Surprising to see Vinny and not Joel though.
>>
>>3236450
Joel's too busy streaming himself making maps in Doombuilder
>>
Is there a premade config that makes (g)zdoom run/act as if I'm in vanilla? I want to use gzdoom for map compatibility, but I'm coming from chocolate doom and dont want to have to try and manually set it up if theres already a premade config for it.
>>
>>3236451
Joel's too busy getting banned from twitch, actually.
>>
>>3235720

why
>>
>>3236456
what?
>>
>>3236456
>>3236460
From his Twitter 46 minutes ago

>We just found out why, total accident on why this happened. The twitch channel coming back in a few sit tight.

Everything will be ok
>>
>>3236464
How does a streamer with a huge audience get banned by accident anyway?
>>
>>3236472
twitch mods being incompetent?
>>
>>3236413
What the fuck is a vinesauce?
>>
>>3236478

Group of video game streamers.
>>
how is choclate doom compared to the versions bundled with doom 3?
>>
>>3236485
Much better. The included Doom 1/2 in the BFG Edition are pretty janky compared to just playing them in Chocolate Doom, PRBoom+ or GZDoom.
>>
>>3236485
One extra episode aside, Doom 2 in BFG Edition at least is neutered. Zombiemen replace all instances of the Shoeshuffle in the Wolfenstein maps.

Both BFG versions of Doom 1/2 have the altered medpacks with a pill instead of a red cross on them. For some reason.
>>
>>3236494
And you can just play No Rest For The Living through NERVE.WAD in GZDoom.
>>
>>3236494
>For some reason.
There's a trademark issue with it.
>>
>>3236496
You gotta be kidding me
>>
>>3236497
The Red Cross wanted the cross removed. It's why you don't see health packs if they're ever in anything these days with red crosses.
>>
>>3236497
The Red Cross has trademark rights to it, at least within the US.
>>
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name a source port that rarely anyone uses, or is dead (except for skulltag)
>>
>>3236504
EDGE
>>
>>3236504
Doom Retro
>>
>>3236504

EDGE
Eternity
ManDoom


nigga give me something actually tough
>>
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>>3236504
>>
>>3236501
>>3236502
I'm pretty sure some medpacks in both vanilla Doom 3 and every one in 4 has crosses in them though

>>3236504
Smack my marine up.

/thread.
>>
https://en.wikipedia.org/wiki/Doom_64

>The original Doom 64 team was working on a potential Doom 64 2 not long after the first game was released, but decided to scrap it due to the "Doom engine looking dated", and players' attention focusing on Quake and other, more modern first-person shooters.

Doom64 2 leak WHEN
>>
>>3236504
Legacy
>>
>>3236510
was literally JUST about to post that. GG
>>
>>3236512

Last I heard, they only thing they were actually working on post-Doom 64 was a Doom 64 multiplayer game. Similar to how Turok Rage Wars was sold separately from Turok 2.
>>
>>3236510
>>I'm pretty sure some medpacks in both vanilla Doom 3 and every one in 4 has crosses in them though
The issue is specifically with red crosses on white backgrounds.
>>
What's the best .WAD for Demon Steele's gameplay?
>>
>>3236514
>>3236510
>JUST smack my marine up
>>
>>3236504
Marine's Best Friend
>>
>>3236521
nuts
>>
>>3236480
So nothing then, got it.
>>
>>3236526
oooh sassy
>>
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>>3236526
>>
>>3236512
>>3236518
https://www.unseen64.net/2014/12/29/doom-64-2-absolution-n64-cancelled/
http://doomwiki.org/wiki/Doom_Absolution

Gotta get those assets...

Gotta email some folks...
>>
>>3236331
wow these are really cool! kinda half life-ish
>>
doom64 sounds kind of like what the heavy element in heavy metal is to metal, but applied to cardboard

you know what i mean
>>
>>3236526
suck my cock
>>
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>>3236542
>>
>>3236504
Eternity, EDGE, DoomRetro.
>>
>>3236561
(heavy metal / metal) * cardboard = doom64 sounds
>>
>>3236524
I'd argue that MBF lives on in PRBoom+.
>>
Is there a mod that gives me a flashdark?
>>
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>>3236583
>flashdark
>>
>>3236589
Like the opposite of a torch
>>
>>3236504
Vavoom
>>
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>>3236592
Forgot my pic
>>
>>3236414
just get zdoom
>>
>>3236519
oh, nvm then
>>
>>3236542
I really, REALLY like this post
>>
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>>3236542
>>3236605
>I only listen to Cardboardcore
>>
>>3236413
>"get fucking blasted"
>game crashes
lel
>>
>>3236504
DoomCS.
>>
>>3236594
Wow, that port looks pretty shit.
>>
>>3236594
wtf, why is it all 3-D and shit?
>>
>>3236628
I chuckled silently at this post and I don't entirely understand why
>>
https://www.youtube.com/watch?v=aL9TfZOf1DQ
Neat
Not really sure what this is or why you'd take on a shambler with an axe but still, neat
>>
>>3236632
What mod is it?
>>
>>3236640
Dunno
Found it on a facepunch thread
https://facepunch.com/showthread.php?t=1472094&page=125
I've been up all night so i actually can't really remember why or how i got there but there you go
>>
thoughts on the snes version?
>>
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>>3236651
one of the many awful doom console ports
>>
>>3236651
it's a prowess, but should probably have been kept in a nerdcave (and copied on rewriteable cartridges) instead of sold
>>
do you guys actually fap to hdoom or do you just laugh at it
>>
>>3236663
It's an interesting novelty.
>>
>>3236663
me and my mates like to LAN it and all have a big jerkoff session there are different rules and I make my pasta bake it's a real good time actually
>>
>>3236663
it's pretty sexy
>>
>>3236663
why, wanna fap with me? ;))
>>
>>3236640
>>3236646
https://www.youtube.com/watch?v=60wQD1u4VZg
found it
>>
>>3236654
>>3236656
i think it isn't the best first approach to the game, but if you have played it before is pretty good. emulators don't make it justice.
>>
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Oh christ i forgot about these
>>
>>3236683
TRESSPASSER
>>
>>3236673
Anyone else having trouble running this in the latest Quakespasm?
>>
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I-is there a doom version of this?
>>
>>3236651
I was playing it the other day. It's impressive. Pales in comparison to the PC version, but I still like it. Holds a place in my childhood.
>>
>>3236687
you have the template, feel free to make your own one :)
>>
>>3236690
I would, except I have a busy day. Tonight perhaps.
The question is, doomguy, revenant or caco. Who are we doing it for?
Or Bunny?
>>
>>3235624
its more like doom 2.5 or "alternate atmospheric Doom2 with far superior level design"
>>
>>3236651
it was the first experience I had with this game alongside 64.
>>
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>>3236695
Caco
>>
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>>3236687
There is, actually.
>>
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>>3236705
>>3236695
>>
>>3236663
It's silly as fuck. More of a novelty jokewad then anything to me. Better then InstaDoom anyway.
>>
Are there any wads that do a free roam type thing? Like you can go back and forth between maps and the enemies you killed stay dead? Just wondering if it's a thing that's even doable.
>>
>>3236756
There's DOOM:ONE which combines all the levels of all three episodes into continuous maps. There's also Blanket Doom, which turns all of KDITD into a Castlevania-esque puzzle map and Memorial, which combines all the Doom 2 maps together.
>>
>>3236756
original doom could have been that if carmack had risen to the challenge
>>
>>3236762
I mean something that has level changes, but it keeps what happened in the areas you've been to already. More like a hub style thing. I don't think one big map would work for what I want to do.
>>
>>3236768
Wait, is this what Hexen does? I never played past the first level.
>>
>>3236774
Yes.

The Mario-like Golden Souls also does this.
>>
>>3236774
Yes, Hexen is based around going in and out of different levels with a HUD in the center that changes as you pull switches.
>>
>>3236778
>>3236779
I know you can do a hub, but if you pick up an item or kill a monster in a level, leave, then go back to the same level, does everything respawn?
>>
>>3236663
Was anyone else disappointed when they found out hdoom was just animes girls?
Like what's even the point then
>>
>>3236784
In Hexen at least, I think there's a seldom few enemies that deliberately respawn in the hubs, but that's it. Once something is killed or taken it's gone for good.

Strife also uses hubs.
>>
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>>3236765
>>
>>3236794
he should have aimed for 30fps with a cinematic aspect ratio, then we could have had more cool features :^)
>>
>>3236790
Ok cool, thats the info I was looking for.
>>
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>>3235873
Final Doom is more of an expanion pack rather than a new game. Doom 64 should be Doom 4
>>
>>3236825
>Doom 64 should be Doom 4
I meant
*Doom 64 should be Doom 3
>>
>>3236663
When I'm playing it, I find it silly.
>>
Is Wolf 3D still worth playing nowadays? 60 flat stages of nothing but soldiers and dogs seems like it'll get boring after an hour.
>>
>>3236832
I've been playing 5 stages or so a day and I've been enjoying it for some reason. It very well may become boring for most people though, but I'm determined to finish it all eventually.
>>
>>3236832
If you play it with the ZDoom TC or ECWolf it's fun for a couple episodes. I recently played through the first episode and had a pretty good time.
>>
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>>3236832
I'm playing the TC in zdoom
>>
>>3236832
I tried the ZDoom TC. Kinda grew bored after a few levels, but I must say the efforts made to recreate Wolfenstein is impressive.
>>
>>3236843
I wonder how ECWolf runs? I've only ever used the TC but it looks like ECWolf would give a more complete experience? Says it needs actual Wolfenstein 3D WAD files to run properly though and I have no idea where to get those.
>>
>>3235924
Super shotgun and chaingun look weird
>>
https://www.youtube.com/watch?v=hr6M8PS5HZs
THICK
>>
>>3236784
Everything stays dead when you return to a level in hexen.

They usually have some respawning scripts at least on the main hub so there's usually something around to kill. But the items you pick up never respawn, and switches stay pulled etc.
>>
>>3236854
this probably has the wads in it, though have you checked the OP?
>>
>>3236854
sorry, meant to post this https://kat.cr/wolfenstein-3d-and-spear-of-destiny-gog-t11355776.html
>>
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>>3236862
>Link to game data in the main pastebin
>File has been removed

Sigh.
>>
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What oldschool FPS game has the best cover?

Even though I don't like Quake, I can't deny that the box cover is really memorable and cool
>>
when playing any wad with doom 2 I still get the splash screen after E1M6, is this supposed to happen? can I stop it?
>>
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>>3236895
Ultimate Doom's with all the signatures and stuff is beautiful.
>>
>>3236910
Why are you playing Doom/Ultimate Doom using Doom 2?
>>
a little DECORATE test i've made based on the weapons from All Hell is Breaking Loose:

https://www.youtube.com/watch?v=1YxtLc4E0fU

also, anyone of you ever played that mod?
>>
>>3236923
woops I guess I mean map 6?
>>
>>3236280

I actually really love Perfect Hatred. I honestly think the level design is better than in D2.
>>
>>3236934
If you mean what I think you mean, no, there is no way to stop the "You arrive at the starport,blah blah blah" text. The mapper would need to add info in the map definition to change this.
>>
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Dumping the tentative OP/write-up for DUMP 3, along with rules and information and such, before I head off to bed.
Yell at me if stuff seems off or weird.

http://pastebin.com/QYXUCMHZ

Plan on posting on the 29th, and will be spending time beforehand gathering resources; dumping weapon sprites for folks to use, setting up a base .pk3 to slot the weapons into, etc.
>>
>>3236948
>Make your weapon at once, or Either way, get it done
post ruined, fix it right away

seems interesting, got a weapon idea i might try
>>
>>3236948
It's obvious, but probably make a note about weapons not needing sbarinfo either.
>>
>>3236948
Maps and weapons as separate pk3s? Interesting...
>>
>>3236948
Is TEXTURES off-limits to weapons too?
>>
>>3236965
>- If you REALLY do have to use the TEXTURES lump, please create an empty resource in Zdoom format, rather than importing from another source/iwad.
would need a bit of clarification on this, but seems like as long as your textures is a new file rather than using the one already in doom, then it's fine
>>
>>3236965
It's only in the "maps" section, so for weapons it's probably good.
Definitely worth clarifying, though.
>>
>>3236947
Thanks!
>>
so tru :'(
https://youtu.be/a9IgdZtajAA
>>
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>>3236994
>he doesn't have a mapping folder full of overly detailed entryways for unfinished maps
>>
>>3236994
literally the opposite of how I map. furiously trying to capture ideas for hours and hours until I burn out
>>
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>>3236994
Creativity blocks suck
>>
>>3236948
>Everyone plays through it and offers feedback on everyone else's maps and weapons. People fix up their maps and weapons according to the feedback. Feedback is mandatory, this ain't no popcorn show for you to just sit back.
How will people be giving feedback? Do people making weapons have to give feedback on maps and vice versa?
>>
So what do most people use to map? Doom Builder 2?
>>
>>3237029
GZDB
>>
>>3235545
>Megasphere in the background
Subtle yet good
>>
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Is rearranging the target pointer on Bounce state, then rearranging it back again and exploding the projectile in a tiny radius on Death state, the only way to get a ricocheting projectile to hurt its owner while keeping shooter ownership intact?
>>
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>Learn about M1+M2 attacks
>Legion
Feels pretty powerful. I wonder if it persists on Iron Maiden...
>>
Is it possible to disable some of the monsters in doomRL monsters?
And also the fucking nuclear barrels?
>>
Is there anyway to convert the entire Textures folder to palleted PNG, all at once?

I'm trying to make it so Smooth Doom works with custom pallets and slade doesn't recursively go into directories by default.

Can the engine handle all PNG, All the time, or is there gonna be performance issues
>>
>>3236785
I was disapointed that there were no zombie sluts to bang. Like, are people okay with fucking the demonic personification of evil but necrophilia is a little too far? Come on
>>
Doom64 EX was to get Decorate added according to a 2012 news post, but I looked Decorate up on the Wiki and I get nothing but spam.

http://doom64ex.sourceforge.net/wiki/index.php?title=Special%3ASearch&search=decorate&go=Go

Is there Decorate? I just want to put in Cage's Doom64 animations.
>>
>>3237057
>Is it possible to disable some of the monsters in doomRL monsters?
[no]
>And also the fucking nuclear barrels?
check the doomRLA options menu, there should be something like "fancy barrels" that you can turn off
>>
>>3237057
>Play MAP02 of Doom 2 with DoomRLA
>Later part of the level is dark as shit
>Shoot barrel
>It happens to be a nuclear one
>Suddenly death everywhere

I wonder what Barrels 'o Fun is like.
>>
http://mimizun.com/log/2ch/gamef/1389276998/

omg look at the little ascii doomguy
>>
>>3237091
Seeing more Japanese 2channers getting back into Doom thanks to the new game is a lovely site.
>>
>>3237094
that's from 2014 my buddy

you in another thread on there?
>>
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>>3237091
>And Then 1000 Was a Zombie
>>
>>3237101
Oh was it. I didn't notice.
The ASCII Doomguy is cute though I agree.
>>
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ok, maybe this is a stupid question but...
I want to have Quakespasm and Darkplaces launch the same id1 with separate configs, is this possible?
>>
>>3236860
anon there's a difference between thick and morbidly obese
>>
Hey guys, any map wad to play with ProjectMSX or LegenDOOM?
>>
>>3236994
yeah, that's pretty much how it goes
>>
>>3237052
It does.
>>
>>3237063
As far as I'm aware once a texture is loaded into memory it doesn't matter what the original format was as everything in memory is fully uncompressed. The better question is are there any source ports that can LOAD pngs?
>>
>>3237153
LegenDOOM? Oblige
>>
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>>3236860
GOD DAMMIT MAZ STOP INJECTING YOUR GROSS FETISHES INTO EVERYTHINIG YOU MAKE
>>
>>3235624
Yes. I love the art style and atmosphere, even if it does get somewhat monotonous and the level design is sometimes bonkers.
It is literally the 3rd game in the OG doomguy canon too
>>
>>3237038
Well no one has said anything on this yet but I have now found that Zdoom 2.8.1's HITTRACER and A_DamageTracer make the damaging side of things a lot cleaner than using A_Explode. (I was hurting myself when shooting enemies at point blank)
>>
>>3237248
>giving a literal terrywadder attention

No, it is you who is gross.
>>
>>3235624
No.
>>
>>3237269
I love how Doom 3 has basically been wiped from the canon.
>>
>>3237269
If I'm reading this correctly from the Wikipedia article's summation of the plot

>In Doom 64, the sole Marine who survived the horrors of Hell returned to Earth, reclaiming it from the invasion that almost eradicated the human race. Demons still lingered within the abandoned halls and complexes of Phobos and Deimos. As a last-ditch effort, the military decided to bombard the moons with extreme radiation in hopes of killing off any remaining demons. It was initially successful, however, something survived the exposure. The radiation blocked the military's sensors and allowed something to slip past them undetected. This mysterious entity, possessing the ability to resurrect any demon it came across, recreated the entire demonic horde and made it stronger than ever before. A Marine strike force was ordered to contain the advancing armies of Hell, but was mercilessly slaughtered within moments. The player's character is the sole survivor of this group.

Then you don't play as the Doomguy from Doom 1 & 2, but rather Doom64guy.
>>
>>3236663
It's a fun little tongue in cheek mod.
I think it's a shame that they haven't really added any more mechanics yet.
>>
>>3236860
Did he also change the hudface into fernando the manwhore, or is that what freedoomguy looks like now?
>>
>>3236895
I like gunman chronicles. Especially in how it follows the theme HL set.

Quake (all of the first three games) are pretty hard to beat though.

And then there's this beauty. Also an extremely underappreciated game.
>>
IGN docked Doom64 down from 10 to a 7 under "Gameplay" for not having jumping.
>>
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>>3236292
Well, I don't know what to say. Evidently this guy could get through the level on pistol start without much in the way of ammo problems. Keep in mind, he's not playing the way I tested it with.
>>3236374
It's a community project for Boom. It's basically a culmination of Dark Forces and Doom. I think there are some mapping slots still open, so you can make a map or something for it.
>>
>>3236994
Story of my modding life.
>>
>>3237296
>https://www.youtube.com/watch?v=O-lSKGDebrg
I mean look at that fuckin draw distance. And as far as I know it's the first shooter with a decent squad system as well.
>>
>>3237290
That sounds like doom 64 guy is doom 1+2 doomguy
>>
>>3237297
Hold on IGN can retroactively change reviews?
>>
>>3237307
*tested it.
>>3237297
Jesus.
>>
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>>3237297
>>
>>3237290
http://doomwiki.org/wiki/Doom_64#Story

>Quoted from the Doom 64 manual:

>Your fatigue was enormous, the price for encountering pure evil. Hell was a place no mortal was meant to experience. Stupid military doctors: their tests and treatments, were of little help. In the end, what did it matter - it was all classified and sealed. The nightmares continued. Demons, so many Demons; relentless, pouring through.

>Far Away...

>The planetary policy was clear. An absolute quarantine was guaranteed by apocalyptic levels of radiation. The empty dark corridors stand motionless, abandoned. The installations sealed.

>The Present...

>A long forgotten relay satellite barely executing, decayed by years of bombarding neutrons, activates and sends its final message to Earth. The satellites message was horrific, from the planetary void there came energy signatures unlike anything sampled before.

>The classified archives are opened. The military episodes code named "DOOM" were not actually completed. A single entity with vast rejuvenation powers, masked by the extreme radiation levels, escaped detection. In its crippled state, it systematically altered decaying dead carnage back into corrupted living tissue.

>The mutations are devastating. The Demons have returned even stronger and more vicious than before. As the only experienced survivor of the DOOM episode, your commission is re-activated. Your assignment is clear: MERCILESS EXTERMINATION.
>>
>>3237330
Doomguy has a hard life
>>
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>>3237320
>>
>>3237307
froze the game, put on god mode, and gave myself back ammo for all missed shots, even when the second shot of a chaingun fire is wasted

i got to map 2 with 57 bullets, a chaingun, a pistol, and a shotgun

i got to map 3 with 120 bullets and 18 shells, the largest pool of ammo i gained so far in the last section of the map behind the red door. after killing the imps, the two hell knights, and the cacodemon, i had about 12 shells left, but there were more and enough to take down all 3 revenants when lined up at point blank with the ssg.

so i suppose i just missed like 30 chaingun shots on my way up to the cacodemon section.
>>
>>3237320
Yeah but I mean at the time it was given 7, it's just that the only flaws mentioned were the lack of freelook, crouching, and jumping so I'm lead to believe that the lack of jumping (and freelook and crouching) dropped it from a perfect 10 to a 7.

"The analog stick works will with Doom. Sprite-based enemies enable loads of monsters on-screen. Lacking ability to look up or down, crouch and jump does get annoying, especially after Quake."
http://www.ign.com/articles/1997/01/29/doom-64
>>
>>3237343
well actually if i didn't give myself bullets back for wasted second shots then it's about 16 or so missed chaingun fire animations instead of potential landed shots
>>
>>3237278
>literal terrywadder
?????
>>
>>3237297
Doom64 doesn't deserve a 10 for gameplay either way.
"But it's what Doom 3 should've been!"
It's still not a 10.
>>
advanced doom port made by Kaiser when
the structure of his pk3 equivalent files makes me moist
>>
>>3237361
aight but they didn't list anything but jumping and crouching and freelook for their reason, which implies that it was the most important reason to the ign reviewer

that's really the crux of the post, not any sort of "it's the real doom 3" argument you seem to be attributing to me

i really like that the shit that gets game reviews dropped, like sprites instead of 3d models and no crouching, aren't issues now. like imagine an n64 doom with models, it would look so much worse than the sprites but at the time the sheer presence of polygons would mean it's good.
>>
>>3237368
"It's what Doom 3 should've been" seems to be the main argument for rating it highly when it really feels like an average Doomclone that would be amongst many of the other completely forgotten Doomclones at the time if it weren't for the name it carried. There's nothing particularly bad about it, per se, but it's nothing special and if Doom is a 10 then Doom64 is around a 7 at best regardless.
>>
>>3237368
>taking IGN seriously

DOOM - 7.1
Shadow Warrior 2013 - 8.6
Wolfenstein The New Order - 7.8

IGN are a goddamn joke in their scores.
>>
I have this old version of ZDoom in my hard drive and noticed that freelook, jump and crouching is enabled. Do any of these actually have an effect on Doom?
>>
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I have the feeling for doing some bite-sized fast-paced maps - maybe summer will let me have time.

But I guess it wouldn't get anywhere. I have had some ideas though, not sure what sort of theme I should approach. Dungeon-delving, perhaps?
>>
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Why is Marathon's map design so fucking terrible

This game could have been so fucking good, but it's like they gave Sandy Petersen a lethal dose of methamphetamine and sat him down in front of an editor.
>>
>>3237380
Jumping breaks a lot of the puzzles in Doom 1 and 2. Freelook in ZDoom as well isn't worth using anyway cause when you look up everything warps.
>>
>>3237382
try zone300.wad or demonfear

it's like scythe before scythe
>>
>>3237376
>2016
>getting mad over review scores

lol
>>
https://www.youtube.com/watch?v=So1ggoTQaJM&ab_channel=Natt
When was the last time a mod made you feel like this?
>>
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>>3237392
>4+4chan logo on the exit door

Did their /pol/ make this?
>>
>>3237390
I think Anon is referring to making maps?
>>
>>3237390
I'll check those out.
Point I had, though, was making maps, not just playing. I find mapping relaxing and last two weeks have been awful.
>>
>>3237392
>Arm is just recolored white

I knew this was shit but now that's just lazy
>>
>>3237403
are you implying there are two communities?
>>
Does anyone have that picture of a chaingunner shooting from a far away galaxy in the sky texture?
>>
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>>3236687
here you go anon, fresh off the presses
>>
>>3237410
of course there are two different communities on two different sites but let's not get into that
>>
>>3236895
When I was a kid I thought HeXen's cover was super bad ass.
>>
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>it's an 3DGE mod
>>
>Doom is fucking dark
>GZDoom is fucking dark
>Quake is fucking dark
Something must be wrong with my screen.
>>
Hey, can anyone link me to the current incarnation of the Doom High Resolution Texture Project?
>>
>>3237430
GZDoom's default sector lighting mode is darker than it should be. You've got to set it to Doom mode.
>>
>>3237438
google that exact thing, go to the github page which should be the first result, scroll down to download

pick the version for the port you're using
>>
>>3237428
Hey now, there's nothing really wrong with 3DGE other than it being less popular than gzdoom and having fallen behind a bit in features.

It has way more sensible implementation of gl features than gzdoom in many cases as well.
>>
>>3237445
Thanks, wasn't sure if that was still considered the most up to date version.
>>
>>3237406
>>3237404
oh, sorry
>>
>>3237448
those two things you mentioned are really good reasons to not use it

like i have to download and install another port and keep it up to date, when it seems to do nothing that gzdoom doesn't do better

it's such an arbitrary deviation from the setup we all have ready since virtually every mod is based on zdoom
>>
>>3237215
GZDoom, probably others
>>
>>3237443
Already did, still pretty dark.
>>
How do you kill the Cyberdemon replacements in DemonSteele? They just seem to heal themselves forever.
>>
>Quake
>all my runes just disappeared except for the third one
>have to redo the first and second episode
Just kill me Yog Soggoth.
>>
>>3237391
>Current year
>Doing things
>>
>>3237470
Use the M1+M2 attacks, Omen and whatnot. Iron Maiden is effective, too, and soaks up damage.
>>
>>3236948
>STUFF WITH CUSTOM RESOURCES AND WITHOUT CREDITS WILL NOT BE INCLUDED
>I MEAN YOU'D HAVE TO BE A REEEEAL DICKWEED TO USE SOMEONE'S STUFF WITHOUT SAYING "YO THIS DUDE'S STUFF IS COOL I USED IT"
>RIGHT?
>GOOD THING NONE OF US ARE THAT KIND OF PERSON
>RIIIIIGHT?
keeek
>>
>>3237470
To defeat the DevilDriver, shoot it until it dies.
>>
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>>3235545
>I GOT DOOM TO RUN ON THIS THING
damn right i did, Chocolate Doom runs fine. Beat whole Alien Vendetta on it. Next stop - ZDoom.
>>
>>3237462
For a self contained single player mod port popularity shouldn't really matter at all.
>when it seems to do nothing that gzdoom doesn't do better
Absolutely everything related to 3d models for one

It also seems to be way less of a clusterfuck on the source code side of things, which is good for future developments.
>>
>>3237385
Because it's levels are 5D. I'm not even joking, you can check it out by playing a network game with other players where the motion tracker says you're right next to another player but you're actually a long walk away from him and both hallways you're in occupy the same Z axis.

It's neat, but it's also why level design is a confusing mess in Marathon.
>>
>>3237418
>of course there are two different communities on two different sites
Are there? Could've sworn 80% were crossposting
>>
>>3237481
Fooking disgusting m8

Get a real netbook if you want to play doom on the go
>>
>>3237474
Oh hey, didn't know about the M1+M2 attacks. I've been trying to get into DemonSteele a little more recently and I think I'm finally starting to feel it's groove. It's bloody good fun, being an anime swordswoman cutting demons down while high on Doritos and soda has never been better.
>>
>>3237509
i used to crosspost, but the 8v doom threads were a special brand of terrible
even right now in the current thread there's a lot of screaming going on about doom 4

basically in terms of personal opinion of quality, doom thread communities go
8v < zandronum < facepunch somethingawful < badgame <<<<<<<<<< tumblr < zdoom < 4vr

sage for off-topic
>>
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>>3237521
>dw not even included
>>
>>3237526
i don't post on dw, so i can't really rank it
>>
>>3236687
Could someone make a version of this with Daisy?
>>
>>3237521
>/vr/ doom thread
>good community
We have a few great people, but the thread doesn't really have much of a communtiy
>>
>>3237572
It's by far the best place to ask for modding advice of all kinds. Especially DECORATE.
>>
>>3237572
Just because there's only a few "great' people doesn't mean the rest is shit. Anonymity is part of what makes it neat.
>>
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>>3237521
>zandronum
>>
>>3237572
Even if it's a mostly anonymous community, you shouldn't bring it down like that.
>>
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>tfw the edge strikes
It's not going to be actual hospital map, just stealing the layout
>>
>>3237591
You could make it a demon hospital.
>>
>>3237591

if you know you don't have bad intentions, then don't fuel those misconceptcions by aluding them bro

also plenty of fps have hospitals and nobody bats an eye
>>
>>3237591
That's a lot of penis wings
>>
>>3237596
Yeah, but there's a difference between having a hospital map, and having a hospital map based on an actual hospital..
>>
>>3237594
I have never seen a hospital map made in doom. a bunch of spooky villages and mansions but never a creepy, abandoned hospital plagued by hordes of demons.
do you know any wads like that?
>>
>>3237591
Looks more like an airport to me.
>>
>>3237605
Never played any myself, but there's always this:

https://www.doomworld.com/idgames/index.php?search=1&field=textfile&word=Hospital&sort=time&order=asc&page=1
>>
>>3237605
Doom The Way id Did has a map called Mental Ward in Episode 2.
>>
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>>3237591
that's one weird looking hospital
>>
Does anyone have a link to Aeons of Death v3.1? I heard it was better than the current version.
>>
>>3237338
Honestly, such a thing makes sense. I've dismissed multiple games based on shit I didn't like, but looking back I can actually see the big picture and how it comes together as a whole.

But this being IGN it probably means "We have to suck some serious dick to get review copies"
>>
>>3237297
I may be wrong but doesn't Goldeneye not have jumping either?
>>
>>3237623
Don't see jumping in the controls, probably not.
>>
>>3237623
It doesn't. IGN a shit, as per usual.
>>
>>3237639
>>3237632
Well better start telling them to give Goldeneye a lower rating.
>>
I damn love Quake III.
>"There's no honour in camping, Player. Unless I do it."
>"Beginner's luck. Again."
>"The irony. To survive the demons and die to this."
>"I'd give you my boots, but I don't think you can fill them."
>>
>>3236948
still doing DM maps only, you can't stop me
>>
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Any idea how to fix this in Alien Vendetta for GL renderer? Same shit happens with both gZdoom and glBoom.
>>
>>3236948
Hah, I'll make a marathon weapons mod!
>>
>>3236673
This looks retarded.
>>
>>3237669
Yeah, don't play with GL renderer :^)
>>
>>3236948
reconsider talking to yourself in the post "What does this mean, Terminus? Well, you little shit"
>>
>>3237123
Probably not. Why not just copy over the id1 folder?

Hell, why even use DP?
>>
>>3237674
Some of the weapon designs are pretty cool desu
>>
>>3237680
Fair enough. Is there some kind of list for wads that work like crap in GL?
>>
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>>3237602
>penis wings
Thanks, can't unsee them now.
Anyway, the basic outline is done. Now to do several "internal" designs, then magnifying it all because I slightly overestimated scale, and then decorate. Surely this won 't take more than two years in all.
>>
>>3237703
you can do it anon
>>
>>3237689
The single shotgun looks like a jittery mess with that firerate, the other weapon designs are either 'Quake 2 but more polys' or horrible ugly messes (RL, GL).

>implying Deathmatch Classic isn't the only good reinterpretation of the Q1 weapons
>>
>>3237716
that's dm4 right
>>
>>3237716
I think both nailguns are pretty cool

>DMC
Fuark I loved that
Perhaps that makes me a huge pleb or what fucking ever but it was a blast.
>>
>>3237723
Yeah.

>>3237725
I unfortunately never got to play it online (or even knew it existed back then), but there's nothing pleb about it; all HL1 is is reskinned Quake with non-hostile NPCs and +use anyway, it's only fair to remake Q1's fantastic deathmatch Quake MP was ruined with the railgun in it.
>>
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>>3237728
>spoiler
Low ping and high framerates among the playerbase is what really put a dent in the balance of the quake series though. The Q1 thunderbolt is absolutely monstrous if you're skilled with it.
>I unfortunately never got to play it online
I didn't play it much and I was quite young, but it really was a lot of fun. It had a crisp feel to both the rendering and the control as I recall. Most players were pretty casual in the positive sense of the word as I recall.

Side note: It's strange how different the attitude can be among the players of different communities. The best I've experienced so far is Tribes: Ascend I'd have to say.

>but there's nothing pleb about it
Well some fanbases get pretty elitistic about remakes, didn't know if such was the case here.
>>
Too bad Quake will never get a remake.
>Quake one
>about Lovecraftian stuff

>Quake two
>adds the Stroggs
>Lovecraft? Who's that?

>Quake Three
>eldrticht stuff was pretty good, let's reuse them
>solo game? What's that?

>Quake four
>let's get back to the stroggs
>>
>>3237753
The Lightning at least has limited range, though, and if you're playing a true-to-DOS port of Quake it has that odd bit of lag as you aim it around where it never directly lines up with the crosshair.

Railgun is just "click on someone you saw across the map down three halways and a jump pad and take off a hundred health."

> It had a crisp feel to both the rendering and the control as I recall.
GoldSrc is just a really good feeling engine. I've always thought it's one of the best out there- the simplicity of Quake with some more modern things you'd expect (+use, moving water brushes, transparent textures, etc) without being too overboard on photorealism or graphics- and the mouse control is just fantastic, no input delay or jitteriness to speak of.
>>
Why ZDaemon is that bad?
>>
>>3237779
closed source, forced accounts, questionable administration, barely-there codebase, obscene gamma, take your pick
>>
>>3237771

I cannot tell how buttdevasted I was about Q3 when it was released. I was all "these reviewers gotta be paid, how can they rate a game so high. It's just Q2 WITHOUT the Single Player campaign ! Half a game !"

Never liked multiplayer I gotta say. But damn, I was an entitled fuckhead.
>>
>>3237786
I cannot tell how much I fail to understand the hate about Quake 3.
But then again, it was the first FPS I played after Unreal (and maybe just before Half-Life), so it was pretty much the Eight Wonder back then.
>>
>>3237779
ah zdaemon, takes me back to 2003-2008
>>
>>3237591
>>3237605
https://www.youtube.com/watch?v=kKwlWe0USoE
>>
I'm having a strange problem with zdoom. I'm trying to get it to run on a shitty public pc that is actually just a virtual machine. Every mouse movement, no matter how small or in what direction, moves the camera very quickly to the right
>>
>>3237805
>virtual machine
Most likely the culprit. What VM is it using and what OS?
>>
>>3237807
Windows 7 and a little box attached to the monitor that says "Ncomputing"

Looking up Ncomputing says it makes a virtual desktop.
>>
>>3235924
I'm sure a simple function can make your alt fire function differently if done right, say a inventory jump if you have a different item for each one, it'd take time but what isn't worthwhile like this?
>>
>>3237772
>and if you're playing a true-to-DOS port of Quake it has that odd bit of lag as you aim it around where it never directly lines up with the crosshair.
The actual hitscan always has that lag I'm pretty sure, it's just that the row of lightning shaft models aren't interpolated. In q3 you can control that interpolation with a cvar, if one thinks prefers seeing the exact hit location of the beam over the less visually intrusive full interpolation.
>Railgun is just "click on someone you saw across the map down three halways and a jump pad and take off a hundred health."
100dmg is indeed too much. Quake live lowered it to 80 which made a world of difference.

I'm still not a huge fan of either it or the thunderbolt, since projectile leading is simply more fun. Especially with velocity inheritance like Tribes (as in, your speed and direction of movement is added on top of the missiles own forward velocity).

Anyway the only engine other than q3 and goldsrc that had a strikingly nice "feel" like that that I've experienced was the one in Alien vs. Predator 2. Very good game that one.
>>
>>3237591
God damn I love blueprints and floorplans. Anyone know of any databases for this stuff?
>>
>>3237848
Get out of here NSA.
>>
>>3237848
Yeah, google image search "building floor plans", gets you a whole bunch.
>>
>>3237850
>NSA
Is it really NSA to have a near fetishistic love of floorplans, maps and blueprints?
>>
>>3237848
Hi ISIS.

>>3237860
Hi Tile Lover.
>>
The best part of Q3A is the waifus.
>>
>>3237860
That's something NSA would say for sure
>>
>>3237871
>Hunter's ass
I want to slap it really bad.
>>
>>3237871
why is lucy's right hand so massive compared to her left

wtf artist
>>
>>3237881
Well it's a robotic prosthetics.
>>
>>3237886
you do know which one lucy is right?
>>
>>3237881
It's the other way around you black person.
>>
>>3237875
>not wanting her to sit on your face
>>
>>3237895
>wanting someone to sit on your face
And people say spanking should be in /d/.
>>
>>3237895
that's a privillege reserved for THICC crash

Also no mynx in that pic, 0/10
>>
>>3237946
>THICC crash
good taste
>>
>>3237946
Mynx a shit
>>
>>3237962
Major is the real cute.
>>
>>3237248
>thick-thighed women
>gross fetish
>>
>>3237962
Wochit m8, or I'll have to ask you to step outside to q3dm17

>>3237965
Major is the strongest bot on nightmare, can tear xaero a new asshole
>>
>>3237974
1v1 me faget, the only longest yard here will be my dick up your ass for having such SHIT TASTE
>>
>>3237996
You have been rused sir, nobody duels on longest yard cause it's a shit map for twats. I laugh in your general direction.
>>
>>3237967
see
>>3237132
>>
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>>3236956
>>3236963
Oops. Will fix, thank you.

>>3236965
>>3236969
>>3236972
TEXTURES is not off-limits for weapons.
The big problem with it for maps is that, I don't exactly know what causes it, but in quite a few maps the assembled TEXTURES lump included every single default texture in Doom 2. So I had to hunt through the file to look for the new textures. And that got REALLY FUCKING ANNOYING, REALLY FUCKING FAST.

Thankfully, TEXTURES-assembled weapons are pretty much...immune to this.

>>3237019
This is a fantastic question, and I don't really have an answer aside from "post in the threads letting people know what you think", which honestly isn't the most ideal way to go about it.
In a perfect world, I'd have one of those online notepad collab programs, where each map/weapon has a section and every contributor writes down a comment or two. Or do it like the JPCP, a throwaway message board where you don't have to register to comment, and each map/weapon has a topic.

>>3237475
I'm slightly insistent on credits.
Slightly.

>>3237664
noooooooooooooooooooooooooooooooo

>>3237683
Fair enough, will do.
>>
>>3238013
>twats
sounds perfect for you trhen :^}
>>
>>3237691
>hotpockets-kun deleted everything newdoom related and also this

wtf janitor
>>
>>3237669
As far as I remember that's only one of 2 or 3 graphical glitches that occur in AV running in GZDoom. The rest of the game runs perfectly fine.
>>
>>3238019
In all seriousness though, first guy to get the railgun is going to win 95% of the time

More true than on any other map
>>
>>3238019

You seem so ass mad.
>>
>>3238023
He's actually of the more decent jannies cause he seems to be a regular of this very general

I only find his habit of removing replies to deleted posts distasteful
>>
>>3238028
>first guy to get the railgun is going to win 95% of the time
welcome to quake 3
>>
>>3238023
off to /vg/ with your nudoom discussion
>>
>>3238023
Go to /vg/ to talk about NuDoom.
>>
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They just crack me up.
>>
>>3238018
>I don't exactly know what causes it, but in quite a few maps the assembled TEXTURES lump included every single default texture in Doom 2
what the fuck
I gazed upon the visual textures editor the first time like a month ago and I never had that issue. Granted I only did weapons, but there were wall textures in some of them.

Anyway I'm looking forward to making a weapon for this. I will in all likelyhood go completely fucking insane with it so I hope that's okay. Why use zandro 3.0 as your compatibility limit if you're not allowing the reload key though? Might as well go with the official release in that case.
>>
>>3238041
Yeah I like my UT better, even though it has more ways to instantly murder people
>>
>>3238043
>>3238045
i don't care about nudoom, i care about thick
>>
>>3238053
At the very least if you don't have friends to play with UT's bots are less aimbotty than Quake's.

>looking at you, xaero with railgun
>>
>>3238050
>Why use zandro 3.0 as your compatibility limit if you're not allowing the reload key though?
It's kind of trying for a balance between a handful of factors, trying to find a decent middle ground to work with.
Zandro 3.0 is a big ol' step up in features from 2.1.2, and a lot of people trying to make cool weapons would definitely be frustrated by how limited 2.1.2 is. But at the same time, Reload mechanics would be a little bit too much for newcomers to really get the hang of--especially something like more intricate shotgun reloads.
I could have it on a "case by case" basis, where some weapons reload and some weapons don't, but that seems kind of...sloppy.
I could also just go full FEATUREZ and make it 100% ZDoom/GZDoom stable, but.
Y'know.
Netplay.
>>
>>3238074
>reload mechanics
I wouldn't be using them for reloading though, because that's no fun for a project encouraging creativity like this. But tertiary fire modes, off-hand melee and whatnot using the Reload state can offer up a lot of possibilities. It's your project and all, but it seems like a strange limitation is all.
>>
>>3238083
I fucking hate reloading.

>>3238085
*groan*
>>
>>3238070
xaero is a little bitch, I can spawncamp his ass blindfolded

godlike bots in UT however, they spawncamp YOU
>>
>>3238083
Hmmm. That's true.

All right, I'll remove the clause against no reload/zoom and leave it up to case-by-case, then.
>>
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>>3238093
>I AM THE ALPHA AND THE OMEGA.
A little poo's come out.
>>
>>3238096
"No using the reload button to actually reload, because this isn't Doom 3 :^)"
>>
>>3238115
Well fuck now I want to make a mod where a UAC Janitor is somehow surviving the hell invasion, can even name the wad "BROOM" and he uses a bunch of futuristic cleaning devices to wipe away demon filth
>>
>>3238015
>that irishman anon always trying to water down thickness
>>
>>3238096
thank you senpai
>>
>>3238130
If the "weapons" also destroy corpses and eliminate bloodstains you will have a winner
>>
>>3238130
So Viscera Cleanup Detail basically?
>>
>>3238158
The difference being the monsters are still there trying to kill you, you will clean them up too, I can see a couple unique mechanics, constant hazard immunity as you'd be equipped for hazmat detail, but you take extra damage as you are not armored and not trained to equip armor
>>
>>3235640
My 5 year old self would like a word with you about "not so spooky". I literally shat my pants the first time I ran into a pinky.
>>
If doomguy got married he'd be groomguy
>>
>>3238270
No, he'd be poorguy
>>
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>>3238281
>>
>>3238281
you fucked it up r9k
>>
>>3238160
>>3238153
make sure you can clean up hell corruption too

the difficulties
Doomguy was here (all enemies already killed)
Doomguy was speedrunning
Doomguy was Lazy
Doomguy was a coward
Doomguy is Dead (all enemies still alive)
>>
Hello, I want to make Doom look the best possible.
I found this mod
http://www.moddb.com/mods/brutal-doom-redemption/downloads/brutal-doom-141-redemption-v20
which has textures and reshade, but I don't want the brutal doom and other shit.
Are there any hires texture packs you can recommend? The pastebin has nothing in it.
>>
>>3238336
hi res textures are really blleeeggghhghghghhghhhghghhg, but if you REALLY want it then try the DHTP

https://github.com/KuriKai/DHTP
>>
>>3238338
Thanks, I will look into it.
>>
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A thread or three ago, someone asked how possible it'd be to do a Doom/Timesplitters conversion, and I said I knew how to get models and textures out of it.

So here's how:

http://pastebin.com/P2SUt62M
>>
>>3237584
>>3237572
The only people worth a damn are terminus, kegan, marty and yholl. nobody else really does anything noteworthy
>>
>>3238518
I can lick my elbow, that's noteworthy.
>>
>>3238518
I made a few pictures for these threads, is that noteworthy?
>>
>>3238518
>nobody else really does anything noteworthy

hardly
not that those guys aren't cool, but just off the top of my head there's the mappers that make maps, the artists that draw oc, and rekkranon working on that tc

we have a wide variety of cool guys who do cool things
>>
>>3238518
And there's other people worth a damn here, but they just don't namefag it up. Or do you think any useful/good post is automatically by one of those people and can't have been anyone else?
>>
What the fuck did just happen to the thread.
>>
>>3238582
mods hate fun
>>
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>>3238582

Some shit.
>>
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>>3238582
>>
>>3238591

>TFW The cacodemons in the background.
>>
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Why mods?
What rules were broken?
>>
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ded.png
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>>3238582
This is what happened
>>
I was just playing Ultimate Doom and I noticed how if you're on the ground, enemies on high ledges will fall forward off of the ledge even if you shoot them with the shotgun, which should technically push them backwards. It even happens with barrels on ledges, they fall towards you.

Has anyone else ever noticed this? I'm sure they have and I'm the only one autistic enough to even care, but now I'm curious if it's intentional or a bug.
>>
>>3238582
>>3238586
>>3238591
>>3238597
100+ posts of spamming shitty puns
>>
>>3238586
>>3238591
ironic shitposting is still shitposting
>>
>>3238612

Never mind, a quick google search brought it up.

Here's a relevant thread for anyone interested:

https://www.doomworld.com/vb/doom-editing/86725-falling-monster/
>>
The goo gl link in the quake image leads me to some Norwegian site. Does quake use wad files?
>>
>>3238645
nvm I got it
>>
>>3235545
>https://data.desustorage.org/vr/image/1405/27/1405272990521.png
the link to download quake isn't working and I don't know a working link to replace it
>>
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thank you mark.jpg
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If doomguy liked weaving he'd be loomguy
>>
When I try to play Quake III Team Arena in the latest ioquake3 test build, I get a "Team Arena Point Release files are missing" error. The stable build and the normal vanilla engine launch it just fine, though.

Would anyone happen to know the issue here?
>>
>>3237315
wow thanks, this looks fuckin rad
gonna have to try track it down now
I love big maps in old 3D games
>>
>>3238531
The fact that these people haven't made a name for themselves should be self explanatory
>>3238525
rekkranon is kegan
>>3238523
making meme pictures is not noteworthy
>>
>>3238662
I got quakespasm and the game download from here
https://www.youtube.com/watch?v=ikHUVTYCOOw
the first link in the description
>>
>>3238683
>caring about e-peen e celeb bullshit
Go sign up on forums instead
>>
>>3238683

I'd think I'd see progress on Rekkr on kegan's Tumblr, if they were the same person.
>>
>>3238683
>rekkranon is kegan

This is incorrect.
>>
>>3238683
>The fact that these people haven't made a name for themselves should be self explanatory

You're a dumbass.
>>
>>3238685>>3238691
I don't mean it in a bad way, it's just that they haven't completed anything noteworthy. They might in the future.
>>3238689>>3238686
my mistake then, sorry
>>
I'm REALLY liking Quake 1 so far. What are some gameplay tips? Im playing this like a Doom, moving a bunch and jumping around is what im doing
>>
>>3238698
Don't let the fiend pounce you. It deals a lot of damage.
Do Episode 3 first, there's a bug that will remove the runes you got in Episode 1 and 2.
>>
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>tfw 4chanx saved all the deleted posts

>>3238698
that's pretty much how you should play every game
sometimes jumping looks like it's helping more than it actually is though, when all you really need to do is strafe harder
>>
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>>3238683
>making meme pictures is not noteworthy
Pft. Says you.
>>
>>3238694
What /vr/ may lack in player skill or creative output, it more than makes up for in heart. I greatly prefer spending my time with a bunch of innocuous anons that are cool people than the retarded spergs populating every other Doom community.
>>
>>3238683
>The fact that these people haven't made a name for themselves should be self explanatory
Yes, it's an Anonymous imageboard.
>>
>>3238531

I don't namefag though, I've just gotten to the point where my posting habits stick out like a sore thumb. I can't help that anon.

>>3238683

>rekkranon is Kegan

I FUCKING WISH. That guy is super fucking talented.
>>
>>3238783
>I've just gotten to the point where my posting habits stick out like a sore thumb. I can't help that anon.

Sure you can, Eric.
>>
Are there any good Doom youtubers that do wad reviews or otherwise insightful/informative Doom stuff? (i don't give a fuck about the recent spate of e-celebs playing Doom for the release of Doom 4.)

I tried watching Aquarius199 but his vids are shit and he strikes me as literally autistic.

I also tried watching Major Arlene but she doesn't really offer a lot of great insights or anything, but its nice to see wads I wouldn't have known otherwise I guess.

These are probably the only two I know.
>>
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>>3238683
>making meme pictures is not noteworthy

Like hell it isn't
>>
>>3238785
Shut the fuck up, iSpook. I'll fucking end you.
>>
>>3238791
I could make it a regular thing since I'm not in a modding mood right now
>>
>>3238791

there's ICARUSLIV3S

He gets kinda faggotrocious at times and never properly uses melee in doom mods, but hey, he's usually really well informed and thorough in his videos.
>>
>>3238794
Get out, Mark.
>>
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How the fuck does ammo work with A_RailAttack?

I mean there's a 'useammo' section but it doesn't seem to do anything
>>
>>3238801

>british accent let's player


this is going to be a pretentious cunt, isn't it
>>
>>3238823
Blow it out your ass, Scroton.
>>
>>3238827

Dunno anything about him but it's obvious he can't live up to our lord and savior, ElectricalBeast.

>Cyberdemon's Evil Test

>>3238831

Up yours, Term.
>>
>>3238835
Yholl, please.
>>
Where exactly does the plasma rifle fit in the hierarchy of weapons?

In all of my time playing Doom, I can easily say I use it the least of any gun.
>>
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>>3238858
>plasma rifle
>I use it the least
>>
>>3238702
Fuck I just completed ep1 and started 2
>>
>>3238858
It's a chaingun that shoots projectiles, does more damage and staggers easier.
>>
>>3238858
It's the everything gun. It might not do as good a job as another weapon would in a given situation, but it does a good enough job in every situation. It's pretty much the ideal weapon to keep out all the time. SSG is great for single monsters, but being defenseless for 1.5 seconds after each shot kind of sucks if you run into a sizable group. Shotgun and Chaingun lack the stopping power to handle much more than imps or pinkies. Rocket Launcher is too dangerous and BFG is too unwieldy. Plasma Rifle shits out good damage in a timely manner with no gimmicks or risks.
>>
>>3238858
The best general purpose weapon in the game. High damage, no risk of hurting yourself with a rocket, higher stun rate than the chaingun, no down period from reloading while firing, fires instantly instead of needing to charge a BFG, incredible ammo capacity.
>>
>>3238889
>>3238883
Literally the only problem with the plasma gun is that the normal shooting noise is atrocious. Doom 3 and Doom 4 got the plasma gun sounds down pat though at least.
>>
>>3238892
The firing sound of the plasma gun is what makes it sound powerful tho, the firing sound of the doom 3 plasma gun doesn't makes it sound powerful enough and I haven't played nuDoom yet.
>>
>>3238892
Doom 64's plasmagun sound is pretty sweet too.
>>
>>3238892

Yeah it's the worBLORPBLORWORPWORPWORPWORPWORBLORP
>>
>>3238858
Best Panic gun/DPS God which easily outshines chaingun and shotty, while also being safe to fire unlike RL.
>>3238892
>normal shooting noise is atrocious
The obnoxious sound is what actually makes it memorable, definitely above any shitty "pew-pew" plasma guns, like in Doom 3/4.
>>
>>3238892
Yeah it's shit.
Plasmagun general looks and feel is shit, really.
>>3238898
There are ways to make it sound powerful without being fucking annoying.
>>3238917
Rape is pretty memorable, doesn't make it nice.
>>
>>3238917
After you get the heat upgrade for the Doom 4 plasma gun the shooting sound becomes godlike.
>>
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>>3238926
You have just compared the plasma rifle to rape. Go sit in the corner and think about what you said.
>>
>>3238932
Obvious exaggeration for the purposes of a joke.

Also, ear rape.
>>
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>>3238892
>>3238903
>>3238926
And yet gameplay modders still ignore the max sound benchmark and make their guns louder.
>>
>>3238940
>Obvious exaggeration for the purposes of a joke.

- /vr/
>>
>>3238518
>>3238683
I'll have you know I've made a name for myself through noteworthy shitposting on every Doom forum and never taking no for an answer when providing code. I'm world renowned from Zandronum to SA; when they see me coming they go "jesus christ not this guy again" and do their best to keep me at arm's length.
>>3238831
It's lowercase s because I'm that kind of faggot. Except when I fucked up registering it on irc and couldn't figure out how to change it.
>>3236036
>>3236043
Please feed me mods and mapsets with different map names to make compatible. Faspons has already been requested. Also thinking of adding heretic and chex support.
>>
>>3238892
>Doom 3 plasma gun sounds
The reload? It's SEX TO MY EARS, ALL OF IT
Pulling the gun out? FUCK YES
The gun firing sound?
It's complete shit and absolutely sounds like a cheap toy.

Quake 4's Hyperblaster sounded much better. I also hate the Quake 2 Hyperblaster sound
>>
>>3235831
El rincón de Giorgio, right?
>>
>>3238698
That's uhh... pretty much it, guy.
>>
I'm attempting to give the hell on earth starter pack a run just to see what its like and when I boot it up I see these exclamation point signs all over the place, Im very confused
>>
>>3239001
3's reload and pullout plus classic fire sound, da best
>>
Quake 3 plasma gun best plasma gun
>>
>>3236948
When are you giving dump 2 an idgames release? Or should the current version be considered the final version?
>>
>>3238826
Make sure you have TRUE for your bool ammo usage

so

A_RailAttack (8 , 2 , TRUE, etc)

if all else fails you can have a TNT1 A 0 frame with A_TakeInventory("YOUR_AMMO_NAME",1)
every time you fire.

You'd also want a A_CheckInventory to make sure the weapon has ammo before firing, and have it jump to the "ready" or "deselect" state if there's no ammo available.
>>
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I might be in some seriously deep shit here

at least they're not cyan
>>
>>3239079
ftp://archives.gamers.org/pub/idgames/LAST.24hours

Your timing is perfect. Both DUMP 1 and 2 were accepted to /idgames just a short bit ago.
There was a bit of discussion about Santana's Smooth being on DUMP 2's Map13, but it seems like it's a small and innocuous enough sample so it should be accepted and get up soon, unless something else pops up.
>>
>>3239098
>at least they're not cyan
nobody tell him
>>
>>3239098
>not cyan

Ummmm...
>>
>>3236683
hot
>>
>>3239098
m8 the sword grippy part is most definitely cyan
>>
>>3239107
>>3239108
>>3239114

I was talking about the hands. I don't mind the handle being cyan.
>>
Why does Unholy Realms feel so good to play? This guy's mapping style feels flowy as fuck and his design is great.
>>
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Huh, that doesn't look too bad
>>
>>3238976
Just an idea, but what about CustomDoom compatibility (I don't know if there are conflicts actually)? It and your pistol start mod have some similar design goals and it seems they'd work well together.
>>
>>3239151
>Doom 4 guy taking up swordery
That sword is pretty cool.

Might need to fiddle with the hands a bit to make it match with the rest of the gauntlet(?) more
>>
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>>3239186

How the fuck did you know it was the Doom 4 guy?


I may or may not be working on a small and special addition for GMOTA
>>
>>3239151
Wow! Is this for that Hyperdimension Neptunia mod you're working on?
>>
>>3239190
RIP Kustam
>>
>>3239190
Who else wears gaudy green gauntlets nowadays?

Master Chief? He's irrelevant and won't even look at a sword unless it's made of lasers.

Doomguy has an appreciation for old school, as you can see with how he looks at the Super Shotgun.
Just connect the dots and it makes sense.

Seriously though I just saw green gloves and was cracking a joke
>>
>>3239194

He's coming up after v1.0, I just wanted to do this on a whim because Doomslayer is so fucking cool as a concept

>>3239198

Well you guessed it. I wanted to keep it a surprise but I am so bad at keeping my own secrets
>>
>>3239047
Make sure it's first in your load order. I'm pretty new, so I don't know if that will fix it, but I never had issues with:
1.HoE SP
2.Music
3.BD
>>
>>3239164
On phone so can't look at code, but if possible will make compatible; some of the things like jump height should work for any mod, some of the other stuff might need to be restricted to vanilla.

Also just thought about having actor replacement for vanilla (all imps are revs, for instance) cause I think I saw some mod/frontend that did the same.
>>
>>3239201
A good way to keep it a surprise is to not acknowledge someone guessing correctly

So how will Doom4guy play differently from Blaz?
>>
>>3238684
Thank you
>>
>>3239210

I have the worst poker face.

Doomslayer is gonna be like Richter from SOTN or axe armor, so he's gonna be a burly son of a bitch with no subweapons or anything. A big sword and a blunderbuss.

The passive equipment, (the two rings, boots, and amulet) will effect him, but other than that, subweapons (other than the hammer) and spells will just restock his altfires faster.
>>
>>3239151
Bubbleman_takes_up_swordplay.png
>>
>>3239207
Oh and now that you're here I had an idea for your bezier spawning thing: what if one used 3d models (1map unit 4-plane cross pointing downward, scaled in height for distance) as the particles and gave the each a pitch and angle correspoding to the next point? Should make for a super cool lightning spawner.
>>
>GZDoom is not a valid win 32 application
>>
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>>3239096

Thanks a lot anon, your suggestion didn't work but it prodded me in the right direction; I had to use Weapon.AmmoUse2 and Weapon.AmmoType2 because this was an AltFire attack

so with that being said, here's my first weapon submission for DUMP 3, bitches: https://www.dropbox.com/s/ki532dzm1zoutml/Bio%20Eradicator.pk3?dl=0

It's a plasma rifle replacement, i think it's reasonably balanced but i'm always looking for feedback

~The Gay Agenda
>>
>>3239219
>Richter from SOTN
So he will have a lot of special moves and item crashes?
>>
>>3239258
I'm having trouble following what
>(1map unit 4-plane cross pointing downward, scaled in height for distance)
means exactly, but you're welcome to try it out. There's already a lightning gun thing that I put in zdf resources, it's pretty well commented amd should be easy to set each actor to correct pitch and angle after spawning. The issue with it is that it needs (like the tsp bezier) to be rotated around origin, which I neglected to do.

Or just make your own, bezier curves are pretty straightforward and "lightning effects" are pretty much just jittery offsets to make it look jagged and random.
>>
>>3239305

special moves yes, item crashes no.

Here's what I got planned for a moveset

For the sword
Primary: swings it, autoswings and hits really hard, like hard enough to drop
Secondary: spin attack thing, ends with like, a sonic boom thing that does a disc of repulsion effect, doing secondary in the air does a drop attack that slams the sword into the ground, letting off one of those cool ground spark things. Doing it from higher makes a bigger spark and a bigger impact.

For the blunderbuss
Primary: shoot it, does a wide fan of projectiles but like, 6 pellets are in a tighter cluster
Secondary: Throw a big spiky ball looking grenade, goes boom. If you do it in the air you'll point the blunderbuss downwards and do a shotgun double jump.

With either weapon, if you run long enough you'll put it away and break into a running animation, at which point like, hitting altfire does a little hopping shoulder bash that blasts monsters away, I'll either make primary attack a unique attack for each weapon or do something else.
>>
>>3239264
Updated the download to modify primary fire very slightly

https://www.dropbox.com/s/ki532dzm1zoutml/Bio%20Eradicator.pk3?dl=0
>>
>>3239219
Richter used subweapons in SotN, though.. It would be closer to say something like Zero from the Megaman X games.
>>
>>3239164
>>3239207
Looking through thread for it again right quick and the more I think about it, the more it makes sense to just bundle all the features of custom doom and a player-specifiable 10x mod into the next update.
>>
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>>3238783
>That guy is super fucking talented.
>>
>>3239371
Just pmed the authors of
https://www.doomworld.com/vb/wads-m...-mod-for-zdoom/
http://forum.zdoom.org/viewtopic.php?f=19&t=48872
http://forum.zdoom.org/viewtopic.php?f=19&t=51446
as a courtesy before merging so we'll see what happens.
>>
>>3239314
The 3d model thing is a thing is a trick I discovered. Check the "klazer" in the resources forum. Basically it's a single actor beam that can be any length and radius.
I have been looking at bit at beziers with the guide you posted and various articles on the web, and i'll investagte further soon.
>>
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Is this normal or due to quakespasm ?
>>
>>3239371
Looks cool, next time I'm at home I'll check it out in game and take a look at the file.

>>3239435
>>3239371
Now I'm getting ideas to start adding every autoload type util and spritefix and such to it until it's just a monstrous kitchen-sink type bloatware that does everything ever. The radiusgive method means you can even start selectively replacing monsters with entirely different monsters without interfering with mods, which opens a lot of possibilities.

Send help.
>>
is there a mod that remakes doom 64 with the classic doom spites?
>>
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I kinda wanna make this look more like metal gloves

That happen to be green
>>
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>>3239542
Brushwork, light refraction
>>
>>3239457
Floating torches are normal

QUake is a very hastily made game yo
>>
>>3239571
about this close, i'd say
>>
We need a Samsara version of this, with caleb failing his audition.
>>
a little early, but
New thread >>3239648
>>
>>3239651
Always wait til 666
>>
>>3238694
>they haven't completed anything noteworthy
From the newspost:
>[05-19] Anon mod release:
>https://www.dropbox.com/s/2ptiz7sqr1z607q/plasmaBurst.pk3?dl=0

>[05-19] Midi covers from anon >>3224369
>https://www.dropbox.com/s/2mrl1rjc7ubdfhn/DEFENDERS.mid?dl=0

>[05-19] Anon made speedmaps >>3223012 → (Cross-thread)
>http://s000.tinyupload.com/index.php?file_id=81941233607651924415
>http://s000.tinyupload.com/index.php?file_id=21678336224653867121
>[05-10] Anon map release: Baal Hadad
>https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/baalhdad

I'd say we're pretty productive.
>>
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>>3238090
I love reloading.

>>3238858
It's the "high powered machinegun" of the game, so to say.
High rate of fire, high damage output.
>>
>>3239264
you're not supposed to be working on shit yet
retard
>>
>>3239832
I made two maps for DUMP 3 a *month* ago, fuck the rules
>>
>>3240405
DUMP 3 is weapons
post maps?
>>
>>3240943
Dump 3 is both you clodhead
>>
>>3240405

You made DM maps though. :^)
Thread posts: 586
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