DOOM THREAD / RETRO FPS THREAD, LOADSAGUTS EDITION - Last thread >>3284604
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: https://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent
TUTORIALS/UTILITIES
https://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
Let's make proper OPs since now on together!
===NEWS===
[06-13] Anon made a map, please criticize. >>3290260
https://dl.dropboxusercontent.com/u/60585504/idontlikecomingupwithnamesv2.1.wad
[06-13] Anon mod update: Piranha Bowl >>3289213
https://www.dropbox.com/s/cixw5ebpcvnbinx/BowlOfPiranhas.pk3?dl=0
[06-12] DUMP 3 WIPs by Anons
>>3288630 https://www.dropbox.com/s/ki532dzm1zoutml/Bio%20Eradicator.pk3?dl=0
https://www.dropbox.com/s/w9wueq78yvkhuso/Flakchette.pk3?dl=0
>>3285048 https://my.mixtape.moe/mrutvb.zip
>>3284223 http://www.mediafire.com/download/zf4mqzsppc6ceml/Nanotool.pk3
>>3283920 https://mega.nz/#!rg0zQBIJ!U8wfe8UHedeTjuUTTUazKL6a0Er-t0oVPTNISV1s6CM
[06-12] Crispy Doom v3.4
https://www.doomworld.com/vb/post/1627753
[06-09] /newstuff #501
https://www.doomworld.com/php/topstory.php?id=4595
[06-08] Anon mod release: Home Improvement >>3279105
https://dl.dropboxusercontent.com/u/85021129/homeimp.zip
[06-07] SC-55 Music Pack for TNT >>3276167
http://sc55.duke4.net/games.php#doomtnt
[06-06] Anon was bored, made a speedmap, lots of imps. >>3273532
https://drive.google.com/file/d/0B4mwJRa7e5VpeDgyMmtmYXgyakE/view?usp=sharing
[06-05] Anon map WIP: UAC Facility Level >>3272104
https://drive.google.com/open?id=0BxmKDpnylHpweTQzeERvQW1BZGc
[06-04] Anon's first map, WIP and needs advice >>3268573 >>3271545
https://www.dropbox.com/s/3m8hm0ll0x4ncyo/FIRST.wad?dl=0
[06-04] Anon mod release: Doomshorts for Q3A >>3268863 >>3270518
https://www.sendspace.com/file/3b4us3
[06-04] Anon map release: Generic UAC Outpost >>3270015
http://www.mediafire.com/download/mfts1kgy5bpfh9n/Generic_UAC_Outpost.wad
[06-01] Q3 Revolution skins, ripped by Anon >>3261884
http://www.mediafire.com/download/emnkw4cr77ba55h/q3rskins.pk3
[06-01] Anon map release: Peaceful Revenant Realm >>3261065
https://www.dropbox.com/s/eqzgrxuhrz1axs2/peacefulrevenantrealm.wad
[06-01] DUMP 3: BFG Edition has started
https://www.doomworld.com/vb/post/1620117
===
TO SUBMIT NEWS REPLY/BACKLINK TO THIS POST.
>>3290526
>>3290528
>>3290526
>>3290528
Freedoomguy memes?
>>3290526
>>3290528
>>3290539
>>3290552
and I fuck up the gif, someone kill me while I fix this
Fucking GIMP
>>3290556
>Fucking GIMP
woah anon, this is NOT the thread/board to tell us your weird fetishes
Fuck it I won't bother making a funny comment, here
>>3290578
>>3290608
DOOMGUY NO WHY ARE YOU STICKING YOUR HAND THERE IN PUBLIC
>>3290608
DooooD
>>3290605
plz make 1st person RTS in doom
>>3290568
>>3290608
>>3290609
>>3290612
Alternate version
>>3290608
>>3290609
>>3290612
>>3290620
I improved it.
>>3290519
This is my Dump wad called "Just Doomin It"
Music is "For Lunar (8bitbubsy_-_for_lunar.mptm)"
i use no custom textures just the doom 2 default
Quote:This is my first time making a legit level not a map just for testing the game-play wads,~/Rei Ryghts/ Anon
this maps contains 5000 monsters and this map is the equivilent of a slaughtermap set on easy
good luck out there
here is the link:
https://drive.google.com/open?id=0B5auxSCe-a8ecEFjOG1ia2hBYnM
>>3290624
STOP THAT THIS IS HOW WE GOT BENELLUS
>>3290613
>WE REQUIRE MORE REVENANTS
>>3290625
I had a hunch you're taking the piss, and on opening the level in GZDB it was confirmed.
But just to humor you, I'll accept it as a secret map anyway.
Thank you for your work.
>>3290631
>secret map
I'm curious as to what exactly this means.
>>3290631
thank you very much anon
>>3290628
but can it run doom?
>>3290635
>>3290635
ancient meme
>>3290632
DUMP's hub runs off a set of "X maps until you can reach the final map", and each level (obviously) reduces the counter by one.
Secret levels bypass this, and are completely optional. DUMP 1 had a map that broke the rules (custom monsters), and DUMP 2 had a map that was just baaad.
DUMP 3 will continue this tradition, optional maps that do not reduce the counter and do not need to be played to continue.
I already had a fantastic contender for a secret map, and this will be another addition to the secrets.
>>3290643
would it just be bad enough to have some type of..."quality control" so that a map someone put no time or effort into doesn't make it in?
especially since this is the only map ive seen that is purely fucking trash
wow Ancient Aliens with Demonsteele actually makes it fun
DUMP map I'm working on, looking for critique on ammo balance mainly
https://www.sendspace.com/file/u9jn2s
layout is about 80% done (need to refine a few areas and add stuff beyond the yellow skull door), texturing/detailing is heavily WIP, doubt I'd get proper detailing done in time
recommended to play in OpenGL at the moment, as 3D floor rendering bugs in software mode make it easy to know what you're going to face in certain areas. also if you don't like slaughtershit I recommend HMP rather than UV
>>3290809
Better there than here
>>3290752
Are you implying that Ancient Aliens isn't fun without it?
>>3290751
There is. Maps like this get thrown into the secret area, where people don't have to actually play it.
Or I could just throw it into the recycling bin, like I've done to several wannabe trapwads, but it's more fun this way.
If there's a better ("better") secret map, I'll replace this with it.
>>3290809
ok? They've been having generals for a while
>>3290518
WHOOP YOUR .WAD ON THE COUNTER
>>3290631
>>3290643
>>3290821
I think you should exercise a barebones standard of quality with DUMP. Sure most people contributing are new, but it takes literally less than THIRTY MINUTES of watching tutorials to learn how to make something less shitty than "5000 imps in an untextured map with a broken skybox"
When there are other newcomers giving it all on their first couple of wads, it cheapens DUMP to allow trash like this in, even as a secret
Just a reminder to pirate the IWADs if you want to play DOOM, Heretic, and Hexen.
Bethesda has delivered the ultimate slap to the face to John Carmack and his work for the company by developing a VR version of DOOM without him. The icing on the cake is that they're doing it with Oculus' direct competitors, the HTC Vive.
>"But it's the new game!"
The last thing Carmack was developing for id was SnapMap, so by any means, that counts as working for Doom '16. They don't deserve your money for the 1993 game. Check the pastebin for a link.
>>3290918
Only total not-in-the-know idiots buy Doom on Steam.
>>3290820
not on UV it isn't; it's a painful slog
>>3290768
What rendering bugs for 3d floors in software mode? I made a bunch of 3d floors as a learning exercise and if I have to junk them now I'll miss the deadline for sure.
>>3290925
Really? I've enjoyed it so far.
Anyone here prefer software rendering over opengl rendering?
>>3290934
to each their own i suppose
>>3290936
ever since I found out GZDoom's openGL texture filters could be reverted to software type rendering I pretty much never went back to ZD's jaggy shit free look because playing Hideous Destructor with it was an insurmountable pain.
>>3290936
No, I don't like 25fps.
>>3290932
this tedious shit when looking up from a sector with a non-sky ceiling, for example
>>3290926
What's so bad about GZD? Apart from MUH CHOCOLATE?
>>3290926
What's wrong with GZDoom?
>>3290943
So it mirrors the floor items on the ceiling? From the real floor or the 3d floor?
Either way I don't think it will overly affect my map.
am i a pleb if i only use zdoom and zandro
>>3290950
no, those are Z-positioned above the 3D floor, software mode renders through the 3D floors yet OpenGL is fine
>>3290926
GZD is absolutely fineAs long as you turn off the filters
Is there a way to set the mouse so it only turns (no freelook, no movement) in PrBoom+?
>>3290926
I use GZD but not BD
Checkmate atheist.
>>3290961
>turn off the filters
Absolutely this. Filtering doesn't even look nice at all.
>>3290926
Without the filters turned on, GZDoom is totally fine. I can't believe there's people out there that only use Brutal Doom to play Doom.
>>3290821
I think most of all, it's setting a bad example for the author of the level. Rejecting the submission would at least tell him something is wrong with the map instead of rewarding laziness. Then again, knowing the guy behind it, maybe it doesn't matter.
>>3290952
i dunno maybe? is there a particular reason you only use zdoom? i prefer glboom+ but some wads need z/gzdoom. I like using CN DOOM for speedruns. I have like 10 source ports installed so maybe im just some obsessive source port hoarder.
>>3291002
>is there a particular reason you only use zdoom?
>some wads need z/gzdoom
there we go
>>3290972
options > general > press right arrow twice > enable mouselook no
im pretty sure you can just press \ to cycle it off and on. i forget if that's the default key.
>>3290942
I don't experience this in software rendering.
>>3291008
I ended up editing the .cfg but thanks anyway.
>>3290957
Well that's substantially more annoying but at least I'm not using 3d floors to hide anything. Just for another dimension of movement.
Software mode doesn't fuck up polyobjects too does it?
Playing Crispy Doom with OPL music and hearing the crunchiness of the weapon sounds just makes this the most comfy source-port, perfect for playing 90s era WADs.
>>3290972
Turn off all sensitivity sliders except horizontal off, this shouldn't happen if you set mouselook sensitivity off.
>>3290941
I just generally prefer software rendering cause of its lighting system (even software lighting mode in OpenGL mode doesnt quite feel the same, even if its among the better modes), and that colormaps in stuff like BTSX actually rely on software rendering to have their full effect.
I'm someone who only uses mouseturning, so the warp effect on looking up and down was never a relevant concern for me, though I can understand why freelook users would prefer OpenGL because of that.
>>3290926
I have my steam setup to use all sorts of source ports through a frontend launcher. I for the most part use PrBoom+
>>3291015
Didn't polyobjects originate from Hexen?
>>3290942
you probably need to turn on uncapped framerate in the options menu or in the config file. that isnt exclusive to hardware rendering.
>Using a Tome of Power causes the Firemace to slowly launch huge metal balls that bounce around, seek enemies, and kill any non-boss (including other players, even in invulnerability mode) in one hit, but deal only 18-144 damage to bosses. The power mode shots may also travel through teleports and can even telefrag the one who fired it.
>If a player has a Chaos Device in his inventory when a powered sphere hits him, he will automatically use a Chaos Device and lose half of his health.
>A notable feature of the Firemace is that it only has a ~75% chance of appearing in a level when not in the deathmatch gamemode; also, when multiple Firemaces are placed in a level, only one has a chance to appear, allowing for some minor randomization in Heretic maps.
Huh, the Firemace was a bit more unusual than I thought.
>>3291031
unusual?
the firemace is completely nuts
Fuck
>>3291107
resteroni in pepperoni
>>3290560
I can't believe you're still here, pleb
I'm playing through Goldensouls and a bunch of the walls are missing
Anybody have that problem?
>>3291145
What do you mean by walls missing?
>>3290518
Best megawad...vote here: http://www.strawpoll.me/10426064
>>3291146
Well I mean I can see through them
>>3290936
yes. i deleted the opengl renderer years ago, it was beginning to bitrot.
Sunlust is tearing my balls off.
>>3291152
Dunno why it's doing that. I played it in GZDoom a while ago and everything was fine, aside from some music sometimes not playing for some reason.
>>3291162
I think that's basically the whole point, anon.
>Doom 4 weapon sprites for Doom
>All of them great except for the Super Shotgun, which is also without hands and the reload animation people use is really weird
>Only SgtMark made it not look more natural so far
I don't even know what to think.I'm really thankful there's Doom 4 in Doom sprites though
>>3291170
I know.
At least earlier are not yet completely unreasonable.
Also, found secret exit - that was an easy one.
>>3291162
>All those wasted BFG shots
Use the plasma rifle more anon, god damn.
Anyone know any good tips for when you don't know how to progress on a current map project? Would it be wise to just throw out multiple random shapes and attempt to mold them into something? Right now I try and get one room done before moving to the next but I feel like doing that causes me to get hung up on trivial details and ideas.
>>3291195
Take a break
Try a separate map to work on using ideas you had while making your previous map
Play good levels for inspiration
You should set up a basic framework for what you'd like your map to be like at the start
Then you make the map.
Then detailing comes last.
I'm getting to the point where I have way too many wads to manage manually. What launcher does everyone use these days? Looking for one that lets me swap between multiple ports.
>>3291219
I use ZDL
>There are people who call Plutonia bullshit and unfair
It really isn't.
>>3291348
It's just very difficult.
>>3291358
Exactly. Its very difficult, but also fair enough to allow you to learn from your mistakes, gain map awareness, and adjust your playstyle accordingly.
>>3291397
I'm no good at it at all, I need to save scum a shit ton.
Its also easy in places. pl29 is one of the few maps I can do pacifist.
What's the difference between this release of Shadow Warrior:
http://store.steampowered.com/app/358400/
And this release?
http://store.steampowered.com/app/238070/
I noticed one is published by Devolver (for free) and the other by 3D Realms (for $10), so do they share publication rights and 3D Realms wants to sell something that Devolver is literally giving away for free?
>>3291403
Savescumming is the easy way out. You're not going to improve that way.
>>3291439
One is just dosbox. the other includes a source port.
>>3291447
Nah. I think your best bets for /pol/ type wads are pol.wad (duh), and that can't corner the dorner one from a few years back.
>>3291454
No, I believe the one with the source port is called "Shadow Warrior Redux", and is in its own *third* package:
http://store.steampowered.com/app/225160/
So what the heck is with these two? Unless you mean that one is just DOSbox, one is dosbox + source port, and the third is Redux?
>>3291457
One of the two you linked literally says "Buy Shadow Warrior Redux"
>>3291463
They all have different appids, storepages, names, and screenshots though.
One is called Shadow Warrior Classic (1997), another is Shadow Warrior (Classic), and the third is Shadow Warrior Redux. For whatever reason, Shadow Warrior (Classic) only lets you buy Shadow Warrior Redux from its page.
>>3291469
It might be that for whatever reason, Shadow Warrior (Classic) needs its own store page to be registered as a separate game on the user's game list.
>>3291002
gzdoom doesn't run on my toaster
I play singleplayer with Zandro
fite me
>Ancient Aliens: Sinkhole Showdown
>picking up the yellow key lowers the platform to a cramped room with two chaingunners, a demon and some imps
>well this is not so ba-
>another section opens, unleashing a baron, some more imps, two more chain gunners and an archvile
>oh also two revenants are now shooting from above inside the pit
Why don't you just come to my house and piss all over the floor, you fucking sadist.
>>3290643
is this contender a super shotgun
>>3290636
I wonder how old Doom would look in VR.
>>3290934
>tfw you're shit at games so you couldn't get through it on HNTR
send help
>>3291512
There's always ITYTD.
>>3291348
It kinda throws a few nigh-unavoidable deaths at you unless you know exactly when and where they're coming ahead of time. I consider that a bit unfair. It's not too common, though.
>>3291521
I feel like shit when I play ITYTD
>>3290831
WHOOP YOUR .WAD
WHOOP YOUR .WAD
WHOOP YOUR .WAD ON THE COUNTER
>>3291526
To me, thats just a case of "i died because of unexpected trap, better take note of this and adjust". I don't see that as unfair, because even though you'll likely die if you're playing the map for the first time, its some map knowledge you gain and can use to prevent yourself from falling for it again. If its a mapset, still keep it in mind for later maps, because it may and probably will happen again.
Bah, I think I'll move onto working other map for now. I kinda feel like working on something smaller while incubating ideas for this one. Spark Mandriller theme is stuck in my head, so I feel like making blue-themed techbase
>>3290636
Runs Doom 3:
https://www.youtube.com/watch?v=gZYXCP7llSo
you know something asshole mappers do that they should be hanged for?
>>3291602
in order to make the main pathway to progression, you have to hug the wall.
>>3291605
it's bullshit.
>>3291491
There are two archviles there on UV. They got me once. Then I got gud and killed them.
>>3291636
that might be from the hd pack
>>3291565
That's essentially trial and error gameplay, and that's bad.
I'm sure you don't actually like it though and are just tolerant of it.
I'm not. If dying in a trap is the only way to prepare for the trap then the mapper needs to learn how to make better maps.
>>3291602
and the name of the map is..?
Is there mod for regenerating armor only no gameplay mod?
>>3291656
dead by the down, not a typo
>>3291657
I could make one give me like 10-15 minutes
>>3291657
>>3291687
i'm trying to make one myself, ran into my old nemesis ACS
https://www.dropbox.com/s/iuush6vq29ju3y8/ARRMOUR.pk3?dl=0
WHY WON'T YOU WORK
> mfw this thread again
>>3291705
SHUT YOUR MOUF
>>3291702
change GiveInventory("Armor", 1); to GiveInventory("ArmorBonus", 1);
What is the worst map in Final Doom and why is it TNT Evilution MAP18 Mill?
>>3291723
sadly doesn't work
ACS ARMOR REGEN DOWNLOAD:
https://www.mediafire.com/?nah8u88daa4fm27
took a little bit longer than expected because mediafire sucks ass
-armor only regens up to 100
-regen resets when hit
>>3291764
it's just like my kawa dooey
>>3291784
more like halo but whateva
>>3291764
Thanks anon
Hooray, I've finally finished my map.
It's hilariously short and simple, but it's pretty fun to mess around with.
Finally, here's the form for Term. I'll probably update it eventually.
===
MAP:
- Download Link: http://www.mediafire.com/download/93x3m2xgcs6qlm1/MountainTemple.wad
- Name: Mountain Temple
- Credits: Just Doom 2, baby.
- Quote: I really only built this because my weapon was done and I had five days left before the deadline. So I decided 'fuck everything' and built it! - Project_ILE
WEAPON:
- Download Link: http://www.mediafire.com/download/zf4mqzsppc6ceml/Nanotool.pk3
- Name: Nanotool
- Credits: Hexen and Strife for various things, and the weapon sprites were made by my lovely girlfriend while I bothered her. "No, the lighting should come from this way." "Can you make this glowier?" "I think that should be a bit brighter." "More contrast, maybe?"
- Tier: Plasma Rifle.
>>3291819
>girlfriend
reeeeeeeeeeeee
>>3291727
actually that map is one of the best in tnt.wad.
>>3290636
Actually, yes, it can.
It also runs Quake. Quite well, too.
>>3291819
Beauty. Thanks very much for your work.
I'm new to using ZDL and am trying to load Hell on Earth Starter with Sperglord Edition, any tips?
>>3290636
Ignore the fat dork.
https://www.youtube.com/watch?v=Dogqu_-hgDc
>>3290540
We need more open source, free-as-in-freedom memes. I refuse to use proprietary memes that don't respect my freedoms.
>>3291864
Doom is free software. Freedoom is free art. The only thing proprietary about Doom is the art, level design, sound assets and music, Stallman and the FSF are fine with proprietary art.
>>3291654
>That's essentially trial and error gameplay, and that's bad.
>If dying in a trap is the only way to prepare for the trap then the mapper needs to learn how to make better maps.
But its not. Dying to the trap isn't the only way to prepare for it. The only reason you would die to it is because you didn't expect it. You are supposed to expect them. Falling for the first trap is supposed to teach you to "expect the unexpected", but you can also use this mindset from the get go.
>>3291727
>implying Mill is even remotely bad
If you want a bad map, look at Metal or Habitat
Guys, how do I get bmouse.exe to work with Blood? I extracted it to the folder where I installed Blood, went to the Setup, change my controls to "mouse+external", change the name of the external device to "bmouse.exe", and saved the settings. I did everything just like the instructions told me to. But when I run the game it doesn't work. It's like the mouse is not even plugged in, not even the buttoms work. I'm using the GOG version btw
>>3291876
*keyboard+external
This sort of shit drives me up the wall. No idea what's causing the fucking up.
>>3291884
>tfw you will never be so good a designer that you'll deal with constant graphical errors
Thank god too. I'm not Erkatanne levels of shit, nor am I Skillsaw levels of insane. #JustSandyThings.
>>3291864
What is the point of Freedoom? The ability to play pwads without owning Doom?
>>3291904
Pretty much. It's also pretty novel to go back and play famous megawads with it. I just wish they'd finish the new monsters faster.
>>3291904
Mostly to help create your own games. I'm fairly certain that anyone can make their own game with the Doom code and release it commercially. GLOOME is another resource for that. No one has done anything noteworthy with it though, just IOS/Android games.
>>3291912
Also, the graphics are GPL, so it also doubles as a resource pack for sprites and textures.
How does this look like for a starting area? I'm going for a claustrophobic level, but something tells me this might be a bit too narrow.
>>3291935
Round the edges of the platform and maybe the blocks around the pillars.
>>3291904
https://freedoom.github.io/about.html
from the horses mouth as it were
>>3291876
In blood.cfg (I use K+M setting):
ControllerType = 1
ExternalFilename = "BMOUSE.exe"
In dosboxBlood_single.conf:
BMOUSE.EXE LAUNCH blood.exe
What mods are you looking forward to?
http://forum.zdoom.org/viewtopic.php?f=19&t=52257
Everyone is making a Doom 4 mod, but this one is porting the monsters too, and that's fucking cool
>>3291980
o fuck I should probably start working on that again
>>3291980
I wish people would start bitcrushing the audio for their mods so they match the fidelity of the original sound.
It's jarring as fuck when most of the game sounds tinny but then you have a SUPER CRISP rifle firing sound.
>>3291992
or maybe adjust the sounds of the creatures to match up better
>>3291980
http://www.moddb.com/mods/docs-doom-mod
too bad it's deader than jimmy hoffa
I might have a thing for elevator entrances/exits.
Gotta texture it better though... The blue lights are rather poor shade.
>>3291989
Oh shit, you're the guy working on that?
>>3291992
The super crisp pain sounds of the zombies and doomguy throw me off more than anything
>>3292023
ye
>>3291978
That did the trick. Thanks senpai
>>3290518
How are you faggots not tired of these threads already?
>>3292038
Got a bone to pick with us?
>>3292038
If you're tired of us, why not filer/hide the threads instead of being a little bitch?
>>3292038
The doom community's like 20 years old and still growing.
Because it's a good game, yo, and people like making mods or maps for it.Plus we mixed in quake and blood and all those retro shooters in for a nice collated group.
>>3291935
The Geiger-ish texture doesn't look like it belongs there; higher-res and much brighter than everything else
>>3291884
That there be a slimetrail
http://doom.wikia.com/wiki/Slime_trail
>>3292038
Doom threads on /vr/ are one of the few recurring threads that aren't shit. People are always posting stuff they're making, new wads and mods they're playing, and posting feedback.
Most other long-lived threads are "emu scum, hardware master race" or "CRT master race" threads or console war threads. Then you have a bunch of non-recurring threads where somebody posts a game that came out twenty years ago and it gets maybe ten posts... because it came out twenty years ago and there's nothing new to say.
>>3292038
>stop enjoying Doom and it's modding/mapping community and content
Making wizards look prettier. Instead of them blinking between 100% opacity and translucency, their magic projectiles spin above their heads, and spin faster and closer as they get closer to firing them.
>>3292083
>Doom threads on /vr/ are one of the few recurring threads that aren't shit.
That's because they're the only thread that has a mod in it. Someone posted vintage porn in a (boring) thread about a month ago just to prove we don't have mod attention and it stayed up for 28 hours.
>>3292107
What wad is that?
>>3292149
>That's because they're the only thread that has a mod in it.
You clearly have never been to /gccx/, /org/, or in fact many other threads.
One instance a month ago does not mean anything.
I first discovered Skulltag around 2003 after my IRL friend got banned from ZDaemon and we had to switch and I swear to God the community has gotten even worse somehow.
Why do those guys even play Doom? Is it because their PCs can't handle anything else? 99% of players just stick to these wacky mods that change everything so much it's not even Doom any more. And those that don't insist on playing with that Complex/Brutal Doom bullshit. I remember briefly back when .97c was the current version that UDM3 TDM was someting that happened every day but those days are long gone.
I prefer Odamex but it's dead as fuck. ZDaemon's the only one I enjoy playing now but nobody from 4chan seems to play it. Zandronum being FOSS is nice but everything else about it makes me want to fucking kill myself.
>tfw no friends to get together and play comfy survival games together with without insane levels of modding
>tfw no friends to chat with to decide which megawad we're going to complete this week
Kill me.
>>3291602
Which Doom 4 in Doom mod is this?
>>3292173
Those feels are nothing
>tfw none of your friends want to deathmatch
>tfw none of your friends want to make levels
>tfw none of your friends even play doom
>>3292179
IKTFs. Nobody I know online plays Doom and I've not had anybody to play with since I was a teenager. I want to meet some people to play withand become bestiesbut I've had awful experiences meeting people from /v*/.
>>3292173
Well if you want to play something specific I suggest you to set up a BE/TSPG server (or host one yourself) and either just join it and hope someone else joins too (which actually works sometimes), or ask people on IRC to join.
>>3292173
>these wacky mods that change everything so much it's not even Doom any more
I'm really not seeing how this is a problem.
If you want something vanilla, host it yourself.
>>3292164
/org/ itself gets deleted 70% of the time. The fact that anyone even knows it's a thing is a great failing on the part of the mods.
>>3292189
I used to host dozens of servers years ago. I just play single-player now or ZDaemon if I want FFA (Brit10/exec/asdfjkl mostly).
>>3292190
>I'm really not seeing how this is a problem.
I have no problem with mods but when the mods are so crazy it's absolutely nothing even resembling Doom any more I don't see why they bother with Doom and not just switch to something else instead.
Though the amount of south american/eastern european players makes me think it's because of poor hardware.
>>3292198
>but when the mods are so crazy it's absolutely nothing even resembling Doom any more I don't see why they bother with Doom and not just switch to something else instead.
Ah, you're one of THOSE people.
>>3292193
So which is it? Mods don't exist, or they don't delete topics fast enough?
>>3292203
Yes, exactly.
Fuck, setting up these is bothersome.
anyone here go to Colorado School of Mines? I'd be surprised if anyone from there was on here, but you never know.
I would really want to play some fun LAN doom with other dudes at Mines - but it doesn't seem like many 18-21 year old play it. At least any that I know of.
t. incoming freshman
>>3292215
sexy, tho
>>3292198
The fact that doom is capable of being modded to such a degree is fantastic, and further development will continue to do more things with it.
Obviously it will never be a replacement for vanilla, nor should it be, but I see no reason to embrace it instead of being upset that a mod has surpassed X amount of "like Doom"-iness.
>>3292176
>brutal DooM complete with new looking pinkies
>>3292225
>>3292190
>I'm really not seeing how this is a problem.
Not him, but it's not so much that the mods change too much from the core gameplay, but it's the fact that 1. In my humble opinion they suck, and 2. People play mostly the same 2 or 3 mods
>Brutal Doom or some variation of it
>Complex Doom, aka generic randomizer with pretty effects
>All out War 2, some stupid mod likely inspired by some modern shooter I don't care about
You really have no variety when it comes to what you wanna play.
And you know what, when the only mods being played are the ones that change everything about the way Doom plays, then you know that the playerbase doesn't care about Doom, they're just in it for the mods and because their computers suck. To make it clear, I'm not a purist by any means, I'm just saying what I get out of observing the Zandronum playerbase.
>If you want something vanilla, host it yourself.
Nobody is gonna join the server. Maybe one or two guys at most. We'll have a half hearted conversation while we play, then they'll leave after a few maps.
>>3292038
>getting tired of Doom
nigga u for real?
>>3292225
>high res sprites
>>3292162
Trailblazer, in Heretic, with my expanded support/monster pack addon. It has a ton of options for the player to choose, like 'pistol starts' the ability to hold healing items a la vanilla Heretic, and a ton more.
All monster variants can be activated and deactivated at will, and you can choose how often you want enabled variants to replace the standard monster.
>>3292221
When you've modified literally every aspect of the game, including the aesthetics, gameplay, and engine, to such an extent that it is barely recognisable as the original product, can it really still be called Doom?
I think it's great that the modding community has done this stuff. Personally, none of it interests me whatsoever, but it's not so much that its existence annoys me it's more the fact that the vast majority of the players of the overwhelmingly more popular source port exclusively play them. So I'd guesstimate that at least 50% of the Doom multiplayer community doesn't play anything that even remotely resembles Doom. And that sucks because I want to play classic Doom but it's hard to find players from /vr/ that want to do that. And the fact that Zandronum is so popular but has such little new-school gameplay sucks (I don't think these mods can be considered new-school, there needs to be a new term for it).
>>3292236
>And you know what, when the only mods being played are the ones that change everything about the way Doom plays, then you know that the playerbase doesn't care about Doom, they're just in it for the mods and because their computers suck. To make it clear, I'm not a purist by any means, I'm just saying what I get out of observing the Zandronum playerbase.
This! This! This!
>Nobody is gonna join the server. Maybe one or two guys at most. We'll have a half hearted conversation while we play, then they'll leave after a few maps.
This, too. And if I'm going to be getting semi-serious about trying to complete these WADs 100% as a team or whatever I'm not sure if I'd want to play public anyway. I'm not saying I wanna go full tryhard but I at least want to try a bit, you know? Let's work together to complete some of the awesome stuff people have put out there over the years.
>>3292198
> when the mods are so crazy it's absolutely nothing even resembling Doom any more I don't see why they bother with Doom and not just switch to something else instead.
Do you know a good game that is like Project MSX with the speed and dodging in first person?
Or something like Hideous Destructor where you're fighting demons in an incredibly uphill battle where you're fragile as hell?
Lots of mods don't really have equivalents in gaming, or it's entirely possible that the options that are available have been played a whole lot already and they'd like to play it in classic Doom.
I don't think there's anything wrong with it as long as they're having fun.
On another note:
I always play Doom with two personal mods, one makes it so Invulnerability spheres don't make it black and white. I can't actually see when it does that because it hurts my eyes to even look at it.
And another one isDoomgirlSeriously though, point me to more games like Project MSX.
>>3292225
If it wasn't crosseyed that would be spookier.
It's ugly but that face is pretty spooky.
>>3292236
>>3292257
>People play mostly the same 2 or 3 mods
This is really the only problem, imo, more than "people making stuff that doesn't adhere to Doom", which is really I think an incredibly silly complaint.
Thing is, there SHOULD be an equivalent balance, but there's very clearly a divide. As Zandronum's main selling point is the ability to mod and mod very well, a lot of people are going to want to do that, but it SHOULD be where modding ability is a benefit AS WELL AS the ability to play vanilla in new and interesting ways.
I think this has also caused one of the big divides in the competitive scene today, but
>competitive doom
that scene is nigh-insalvagable.
>>3292274
>This is really the only problem, imo, more than "people making stuff that doesn't adhere to Doom", which is really I think an incredibly silly complaint.
I've tried to clarify that this isn't my complaint. My complaint is that this is the only shit that they play and most will vehemently refuse to play anything else.
>Thing is, there SHOULD be an equivalent balance, but there's very clearly a divide. As Zandronum's main selling point is the ability to mod and mod very well, a lot of people are going to want to do that, but it SHOULD be where modding ability is a benefit AS WELL AS the ability to play vanilla in new and interesting ways.
I guess. I'm too tired to comment on that.
The competitive scene is dead AFAIK and mostly exists on Odamex. I've never been a part of it so I'm out of the loop.
>>3292198
>I don't see why they bother with Doom and not just switch to something else instead.
Because there isn't anything else like it.
I used to have a good computer (RIP) and could play a lot of new titles, but I didn't really want to because they weren't really that good. I think the last modern game I'd had fun with was Shadow Warrior 2013, and even then I used that as a basis for a mod.
Doom modding, and indeed most retro modding as a whole (rom hacks, Neverwinter Nights campaigns, etc) is a wonderful trove of creativity since people are guided and working entirely by their own ~*~vision~*~ rather than budgets, production plans, and publishers.
Even the fucking awful stuff, like Swan Fox or Ocean 2024, still have that gem of real effort and love put into it.
>>3292257
>When you've modified literally every aspect of the game, including the aesthetics, gameplay, and engine, to such an extent that it is barely recognisable as the original product, can it really still be called Doom?
Personally, I think Doom is what you make of it.
I've long had a theory that Doom players are split into two groups: Those that enjoy the original game and want to expand that more, and those that enjoy the tech and use it as a platform to build off.
>>3292285
>I've tried to clarify that this isn't my complaint.
Right, I was just using it as a comparative point. Sorry for the misunderstanding.
>>3292293
>Those that enjoy the original game and want to expand that more, and those that enjoy the tech and use it as a platform to build off.
Thats is a nice way to put it.
>>3292293
>I've long had a theory that Doom players are split into two groups: Those that enjoy the original game and want to expand that more, and those that enjoy the tech and use it as a platform to build off.
this sounds about right
>>3292220
It kinda is now that I improved it slightly. Voodoo-magic, no ACS.
Although I nicked the idea from Proxyon of Sunlust, the effect will do nicely for the map. The sort of powerplant, blues sparks in darkness. In fact, I am currently using Spark Mandrill theme for the stage.
PIRANHA BOWL UPDATE
I added shatter sprites and sound, now it actually kinda looks and sounds like the bowl would shatter. I also shifted all hands a bit lower so people with the small hud don't have floating arms.
The throwing animation still looks shitty, however, because I can't get the overhead throw motion to work. I would need larger arms for that and all I have it pic related. I also now changed primary fire so that you can pour out only one piranha at a time. Always five seemed a bit silly, this one is more logical. That way you can keep pressing the fire button and just let out a continuous stream of piranhas. Furthermore, I decided this is a BFG tier weapon - a 100 piranha bowl thrown at a cyberdemon make goulash of him in mere seconds. I still couldn't fix the "nothing thrown" issue, as I have still no idea what causes it. I use A_SpawnItemEx with a probability of 256, shouldn't that make it spawn every time?
Also, I don't know whether having skeletons like that one guy described would be possible, as I noticed he wanted to call them on projectile death - but the piranhas are rippers, so they would have to be called on monster death.
Feedback and criticism always appreciated. And forgive me for being such a shitty sprite artist.
https://www.dropbox.com/s/cixw5ebpcvnbinx/BowlOfPiranhas.pk3?dl=0
How hard are the Back To Saturn episodes in comparison to the likes of Hell Revealed and Plutonia 2?
>>3292293sup term
>>3292173
>Is it because their PCs can't handle anything else?
Yes, it actually is. Everyone going on about content creators and such are talking about an entirely different community from the subhumans that make up the Zandronum playerbase. These people don't have a single care for good design, balance, or tact. They play Zandronum because their toasters can't run anything newer. If a multiplayer game exists, Zandronum modders knocked it off and stuffed it full of memes, and it'll all run on their Pentium 4s at 1024x768 with silky smooth 15FPS. That's why they play the port.
>>3292286
I think it's honestly because the people making them tend not to be terribly good artists.
I mean, it's all of the difficulty of spriting, only being applied to familiar sprites with an even higher level of detail.
>>3292312
I'm surprised the Doom 4 weapon spriter didn't make sprites for nu Doomguy's armored fists
A $120 chink Windows tablet can play decent games at decent framerates.
I don't buy this whole "people can't play anything better" nonsense
6 years ago, maybe. But now, computing power is cheap. People throw out respectable XP machines all the time
>>3292350
Good luck getting it past customs with out them stealing it, or paying out the goddamn nose to have it shipped from somewhere and then stolen by customs for their own use or to sell for even more money.
Seriously, some places are really shit when it comes to that sort of thing, it's kind of hilarious.
>>3291602
Looks like you're playing A.L.T. all you had to do is jump down to that lower ledge in front of you. you're not meant to go around the cliffs like you did.
>>3292350
Computing power is cheap for people with jobs in first-world nations. The majority of people crowding shitty mod servers in Zandronum do not fit one or either of these criteria.
>>3292323
Sup.
There's no friggen way I'll get this going anywhere decent by the 16th. Friggen finals had to happen the same week as DUMP. I just can't get a decent layout going. Thought about a mountain with an uphill fight or maybe a town theme, but I probably bit off more than I could chew with a first map like this.
is it pure nostalgia or was there something bout this games feel/plot that was never matched by other games?
i love it how in early 90s gaming, god tier science fiction (arthur c clarke, robert heinlein and asimov) and lovecraftian themes were the main inspiration.
then they switched to shitty star trek tier and faggy medieval fantasy
anyone else recognizes this?
>>3292450
take a couple more days, then
since OP says it'll take several days to compile the build, you've got a nice little grace period
>>3292463
I fucking hated Strife and everything about its plot, so I might be biased, but I would say no.
>>3292468
but... but le ebin aliens from outer space change societal order and are they or are they not aliens? and who can you trust?
>>3292463
I did not like Strife.
Just couldn't get into it.
Not the plot or anything, just the game itself.
What are some good old fps to distract me from the fact my father is dying soon
>>3292493
Have you tried the ones listed in the OP?
>>3292493
Oh my god, what's he got?
>>3292312
Are you using the SXF_NoCheckPosition flag? (or whatever it is)
And what I meant about leaving skeletons is is radius giving an item that calls acs in its pickup state and goes from there. Do the pirhanas target enemies at any point (do the use monster ai like a_chase) or are they just dumb projectiles? Even if just dumb projectiles, could leave skeleton by alternating a_radiusgiving item that starts script that checks if actor is monster and not a corpse, then gives an item if so, and starts a script to remove one of the item every tic, item has max of 2, skeleton script item is constantly being given at the same time in projectile loop state and checks if is a corpse and has skeleton oitem to prevent other corpses from turning into skeletons if don't want. More reliable is give to target. Most reliable is custom death states, but then you're replacing all monsters and killing compatibility with other mods for single weapon.
>>3292312
>I use A_SpawnItemEx with a probability of 256, shouldn't that make it spawn every time?
Exactly the opposite. A_SpawnItemEx's chance parameter is the likelihood of the actor *not* spawning; you want to set it to 0 if you want it to always spawn.
so I finally set up Hell on earth with sperglord edition, and holy crap the sound design on the weapons is so much better, why does Mark like all the weapons sounding so shrill?
>>3292548
Because he's a scrub who unironically thinks that the Doom comic is cool
>>3292361
As someone who plays MM8BDM daily, some people really have legit shit computers, heck, there is this lad that always plays at fucking 800 ping and gets kicked by packetloss when a map has a small and barely noticeable rain/snow effect (i.e. MM7CLO).
The day i found my computer couldn't even run the lastest 1.x GZDoom dev build was the day i fucking realized that i had a super potato that can't even run a fucking doom sourceport and got depressed for a week, meanwhile there's people that can't even play zandronum 2.1.2 Open GL renderer!
>>3292293
>I've long had a theory that Doom players are split into two groups: Those that enjoy the original game and want to expand that more, and those that enjoy the tech and use it as a platform to build off.
The way you put it reminds me of pixy from Ace Combat Zero
>>3292560
thats stilly, the comic is silly, fun and entertaining and even a bit badass, but quite silly
>Nowhere near finished with my weapon, can't get my sprite rotations to look right and it's already nearly the 16th
>>3292596
>map only halfway done at best
>no decent ideas or sprites for a weapon
>>3292596
>>3292607
>Barely started map
>Keep procrastinating
Fuck
>>3292630
i know that feel bro
i have 2 rooms, third planned
and that's it
>>3292596
>>3292607
>>3292630
>>3292646
https://www.youtube.com/watch?v=a9IgdZtajAA
>>3292653
every time i watch that video, the more true it is
doom the way it was meant to be played
What's the best place to download Quake III mods?
>>3292707
>>3292717
http://lvlworld.com/
>>3292717
moddb
So guys, I'm going to be uploading playthroughs of various WADS to YouTube and I'm curious.
Do you like when each map is a specific video? Or everything edited together and have timestamps to jump to specific maps?
Just about finished with Scythe on UV so that will probably be first. Some of these end maps are hard...
>>3292728
Depends. If the maps are short, then put 'em together in a single video. If they're long, then obviously you'll want to split them up.
>>3292038
Bethesda, is it you?
>>3292728
Timestamps would be better IMO.
>>3292707
Wheres the CRT monitor?
has anyone figured out a way to get systemshock running in 1080p without it fucking up on text logs?
>The tnt.wad from Final Doom on Steam hasn't even patched the yellow keycard bug
>>3292801
The GOG release did, though! It also includes the setup executables, so you don't have to directly edit DEFAULT.CFG to change the controls and music!
It just keeps going
Anyone know why this is like this?
I had an older version of GZDoom and one of the levels kept crashing and I then got the latest GZDoom and Goldensouls 1.3
Now this happens
is there any wad levels that have a condo like theme?
>>3292841
Are you using a regular build or a beta build?
>>3292801
The only releases that patched it were some id Anthology releases, and the gog release which uses that same version.
If you care about demo compatability, you may run into problems, as id anthology TNT map31 has completely different nodes to both the original and tnt31.wad.
>>3292869
The latest one from here
http://devbuilds.drdteam.org/gzdoom/
I tried it in ZDoom, and it sort of works
>>3292890
The latest 2.x git GZDoom builds are breaking some mods. Try using the stable release or the latest 1.x git build.
>>3292892
Thank you
The castle has walls now
>>3292895
No probs my dude.
>>3292310
I notice the ceiling is lighting up as well, when it should really not be that bright, try raising the ceiling height of those lighting sectors by 1, and then not texturing the sides, I think the light from the surrounding sector should bleed over that way.
>>3291727
Holy shit, I just played through this map and god it was fucking awful.
It's only going to get worse from here on out isn't it?
So, hey guys. I'm about to do something that I'd normally kick myself for, but it seems like everyone across the world has been struck with a unanimous case of "man if only I had a couple more days..."
Now, if it was just me, I'd basically go "well tough shit I gotta get through", but I've noticed a hundred other folks are feeling the same as well.
Either due to exams, or work schedule, or motivation, or etc, people are getting overwhelmed.
So, I'm extending the DUMP 3 deadline. Now, the submission time is June 20th, instead of June 16th. Five extra days! Or four, if you're not counting the 16th as a separate day.
If you were feeling "oh man I'd love to map but I only just now got an idea", now's the time to blitz for it.
If you were wrestling with exams this week, now you've got another half-week to work on things.
If you've etc etc etc, you get the point.
Enjoy, mates. Take a break tonight. Have a drink and a nice meal.
Then work hard and make something good.
>>3292951
FUCKING THANK YOU
>>3292951
hallelujah
>>3292951
Well, this gives me some breathing room.
>try scythe for the first time
>pretty good difficulty curve
>starts out pretty chill early on
>get to M22, catacombs
>no ammo except some shells for shotgun
>no armor
>die a lot just in the first room, immediately surrounded by pinkies and imps
>die a lot in the next hallway to a couple revenants
>shitloads of imps, cacodemons, revanents, etc in first arena
>die a lot in said arena even with the secret BFG
>a lot more revanents throughout the level in tight hallways
>die like 3 times in a fight with a cyberdemon and practically no ammo
>lotta pillars, tight arena, splash sometimes kills me in one hit
>take the elevator it was guarding
>it lowers me into a tiny pit with a bunch of revenants and an archvile
>I got like 80 hp and 6 shells
Do you guys ever get stuck cuz of limited supplies or health, or just totally get your ass kicked for like 25 minutes cuz you got no gear
Man this whole revenant shit and such are so disrespectful towards the original games. I hate you guys and wish you cancer.
What are some of the more grounded mods/packs, ideally ones you could confuse with something ID did, at least at first glance?
>>3292985
Doom The Way id Did?
Doom 2 The Way id Did?
>>3292976
A couple times. 2 out of 3 times I learn I was just not managing ammo well, too many wasted or missed shots or not using explosives at proper range when I had the chance
>>3292985
rude
>>3292985
>Man this whole revenant shit and such are so disrespectful towards the original games.
Isn't Plutonia infamous for having a bunch of Revenants?
Rate it lads
>>3292996
>Top Tier
>Doom Retro
>>3292996
This is a terrible list.
>>3292996
Is the PC port of Doom 64 on that list?
If not, it should be.
>>3293002
If it were it would be in Low-Tier because it only runs Doom 64.
>>3292996
Why is GZDoom two tiers below ZDoom? It's just an OpenGL version of ZDoom.
>>3293000
trips of truth
>>3292996
>ZDoom/GZDoom separate
>Skulltag still being mentioned at all
What.
either bait, or a genuine idiot noob.
poster's name suggests former.
>>3293034
why, because zdaemon is not in there?
>>3293039
>why
because "t."
>because zdaemon is not in there?
didn't notice that.
>>3292996
This is terrible.
I won't talk about Eternity and 3DGE's positions as I don't really know much about them, but Doom Retro has no business being anywhere above low tier, GZDoom should be considered the same thing as ZDoom, Skulltag and Zandronum being in the same tier is laughable, Doomsday doesn't really have anything going for it other than "GRAPHICS!!!" and the no name source ports being considered "equal" to Zandronum seems rather off to me.
Even from a purist perspective, this has issues. Why is Doomsday so high? Why is ZDoom top tier when its gameplay is some of the furthest from the original engine, at least without tweaking?
>>3293047
Oops, *Why is ZDoom god tier
>>3293045
What does t. even mean? I'm not down on these new memes.
>>3293056
I don't blame you. "t." means "signed".
>>3292985
>Man this whole revenant shit and such are so disrespectful towards the original games.
Huh? Doom 2 has revenants.
>>3293064
I couldn't figure out what he meant by this, either.
>>3293056
You can thank /int/ for that part
>>3293071
/int/ and /pol/ memes are the worst. They're like cancers.
>>3292996
>Dosbox
Thats not a source port. Its a dos emulation software. What you really mean is Vanilla.
Anyways
>God
Vanilla/Chocolate Doom
Crispy Doom
PrBoom+
>High
Zdoom/GZDoom
Zandronum
>Mid
Eternity
Odamex
>Low
Anything else
>>3293081
You forgot
>Shit nigger what are you doing
Doom Retro
>>3292993
Yes
TNT also has its good share of them as well, hell one of the levels starts the player close to a small room with a Revenant hiding in the corner and a shotgun + box of shells in the middle
>>3293089
Eh, TNT's usage of Revenants wasnt nearly as crazy as Plutonia. TNT was more about hitscanners.
>>3293064
Yeah, it started coming to me that those skeletons in 2 look a bit like the revenants in 4 after posting.
But yeah, the throwable handy revenant is kinda too much. You know what I'm saying? It's fun and all, but, uhh... naw. Maybe not. Ever.
>>3293084
Honestly, I think people who complain about Revenants and Chaingunners are simply players who stubbornly refuse to adjust their playstyle because to them its the maps fault for not going exactly how they wanted it to.
>>3293075
/int/'s memes are just pure shitposting and usually just result in one off posts. /pol/'s memes derail entire fucking threads by ending up forcing people into discussing politics and ruining any form of civilized discussion that could have happened.
How do you guys feel about, uh, populated e1 techbases? Like the gameplay isn't like e1 at all, it's a lot more frantic.
>>3293149
So just an E1-textured level but with the amount of enemies you'd expect later on? I guess it's okay.
>>3292913
>that picture
My fucking sides
>>3293151
I think it's closer to the traps in E1M9, except over most of the level.
>>3293160
Personally, unless its Sunder-tier, Its not really a problem for me at all.
>>3293160
Revenants are fun to kill though
>>3291874
I agree, Metal is easily the weakest, especially that final room. Everyone knows that final room.
>>3293149
i love them. UAC Experiment is one of my favourite wads ever. also the classic episode, double impact, base ganymede, etcetc
>>3293180
Shit taste pleb
Their high damage, low health and homing projectiles make them easily the most patrician Doom enemy. Nothing more satisfying than dodging a cloud of missiles like fucking Goku and subsequently raping their boney face with a SSG blast.
>>3293189
No, Doom 1 enemies are the best, with addition of chaingunners which are ok and hell knights, pain elementals are also gay
archviles are gay too
>>3293089
hmm, maybe it catches you by surprise once (which it should not because you can blatantly see one of its animation frames sticking out past the door) but otherwise a single revenant vs player with shotgun+28 shells should not be a problem. if you only had a pistol, or there were several other enemies in the small room, then there might be grounds for concern
>>3292806
>filename
>>3293189
>muh skill
>muh high technical monster placement
They're shit and overused. Eat a dick.
>>3290995
what exactly is wrong with brutal doom?
everytime i try to look up why i get message board drama & modders acting like divas
>>3293205
Of course it's manageable since you can bait a punch and beat him to it
Just saying that TNT does love its skeletons a lot by comparison to Doom 2, even if Plutonia loves them even more
>>3293221
It ushered an enormous amount of idiots/children into the Doom community who were drawn in by the iron sights, realistic weapon sounds, high definition spritework, and gratuitous violence
These people now believe Brutal Doom is "the way doom is meant to be played" and will harass pwad authors to make their shit compatible with Brutal Doom, because they refuse to play Doom in any fashion resembling vanilla
>>3293221
it's a mediocre mod that is considered "the way doom was meant to be played" by a huge group of people who haven't played doom any other way
it gets tiring
>>3293221
It's less the mod itself and more the asshole author and the community surrounding the mod, especially how they claim that Brutal Doom is a "better DOOM" and refuse to play without it.
Not to say that there isn't reasons to dislike the mod, but nobody would care that much if the author and fans behaved themselves.
>>3292286
Because the people who make them are terrible artists. That's about all the reason there is.
Blah, making these is so annoying. Lights hanging, flicker due to teleports. Looked over to how Proxyon did it, and I should probably set up several voodoos in conga instead of one.
>>3292034
That's a -really- nice effect.
Does it bring the engine to its knees?
>>3293231
fair enough, i just thought that, for choosing a moment of excess revenantation in TNT, it was an odd choice
>>3293250
not on openly, but I wouldn't be so sure about software
additive sprites tend to be handled more efficiently by the GL renderer
>>3293257
not on software*
autocorrect can fuck off right about now
>>3293221
You got part of it right. It's not just about drama around modders, but also the kind of people Brutal Doom has brought in. There's a reason why mods like HDoom have implemented silly countermeasures mocking the player whenever BD is loaded alongside it.
As for the mod itself? Purely subjective, though these days you have a lot more choice than you did back in 2011. I'd encourage people to look around and find some other neat options.
>>3293249
Looks cool either way.
>>3293237
>>3293239
>>3293240
>>3293261
so it's a combination of nostalgia & E-drama? ok good to know
i get that you shouldn't use brutal doom for everything
and i get people might not like modern style but that's basically what classic style is there for
also complaining about gore in doom seem about as silly as complaining about goofy shit in metal gear
I downloaded Brutal Doom ( I'm 29, cant believe I never played that before, its awesome ), currently doing the Hell on Mars campaign, however I'm having troubles configuring my mouse properly, there is a ton of options and no matter what I do it always feels very floaty and not accurate at all.
any tips ?
Im used to fps otherwise, my mouse has 3 DPI settings and I'm used to the highest, but for this game I really cant get a good feel with it no matter the settings.
I downloaded from this link
http://www.moddb.com/mods/brutal-doom/downloads/brutal-doom-hell-on-earth-starter-pack
>>3293268
i tried to play BD once
a corpse blocked my way
tried jumping, tride crouching, tried shooting, couldn't get past
open console
> quit
also BD plebs won't even consider another gameplay mod unless it has 'muh BD compat'
and then someone rips it off into their BD homonculus
>The Logic of the Archvile
>I talking about his power, a big flame what's run to you, don't make any sense, it's strange for me
>>3293290
Sorry for my bad english
>>3293242
What baffles me is how these people can think their work looks even remotely good or fits in the game in any way.
And why are the shittiest artists always the most ambitious? Why do they feel the need to go SO high res that their horrible artistry makes everything look like a middle schooler's shitty portrait for painting class? Why not keep the pixelated look but upscale things so that zombies have the same amount of detail as Doomguy's HUD face or something?
I can see high res sprite packs actually working, but nobody has taken the right approach yet as far as I'm concerned.
>>3293319
stupid people tend to overestimate themselves in the same way smart people underestimate themselves. it's a self awareness thing.
techbase stuff
>>3293360
Looks pretty cool. What engine is this for?
WHY ARE SKELTAL A PAIN IN THE ASS TO FIGHT!?
>>3293367
Because you ain't gud ladm8
>>3293367
You have to attack aggressively.
>>3293367
supershotgun to the face, half circle around a rocket, another shot. that's 1 down. if they're too far away, use rockets, even further away, chaingun snipe
>>3293363
I'm mapping in boom format and testing with gzdoom but I usually do a bugcheck run on prboom with boom complevel. The difference in movement and mouse handling throws me off when playing with prboom though so I don't use it for gameplay testing.
>>3293367
They really aren't. Two SSG shots kill one. Just learn to dodge around the rockets.
>>3293392
Sounds great. Look forward to it.
>>3291819
uhhh
Ok, today's update for the piranha bowl:
https://www.dropbox.com/s/cixw5ebpcvnbinx/BowlOfPiranhas.pk3?dl=0
I made sprites for "overhead throwing", which look a bit awkward, but it's the best I can do with my skills. But I am rather content with the throwing motion itself.
Now the bowl gets thrown always, thanks to >>3292514 who told me that I got it the wrong way.
Issues that still persist are the reappearing bowl when deselecting after throwing it and still no skeletons - but right now I just don't feel like making sprites for them, and they would look like shit anyways. Maybe at some point in the future, but for now I just switched on gibs.
I haven't tested with widescreen, either.
Hey /vr/, have you finished that wad?
>>3293425
Do you want me to?
>>3293401
doomguys face says it all
Blood Geometry has been easy so far. But I have inkling this room is gonna be bane of me.
>>3293425
I'll finish by blowing my wad on your face
>>3293489
I want to play that. Those textures look pretty cool.
>>3293425
No. Have most of the sprites done now. Been doing a a few frames a day... Aside from some decorations and the last boss. Still needs sounds and music.
Guess I could start on some maps.
>>3293501
Map19 of Sunlust.
Done now, surprisingly manageable - although there are roughly 80 monsters left.
>>3293516
And done. Left one cyberdemon, but I am not UV-maxing them anyway...
This map, however, can go fuck itself. I got enough of the red key battle some days ago.
/vr/ opinion on PillowBlaster's mods, like Guncaster 'n' Trailblazer?
>>3293556
Trailblazer is loads of fun, especially since the addition of upgrades and crafting. Never played Guncaster.
yholo you got to sit down and spend some time getting the sound quality of the guns in legendoom consistent, a lot of them sound very bad
the chaingun that gives back ammo 50% of the time is extremely grating, the rocket launcher with a 33% chance of not using ammo has an awful ringing, various shotguns have the acoustic quality of wet cardboard on dos, normal plasma rifle buzzing / electricity sounds go on for too long
but the standard chaingun sounds great, 50% less ammo usage ssg is fine
it's really fun and all but i end up making decisions based on which guns won't be annoying to fire instead of which guns are actually useful
>>3293556
Guncaster is pretty fun if you just want to fuck around on Slaughtermaps.
Trailblazer I think it's lukewarm. It feels like it should be kick ass, but I just can't feel it for some reason.
>>3292034
Really nice! Oh, and I see you're using the D4D weapons! Can I ask you which version is this? DBThanatos' or SgtAssholeMarkIV ?
Why do ever do every modern sequel/reboot of a classic FPS fail so fucking much at the whole "retro level easter egg" thing?
Shadow Warrior, both Wolfenstein games, Doom, every single time the scaling is all wrong, there is no shading, and there are some gigantic mistakes like the frames of the enemies being all wrong in Wolfenstein or some of the level design done in the "retro" Shadow Warrior parts just weren't even do-able with Build.
Like holy shit, not a SINGLE one got it right. At least get the scale right for christ sake. If this is something supposed to please, then it's a failure... or maybe it's just their way to show off and say "look how much better the new stuff is in comparison".
>>3293556
i believe i said this almost a year ago, but trailblazer is the kind of gameplay mod that needs to shine with a mapset made for it.
because, believe it or not, trailblazer has a story, and it's so cheesy and hilarious (in a good way)
>>3293579
Hey faggot! Stop ending all your sentences with exclamation marks! This isn't reddit! We all know you're trying to sound happy when you don't actually give a shit!
>Erkanntante
>Cacoaward
But why.
>Entire mapset is inconsistent as fuck with damaging floor textures
In one map the glowing lava is dangerous and suddenly it's not, the brown water was fine then and now it's hazardous. Holy shit make up your fucking minds
>>3293606
I don't mind it too much as long as there is consistency within individual maps.
Having slime damage you in some places and not in others in the same map is retarded though.
>>3293572
Honestly the fact that the classic doom levels are still fun simply shows me how good classic id was, seriously I'm with you about the scaling and lack of shading, also they should have given Doomguy perminent haste to recreate proper doom speeds, it's probably because they think it's an easter egg they don't need to put real effort into it
>>3293606
I hear there's a special place in hell for people who make damaging floors that don't have nukage or lava textures.
>>3293606
I always try to signal to the player beforehand if it's dangerous or not. Like the danger sign textures or force them to go through some of it to make it obvious it doesn't hurt. A rad suit next to it is also a good sign. Having to sacrifice health to be sure is shit design.
>>3293572
I think they just shouldn't do it at all, period.
I let out a resigned sigh when I found the first "classic map" in DOOM 16. Guys, really? Do we need the blatant nostalgia bait? Can't you, like, just try to make your own thing?
And then it kept happening. Every. Single. Level.
>>3293658
I feel nostalgia is fun, but you might have a point, a couple friends of mine took the classic maps as nothing g but a reminder of how slow the new Doomguy is
>>3293648
>Having to sacrifice health to be sure is shit design.
It's not too bad if you give them the health back immediately afterwards desu
Like at the beginning of e1m5.
>>3293658
basically every room in the game has a forced reference in it. maybe if they spent the time making lame easter eggs working on the actual game instead,,,
>>3293663
I'm not talking about forced damage from hurt floors, I'm talking about losing health to figure out if that floor hurts or not.
Been playing Quake lately, and hell, this dang ass game still holds up. Especially the soundtrack, dat some spooky tunes.
You guys have any recommendations for good user made levels/mods for Q1?
>>3293669
Arcane Dimensions, duh
>>3293664
You're exaggerating, I've played the game and while it does have a lot of refrences, some clever, some forced, it is still good, granted it could have been better
>>3293669
Map packs:
>Beyond Belief
>Rubicon Rumble Pack
>Soul of Evil
>Arcane Dimensions
>Func Map Jam 2 (skip the first map though, it's pretty shit compared to the rest)
Single maps:
>Horde of Zendar
>The Marcher Fortress
>Honey
>Backsteingotik
>Metal Monstrosity
Those are my personal favourites, at least. Quaddicted.com is pretty much the go-to site for singleplayer Quake content. They have a comprehensive list of all the maps/mods they host which you can sort by rating and that kind of thing.
>>3293685
Thanks for the suggestions.
I did browse quaddicted.com for a while, but the sheer amount of stuff on there is a bit daunting.
I spent half an hour making this I could have used for DUMPing. Hope you're happy.
>>3292985
But there is nothing more satisfying in this game experience than connecting rockets at a pack of revenants.
Whats worse however is what I call the "Plutonia Pair": revenants and chaingunners in abusive tandem.
According to Zero Master:
"on plutonia (on UV\NM difficulty) there are 704 chaingunners, 422 revenants (and I really hate revenants), 123 cacodemons, 90 barons, 151 hell knights, 23 cyberdemons (most of them on map 31,32), 4 Masterminds, 315 shotgun guys, 86 zombiemen, 74 pain elementals, 140 mancubus, 94 arachnotrons, 99 arch viles and 436 imps."
>More revenants than zombiemen, or sergeants.
>almost twice as many chaingunners as any other monster in the WAD
Despite all of this Plutonia is still my favorite IWAD.
>>3293319
>>3293327
https://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
>The Dunning–Kruger effect is a cognitive bias in which relatively unskilled persons suffer illusory superiority, mistakenly assessing their ability to be much higher than it really is. Dunning and Kruger attributed this bias to a metacognitive inability of the unskilled to recognize their own ineptitude and evaluate their own ability accurately
>inability of the unskilled to recognize their own ineptitude and evaluate their own ability accurately
People are basically so illiterate at their task that they can't set a standard that's based in reality, so they think their shit sticks when it can't.
Reminds me of deviant art people who have the two pictures that compare how they evolved as an artist, and the one that's ten years old looks no different from the present one.
>>3292493
Here's a joke to make you feel better about your dad:
https://www.youtube.com/watch?v=qG2_fd-sgJM
>>3293713
what if you think you're shit at everything
>>3293725
That's just depression
>>3293694
Well I'm certainly not sad
>>3293727
Well, shit. Maybe I should seek help.
>>3293742
Its a more banal condition than you might think.
>>3293694
I want sweet release from his wild ride
>mfw trying to tyson run Doom 1
>mfw I arrive at the Cyberdemon
I'm having a lot of trouble with him, I can't even imagine what I'm gonna do when I get to the mastermind.
>>3293789
infighting
>>3293789
lol ur not 1337 enuf
>>3293783
I'd also like to see more of those new monster sprites finished, saw a guy working on nu Hellknight sprites, but they were very early unfinished looking
>>3293789
Cyberdemon is literally Circlestrafing: The Enemy
>>3292205
He never said the mods don't exist, you silly goose.
>>3293268
>but that's basically what classic style is there for
classic style is about as classic as doom 3
>>3293556
if you've played one PB mod, you've played them all.
>>3293820
I know. But he sometimes fires a second volley so quickly after the first that I can't help but take atleast one rocket to the face. But yeah, I defeated him now.
What's the difference between the Doom Wikia and the DoomWiki?
Hey /vr/ found an old interview with Jay Willburn from 1996 on Quake just after the release of QTest. Some things he talks about didn't make to the game.
https://www.youtube.com/watch?v=wBTCR4jTzkc
>>3293556
>Guncaster
Most weapons aren't actually useful despite all the sheer firepower because it's either awkward to use or other weapons just do the same but flat out better.
The spells are mostly useless because there's no reason to use anything but the best ones.
It is not really fun to mess around with the weapons because you're borderline invincible if not straight up invincible.
The designs on the weapons and power armor is fine, but because of how strong everything is nothing stands out and you don't really build up to something.
>Trailblazer
Being able to upgrade weapons is a nice feature even though none of the upgrades are particularly special, just a straight damage upgrade.
Dual Uzis are not satisfying
Pump shotgun has some uses but isn't very special and separating the shells from the sawed offs is the only redeeming quality of it to be honest.
Minigun is satisfying, T-Rex hunting rifle is very useless still.
Each weapon has more of an identity than the weapons from Guncaster though and can stick out. Also due to upgrading you could just boost your favorite weapons and use them for just about everything considering how strong weapons are.
The spritework for both mods are well done.
But the mods itself doesn't give much incentive to stick around with them and the only equalizer between the players and enemies is slaughtermaps.
>>3293861
Doom Wiki is maintained, Doom Wikia is old. Wikia has this shit policy about not allowing content creators to delete their wikis, so when an author moves theirs to a different host, Wikia can use their high search engine rankings to increase page views and generate ad revenue from old content someone else has written. Bastards.
tl;dr. Doomwiki good, Wikia bad.
>>3293861
http://doomwiki.org/wiki/Doom_Wiki:Departure_from_Wikia
Anyone else having this error with Dakka, especially the newer git versions?:
"ACS: I don't know what 'Fist2' is"
"ACS: I don't know what 'Chainsaw2' is"
etc.
infinitely logging in the console buffer?
I wrote a little patch to fix that.
What I did is just create dummy actor definitions for those items. Was going to fix the ACS (dakka_commonfuncs.h) that call them, but Dakka uses GDCC instead of ACC for its compiler, and its a bitch to setup. GDCC is supposed to be more like GCC for ACS. Too bad I can't pass env CFLAGS='-w -fpermissive' to it like I can with GCC. Ideally, the code would be cleaner and syntactically correct, but I just want a working product and warnings to fuck off.
Anyway, here is that patch:
https://www.dropbox.com/home?preview=dakka-shutupacs.pk3
Load it alongside dakka.
>>3293885
Whoops, here is the real link:
https://www.dropbox.com/s/36zp3jsuyihi70y/dakka-shutupacs.pk3?dl=0
I must ask, why has nobody made top and bottom view sprites for flying enemies?, 2-D losty souls are hard to hit from below
>>3293935
not supported by the engine afaik
>2-D losty souls are hard to hit from below
Change your sprite billboarding settings
>>3293851
the spider mastermind is the pansiest boss ever unless you pistol start. You literally just run up to it and fire the BFG point blank twice (or if you're lucky with damage rolls, you can OHK it)
what is your favorite weapon? mine is the Plasma Rifle
>>3293989
rockets, i think
long-range rocket strikes are so satisfying, especially if they cause corpses to fly off ledges
>>3293993
>rocketing a horde of zombies or sergants and the mincemeat piles go flying everywhere
>>3293993
Yeah, that splatter sfx and gib animation is pretty gud.
any reason why the Light glow effect would go out of sync? it's supposed to look like a single light but now it looks weird.
>>3293993
I love just disintegrating things, getting ambushed by a horde up-close just top melt them all with that satisfying blue barrage man
>>3293556
no challenge at all
so it becomes really boring
>>3294006
nevermind I figured it out, the darkest adjacent sector was lighter on one of them (only by 16) so it was glowing slightly faster and went out of sync
>>3294012
It's up to you to make it challenging, nerd. Throw on an enemy multiplier, or ramp up the difficulty level. I like to use Trailblazer in tandem with Colourful Hell which balances out the difficulty quite nicely.
>>3293989
>Pic Related
I just love energy weapons, but the BFG is bulkier and the PR is more satisfying to use for me.
>>3294005
you forgot to quote
I love it when plan comes together.
>>3294019
the BFG is a bit unfair due to being THE Big Gun, I'm waiting for the weapon mods to finish, my dream combo of visual and audio design is the look of the Doom 4 Plasma Rifle, the Reloading Sounds of the Doom 3 Rifle, and the Firing Sound of the Original
>>3293989
1. SSG
2. Rocket-Launcher
3. Plasma Rifle
>>3294016
>It's up to you to make it challenging, nerd.
this is a pretty shitty way to design something, desu
I've finished Arcane Dimensions and now I'm out of good Quake levels. Please help me, /vr/.
>>3294061
Rubicon Rumble Pack
>>3294058
secret area?
>>3294031
Excelent taste anon. Now it's my dream combo too now.
>>3294029
Is this for DUMP3? I'd love to play this map. It looks really fucking neat.
>>3294058
>unf
>>3294073
>huh
>>3294078
WHERE IS IT
>>3294082
>I need a key
>>3294082
check the back of the tree for a switch
>>3294086
...What?
>>3294058
>An Importation looking Door
>>3294052
Well, tough shit, that's how Doom modding works. We're talking about free mods for a 23 year-old game, not AAA tentpole titles. The strength in Doom mods is picking and matching them to make your own experience.
>>3294058
UNF
>>3294069
Dunno, if I'll finish it by the new deadline I might submit it. Might get on tight side of things.
Plus it'd be third map...
I should probably use all this time more favourably. But it's about only thing that helps me relax these days.
>>3294061
Did you get all four runes?
>>3294108
>weird bassy noise
>>3294094
>Well, tough shit, that's how Doom modding works.
nope
"it's free" doesn't change anything
>>3294110
>I NEED A KEY!
>>3294058
TING TING TING
Techbase is finished-ish.
Plays in E1M1.
It works in vanilla but there's still graphical glitches out the ass so I would recommend you play with zdoom or the likes instead.
Only Ultra Violence is done and since I suck at balancing easier difficulties it may remain that way. There's also quite few enemies because I'm not great at making challenging encounters with only the basic E1 enemy types, be sure to tell me if I went overboard. Actually just give any feedback you can come up with.
Anyways DOWNLOAD LINK:
https://drive.google.com/file/d/0B4mwJRa7e5VpWVZhMHZqWlNoVlE/view
>>3294112
>"it's free" doesn't change anything
Actually, it changes everything. It's extremely foolish to expect professional levels of balance and polish from every Doom wad. The fact that we get so many great ones anyway is something that isn't appreciated enough imo.
>>3293290
After carefully analizing this, I can say that what the Ayy-vile does is cast spells on you.
>>3294118
at first glance this looks glorious
>>3294090
My favorite map from AD was Lavatomb. Do you know of any good maps that are similar to Lavatomb?
>>3294102
Oh dear what am I doing.
I updated my map a bunch. Shouldn't have terrible HOM walls anymore. http://www.mediafire.com/download/93x3m2xgcs6qlm1/MountainTemple.wad
>>3294143
iirc Lavatomb is originally from one of the Func Retrojam packs, you could try them out.
>>3294058
Clearly an elevator.
I wonder if it will lower the whole high ground or just that part.
>>3293572
>maybe it's just their way to show off and say "look how much better the new stuff is in comparison".
Yeah, I'm sure they're motivated entirely by spite for the source material.
>>3293290
Think about it like a hitscan attack, then it makes sense. Except its source of damage is directly underneath you so it propels you upwards.
>>3293081
Great tiers, I usually play two WADs at the same time: one on prboom+ and one on crispy doom, so I don't have to think too much about save-files, and I get to enjoy two different visual styes, and both fluidsynth and glorious OPL3 midi.
Crispy Doom is by far the best for playing 90s WADs.
>>3294131
How do I get this hud?
>>3293556
Guncaster is boring shit and Trailblazer feels like a more "balanced" Russian Overkill, neither are as fun as RO.
WHY HASN'T ATARI RELEASED THE SOURCE CODE FOR BLOOD ALREADY WHAT ARE THEY WAITING FOR. YES I'M MAD.
>>3294232
probably making a blood remake
>>3293572
It's not for you or anyone who continues to play the old games to this day. It's for easy nostalgiabux from the people who played the games when they were new and not since then. They don't care that the textures are flipped, or that the lighting is all wrong, or that there's disgusting filters all over everything. They see something vaguely matching their memory of the original games, and their wallets open up and spill money everywhere.
>>3294232
Holding on to the IP so they can release Blood 4 Mobile (^:
you guys think a Doom podcast would be a good idea?
>>3294289
mite b cool
>>3294289
this week in doom news uhhh we got a new project thread and it's got some screenshots, we can't show you, but there's gun and there you go
next week: okay doomers that project we were hyping last episode has no updates and it's not looking good
>>3293604
>see posts talking about this for a couple threads in a row
>expect it's some joe-ilya tier shit that got a cacoward because doomworld is retarded
>it's a monti wad with more "accessible" encounters
fuck yes, lay those cheesy-ass midis on me
>>3293604
I liked erkatanne desu
I have a sweet spot for those kind of levels and especially those midis.
I agree that it's not cacoward material though
>You can put BATs for different mods in the Open With dialogue for WADs and PK3s
>I can right click, open with Demonsteele for any individual WAD / PK3
Empty TXT, enter the path to (G)ZDoom.exe with quotes around the path, add a space and a "%*" with the quotes, and then the paths to the mod files with quotes. Save it, rename the .txt to .bat, right click on a WAD or PK3, go to Open With > Select Default, uncheck use as default, select the BAT.
Not sure how to give it a name without the filename extension and also an icon in the program list since shortcuts won't work, but it's cool.
>>3294310
>He doesn't use the command prompt with -file commands
>>3294315
Of course not, when I like a mod I just make a BAT and drag maps onto it, rather than open CMD and drag zdoom, the mod's files, and then the map onto the window.
That's silly.
>>3294289
I like the idea but it would probably work out as well as https://www.youtube.com/watch?v=HrlS9_n8GX4
>>3294292
>>3294320
you dont have to talk about the new stuff week by week, one episode could talk about the history of ID, one could talk about classic WAD´s, one could be an interview with some content creator like Term, one could talk about other early shooters, you could have content for quite a while
I wish I could do that, but I have no mics, or time, or a comfortable space to do it, or even a decent connection to make skype calls
>>3294118
>It works in vanilla but there's still graphical glitches out the ass
I haven't looked ingame, but Doom's probably being given too many lines to render at once, so it culls some of them.
Also there are a couple spots you can get visplane overflows. Best off using a limit-removing port.
>>3292450
Test build won't be out for a few days after the 16th. I'd suggest focusing on the map over the weekend.
Fuck
>>3294350
[Hae-Lin intensifies]
>>3294123
from having a look atminecraftandskyrimmodding scenes, involving money just brings in drama and legal bullshit, not quality
an
>>3293249
Looks like a drug trip gone horribly right. I like it.
>>3294370
*and especially not originality or risk-taking
>>3294348that kinda looks like snapmap, nice
I was playing Doom 2016's SnapMap, and I guess there's a variable in there called "AI Director" where you can have an area (or the entire level) auto-populate with enemies, and you can account for increasing the intensity of enemy spawns and what sort of enemies will appear. There's also an auto-populate for weapons and supplies, too.
I've never made a map before (in classic Doom or SnapMap or anything), so I'm wondering how you Doom mapmakers feel about those kinds of tools? Would you think it's useful, or is it just laziness? I know about OBLIGE, but this is specifically for monster and item placement - the level design is still created by hand.
>>3294406
It's not lazy as long as you can still manually place things when you need to.
Am I just a pussy or is Marathon the scariest retro FPS out there? I got (I think) near the end of the first level and hit a dead end only to turn around and see some caped guy shrieking at me. I jumped so far back I hit my head.
>>3294356Doctor Betruger I'm UAC
>>3290540
Freedoom needs to either get a concrete direction and plan of action with quality control or stop existing entirely.
>>3294348
Thought this was a Doom 4 level at first.
>>3294438
The part in the maze? That scared the living shit out of me too.
However shitty Marathon's levels are, it's atmospheric as fuck.
>>3294123
>It's extremely foolish to expect professional levels of balance and polish from every Doom wad.
it's extremely foolish to confuse "it's up to the player to make it challenging" with "professional levels of balance and polish"
it doesn't take an AAA studio to not make the character an OP special snowflake
>>3294445
I get a kick out of Freedoomguy's wall humping noise sounding like he got kicked in the gut or he's about to start crying.
>>3294232
>WHAT ARE THEY WAITING FOR
According to Devolver, they want 120938109283109283fucktillion for the IP.
That's what they're waiting for, someone to actually give them that much money.
No, seriously.
>>3293948
>tyson
https://www.youtube.com/watch?v=U7TA1i1UfTo
>darkplaces.webm
>>3294289
Would be really cool, but it would need a LOT of scheduling and a LOT of observations in the community to always have some content to talk about.
>>3294479
Atari/Infogrames are fucking scumbags. Wish they'd just run out of business already.
>>3294479
which is hilarious.
Rather than making a decent amount of money and getting the game out and potentially building a fanbase again and making MORE money.
They're just demanding a lot of money outright
>>3294486
They got rid of it in a recent update.
>>3294481
I dunno how people can stand Darkplaces as an engine.
>>3294489
FUCK FREEDOOM
INTO THE DEEPEST LAKES OF FIRE I CAST THEE, TO SUFFER FOR ETERNITY IN THE PITS OF REGRET AND SORROW
I just got done making this
>>3294494
That looks fucking awful.
>>3293885
what
dakka doesn't use gdcc (there wouldn't be 120 fucking map arrays if it did), and there's no reason it should be trying to give you <wep>2 items, or take them away if you don't actually have them
either CheckInventory prints error messages now for some godforsaken reason or something went horribly wrong
>>3294481
Eww
>>3294494
Doesn't Jace Hall have the source code but he's not allowed to release it?
>>3294490
The mouse input is very responsive and nice, more like GoldSRC than Quake (even counting stuff like Quakespasm using SDL) and it isn't 71fps limited like Quake.
Other than that it's garbage, they can't even make the nailgun muzzleflash not go full retard for all their fancy graphics effects.
>>3294458
Yeah, I noped out of Marathon pretty much right after that, but I still have the whole trilogy sitting on my hard drive. Are the levels actually shitty overall? I didn't particularly like the first one's layout.
>>3294503
Yeah all the levels are pretty horrible. Someone on some forum described it as what would happen if Sandy Petersen mapped while high on angeldust, and I think that's a pretty accurate assessment.
which mod Makes best use of the Demon Rune Mechanics? I personally think PB does it best in terms of presentation at least with the revenat transformation
Software Renderer > Hardware Renderer
>>3294576
Why?
>>3294591
Probably just likes the software lighting more.
>>3294591
Crunchy
are there any spite packs that replace the six barreled minigun with a more modern style three barrel minigun?
>>3294615
I know Eriance drew one for Demon Eclipse but I can't think of anything that's just a sprite replacement. Wouldn't be too hard to just get the sprites and make your own PK3.
>>3294058
Didn't Carmack retweet this one time?
>>3292741
so how many upvotes do you want?
>>3294494
Isn't CMBlood kind of substandard?
Anyone abuse SpawnParticle / A_SpawnParticle yet?
Looking forward to some bodacious particle effects since particles have a lower impact than actors.
>>3294637
As far as Blood remakes go, it's the better one of the bunch. And it's still in development so, who knows? Maybe it goes somewhere.
>>3294629
mmm
>>3294494
How do you get BloodCM to run? Do you just dump everything in the zip into a EDuke32 folder?
ever hear of World of Kirbycraft?
https://www.youtube.com/watch?v=OqBtQVxKxMM
found it on github, uses zdoom
>>3294641
>As far as Blood remakes go, it's the better one of the bunch.
Yeah, and as far as cocks go, using clothespins is better than knives.
>>3294659
>>3294082
Ah it's STUCK
>>3294659
Yo, what the fuck
>>3294670
That's a word for it.
I can think of a couple others.
>>3294667AGAINST
THE
WALL
>>3294670
omg there's deathmatch
>>3294670
>see video is almost 2 hours
>skip to 5 minutes
>immediately recognize the first emerald bonus stage from SRB2
>>3294494
Blood on dosbox is the best though. Press U for mouselook and you're golden.
>>3294494
Thats terrible. Especially since there are some good mods for the actual Blood.
>>3294670
>1 hour video about a weird, boderline autistic mod
>near constant use of cheats
Is this guy Omegalore's pupil?
>>3294691
he's cheating in items to debug mary's crying, which is controlled by some sort of counter that isn't reacting to damage the way he intended
if i understand correctly, mary is a player character, who is a child, that has a high damage output, but in order to balance it she makes horrible crying noises to annoy the player
there's some very deep lore here if you let it unfold
>>3294641
It's the best we've got till wheneverBloodEXappears.
So I want to keep my first playthrough of Wolfenstein 3D "pure" by not using a source port, but being unable to turn while strafing and the lack of an automap is bugging the shit out of me.
Should I just bite the bullet and grab ECWolf?
>>3294731
Having an automap definitely helps. I was using Wolf 3D TC for ZDoom to play it.
>>3294731
Do it. As much as I love Wolfenstein, getting lost in those maze-like levels ruins the fun, and I can't play without Automap anymore.
>>3294734
I could complete wolfenstein 3d as an 8 year old. Not sure what the problem is with the level design. yes they are maze like, but all you need is a bit of memory and some "keep left" ness every now and then
>>3294494
>stays truest
It might be the best Blood remake, but it's still shit.
i expected there to be Doom in the Doom thread
you fucks
>>3294784
/pol/ topics are cancer as fuck.
>>3294784
here u go senpai
Finally got Quake II working.
I don't know why people come down on it so hard, it's pretty great.
>>3294801
thank
skellies are good
>>3294817
It's just cause it doesn't feel like a sequel to Quake 1 in the slightest and more like a total reboot.
Just recently downloaded GMOTA and am having a blast with it
But
When you gib an enemy, why are the bones blue?
>>3294817
I find it a bit boring personally. Everything sorta lacks punch. Well. Not EVERYTHING, but most things. Quake 1 feels superior in pretty much every way.
It is however the most impressive game on the PlayStation, imo.
i like the Q2 BFG
more games need them
D2, D3, D4, Q2
even Sam's Cannonballer
>>3294820
>skellies are good
>>3294827
Because I'm a colorblind bastard and I fucked up
>>3294817
I think its okay. My only problem is that the entire game is basically techbase with little variation with even the textures.
Quake 1 was mostly medieval castles, but had a lot more variety in textures, so each episode could still have their own visual style.
So I finally learned of complex doom,vis this where all the good sprites SE used came from?
>>3294865
Complex doom stole its sprites from literally everywhere else
>>3294865
>complex doom
>the origin of anything
more likely is that complex doom nicked it
>>3294481
I really like how accurately he captures the original monsters with photobashing.
>>3294974
Fiends are actually made from elephants and Shamblers getting frisky. Romero didn't tell you?
>>3294978
I can't understand what you're trying to say.
>>3294481
That was pretty goddamn cool.
>>3294979
That Fiends are the result of elephants and Shamblers getting down and dirty. What is there to not understand?
does anyone have that doomified mario party image?
>>3294986
How the fuck did you people get Doom 3 running in HD?
None of the command line arguments work, none of the doomexec edits work, the autoexec doesn't work. What the fuck
>>3294997
Oh wow, someone actually has something I've made.
I wonder how long it's been since I used that for the server I hosted.
>>3295018
The only OC of mine that gets reposted are edited reaction images
Not surprising in the least, but yeah
Anyone have a Flash dataminer or know how to extract information from a flash game?
http://www.newgrounds.com/portal/view/535880
'Cause here's a wad that might be interesting.
Out of the Build engine game protags:
Caleb > Duke > Lo Wang > Leonard
>>3294821
It wasn't originally meant as a sequel to Quake at any rate. Hell, Quake wasn't originally intended as a Doom style shooter either.
>>3295092
It's interesting just how muddled Quake's whole history is. All four of it's mainline games are basically different from eachother, with the only ones slightly maybe close together being 2 and 4 cause they share the same enemy force.
>>3294406
Spawners like that are a really common feature, the only thing surprising about it is that it can handle a whole level. On a per-room basis it's pretty typical for a level editor to have a spawner like that and enemy placement honestly isn't a huge deal in Doom 2016. You can predict what an enemy in Doom 2 might end up doing based on where it spawns because the AI all have pretty simple but solid designs whereas Doom 2016's AI acts a bit more like you'd expect an enemy from Devil May Cry to act, actively moving around, getting themselves into position and executing a variety of attack patterns. If you were to use something like it in Classic Doom it'd probably result in a level that sucks ass because the design relies so heavily on every element coming together but in Doom 2016 all you really need is enemies and an arena to fight them in(another way it can be compared to DMC) so it's not so bad.
A more damning element of Snapmap is that you can't customize arenas in any significant way that the AI or player can interact with, making it a bunch of canned arenas with the only differing element being what encounters you decide to populate them with.
>>3295089
Here's the extracted swf file.
http://www.mediafire.com/download/ccjd9bbb18s36wz/535880_SomePig~.7z
I have a feeling that one (or both?) of the 1.5mb+ files is a renamed wad, but changing the file extension and trying to load it into ZDoom didn't produce any meaningful results. Maybe it'll work for you?
>>3295135
so you have to use the cacodemons as cover for the missiles?
>>3295135
Love how it looks. A nice little dodging challenge room.
>>3295135
Wouldn't it look nicer if the nukage texture changed when the platform starts rising, not when the platform reached the top? Same for any floorhurt stuff.
I've always wondered. What was up with those Crates in Quake 1 that had the Strogg logos on them? Was it ever explained why they were there?
>>3295145
They're piled up on both sides of the slipgates, so I assumed they're probably crates full of military supplies, and the logo was simply reused for Quake II's Strogg.
I was just wondering:
Does a Jurassic Park wad exist? With dinosaurs and electric fences and all that?
Because I was just thinking about making a raptor enemy, but if it has been done before...
>>3295161
Either that or the Strogg just took over the humans logos and shit and adapted it as their own, Since they are all about assimilation and all that shit.
Then the humans had to change all their shit to avoid confusion with the enemy.
>>3295230
Might & Magic 7 has a neato velociraptor looking monster. Check it out if you fancy some sprite ripping.
>>3295145
The Strogg and Quake were besties, of course.
I know it's not retro, but how's Quake 4? Truly it can't be as bad as people say.
>>3295319
It's CoD.
>>3295145
I think they were just meaningless symbols in Quake 1.
>>3295135
I like the look of this. I enjoy it when maps use the level design itself to add some challenge.
>>3295319
It's not bad at all, it's just forgettable.
>>3295319
I prefer it over Doom 3 when its proper FPS levels. The vehicle/railshooter levels are shit, though. Enemy
>>3295319
It's like a cross between a modern shooter and Quake 2, with more emphasis on the modern shooter part.
>>3295319
It's extremely average. Just like Quake 2.
>>3291645
>mp weapons in sp
>shotgun grenades shoot way too fast
fucking wow that mod is innacurate it's shit
>>3295370
I can fogiverify grenade gameplay change, might be limitations of some sort, but that little repeater rifle is the worst MP weapon, it annoys me more then the pea shooter pistol
Thankfully I am almost done with this area.
>>3295370
It also put demon runes in sp, but that might be for the best as they feel more like a single player power then a multi
>>3295389
it's not limitations, he was just lazy
not drawing the circle around the crosshair is one thing (even then, not if you make a bunch of HUD sprites for it), but cooldowns are fucking easy
>>3295463
Something to remember once I'm ready to assemble my own compilation, the first step is making use of what assets exist before making your own, though I want to credit the sprite makers
>>3294325
Podcasts take a shitload amount of work and editing and board-rooming. It is a real marathon slog and somebody has to already to already have the dominoes lined up logistically before they can seriously bring the idea up.
Well, I made a video I'd like to share on databending doom wads with audacity. It's nothing much, but if you're interested in exploring a glitched out level, I put the link to the wads in the description.
I didn't monetize the video. I really dont want to shill. https://youtu.be/Ol7rkvHbv4Q
>>3295601
That's pretty dope anon, I'll give it a shot over the weekend
>>3295618
Thanks. Those oblige wads size wise are in the tiny category. I haven't tried databending anything else at the moment. I kind of doubt a gameplay wad would run at all.
new thread?
>>3295624
I'm gonna try it with Ancient Aliens for shits and giggles.
Any reason nquake doesn't have any ambient sound or music? It's mot muted, and the shotgun sounds fine.
>>3295632
Somethin's fucking up, since I can't launch the ,wad, I'll take another look at after work or tomorrow sometime
>>3295650
Quake relied on CD audio for music, so unless you have the original disc (or an mountable image) or the source port supports music packs, you're shit out of luck.
>>3295658
huh, that's pretty neat. First time playing quake, I've played the shit out of Doom and wanted to give it a try. I'll look into a sourceport that can deal with a music pack.
>>3295651
Whoa what the fuck?
Good luck. Those wads were generated with zdoom specifically btw.
Also, databending is just firing in the dark for the most part until you get something interesting. For me it was anyway.
>>3292951
shit yeah my dude!! u da man!!
I was about 60% done in my map, was thinking of quitting because of the deadline was here, but I'll actually have time to finish it now. thanks!
>>3295662
Quakespasm supports music packs, it's what I use and it's generally recommended as the best source port for singleplayer play.
>>3295618
I'M BREAKIN' OUT OF HERE TONIGHT
>>3295683
>tfw spilled some coffee on my Cover Up t-shirt
Breaking Out and Keep Quiet are the best songs on that album, with The Hounds right behind
>>3295678
quakespasm is giving me a could not load gfx.wad, any idea what the problem is?
Done with the central reactor at last.
>>3295706
a reactor powered by revenants, good stuff
>>3295693
>tfw duke nukem forever was literally released before act III
>>3295704
Nevermind, I got it.
The port was in the wrong directory.
>>3295706
This looks fantastic
>>3295715
Oh man, this is some good shit, I really love the atmosphere.
>>3295747
Welcome to the church of Quake, anon.
Remember to play on hard, turn off texture filtering and don't hug the Shambler no matter how much it begs.
>>3295775
> nightmare
it's the only way to learn how to play the game
>>3295787
Nightmare breaks Ogres. Don't use it.
>>3295775
Don't worry anon, I always play on hard. But I don't see any thing about texture filtering in the options.
>>3295794
Bring up the console by pressing the ~ key, and enter gl_texturemode gl_nearest
>>3295794
Open up the console and type gl_texturemode gl_nearest. If you want slightly less pixelly stuff in the distance, type gl_texturemode gl_nearest_mipmap_linear.
Quake was meant to be played without filtering and looks way better without it- enabling filtering tends to turn enemies and textures into blurry, ugly messes.
Don't know why QS doesn't start with filtering disabled; in any case go to your quake\id1 folder, create a text document called autoexec.cfg and put the aforementioned console command in there so you don't have to type it every time you start the game.
>>3295803
Oh, you can also put "skill 2" in the autoexec (without the quotes) to make sure Quake always defaults to hard mode instead of normal- not necessary for playing normally, but once you start playing custom maps it's a pain having to remember to type skill 2 before you load the map from the console.
>>3295803
>If you want slightly less pixelly stuff in the distance, type gl_texturemode gl_nearest_mipmap_linear.
ugh
>>3295803
>Don't know why QS doesn't start with filtering disabled
Might have something to do with it being descended from FitzQuake, which itself was descended from GLQuake,
I feel like Quakespasm should have an expanded options menu, for things like texture filtering and animation interpolating.
new thread?
>>3295813
I don't like it myself (crunchy gl_nearest or nothing), but people keep recommending it and the original software renderer does have primitive mipmapping.
>>3295815
It really should, yeah.
Animation interpolation is controlled by r_lerpmodels and r_lerpmove by the way, up to personal preference if you want them on or off. The models look better without interpolated animations (no weird wobbling as they walk around and the gaps in animation make it look more fitting with the game world imo), but turning off movement interpolation leads to them teleporting around five feet at a time which is definitely something we don't need from the original game.
>>3295803
Thank you anon!
I'll be enjoying quake now.
>finished BTSX2 on UV
>cockblocked again with a teaser
that final level with the portal is a bit on an anticlimax when you find the invul globe
still, It was a great ride, love the visuals
>>3295840
I should get back on that, I kinda stopped after getting stuck on 31
Is there any decent singleplayer content on snapmap?
>>3295864
Slowly it's coming out, look up "avatar of sin" was one that was fun on the vg threads before it died, also more tools being dripfed, though in my opinion they should have released them off the bat
>>3295868
Yeah the update they announced at E3 looks like it'll go a long way towards having snapmap content other then CHECK OUT MY INNOVATIVE DESIGN, I CALL IT "HORDE MODE"
>>3295878
True single player maps are an excellent start, he'll tile set is welcome, all that's left are Mars surface and "classic" tiles, hell why not add more then what the game had with an earth tile for some nice hell on earth content, also would be nice to add more monsters to snapmap, like the cyberdemon, mastermind and such
>>3295880
Being able to mix and match tiles would be the next logical step
>>3295840
I wonder when E3 is coming out.
New thread?
>>3295891
Who will step up to the responsibility?
just a sec...
>>3295913
GET PSYCHED
>>3295916
GET HYEP
My map is finally close to DUMP ready
https://www.dropbox.com/s/j9p501ftgjdyinb/CLOSETV4.wad?dl=0
Anyone wanna test it before submission?
Also since I'm a mapping noob how can I change the name in the results screen?
>>3295920
>>3295916
>>3295913
WUT R YEH WAITIN' FO? KRISSMAS?
>>3295920
Does that penis have herpes or something