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CREEPY BONE

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Thread replies: 675
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DOOM THREAD / RETRO FPS THREAD, AUTOMANGA EDITION - Last thread >>3374548

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://desu-usergeneratedcontent.xyz/vr/image/1467/42/1467421002740.png
Doom download: https://yadi.sk/d/469ydBaLndVCJ
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1405/27/1405272990521.png
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Thief: https://desu-usergeneratedcontent.xyz/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://desuarchive.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://desuarchive.org/vr/post/3019509

Let's make proper OPs since now on together!
>>
===NEWS===

[07-22] Interview with Romero on Quake
https://qexpo2016.com/tronyn-interviews-john-romero/

[07-22] Anon mod release: Spamcannon >>3377859
http://www.best-ever.org/download?file=spamcannon.pk3

[07-18] Anon mod release: Green Snek >>3371332
https://www.dropbox.com/s/nk49nzw50uje53s/Green%20Snek.pk3?dl=0

[07-18] Anon mod release: Behr's 2016 Color Trends palette >>3369936
http://www14.zippyshare.com/v/DlMdqClj/file.html
http://www96.zippyshare.com/v/RzdAB0Pi/file.html

[07-17] Anon mod update: Smooth Doom Weapons Only >>3368842
http://www.mediafire.com/download/trk7yt4v9egtrnv/SmoothDoom-WeaponsOnly.pk3
https://drive.google.com/open?id=0By8mA3D0CACmQzZOa0RaMXd2YzA

[07-16] Anon map release: TerrorTomb >>3365964
http://www.mediafire.com/download/vucmubygevbuzfe/TerrorTomb.wad

[07-16] Anon map WIP: Processing Facility >>3364032
http://www.mediafire.com/download/hu8t4389gm0byd1/Episode+1.wad

[07-15] Anon mod release: Batty >>3363190
https://www.dropbox.com/s/r33b58k999qtvmo/Batty.pk3?dl=0

[07-14] Brutal Doom Monsters Only 20b
http://www.mediafire.com/download/qqjmegwi5q17elp/bdmonsters20b.pk3

[07-12] Anon mod release: Fluffy >>3355450
https://www.dropbox.com/s/8hm07qpgtjujhy8/Fluffy.pk3?dl=0

[07-11] Anon mod release: Mai Shiranui skin (NSFW) >>3352872
http://www.mediafire.com/download/t200a5j4tnpmy45/MaiS.wad

[07-11] Anon map update: Leaden Skies >>3351941
https://a.pomf.cat/bewzzk.zip

[07-11] Anon maps release: Server Warehouse and Processing Plant >>3351874
http://www.mediafire.com/download/4lvn9tnyfkp7d1y/Earth_65.wad

[07-11] Anon map release: Windows 98 Maze >>3351061
http://www.mediafire.com/download/8i7e8jivtkcqctd/WIN98MAZE.pk3

[07-10] Anon mod release: Doom 64 HUD >>3351004
http://www.mediafire.com/download/i8kymz4085odma2/D64HUD.pk3

[07-10] Anon mod release: Barless Classic HUD >>3350952
https://mega.nz/#!s5lQ3IqT!nHjOfTsyXIAY9DxEJHMVXFaYAHv2enDGTKXMQo7m7qE

===

TO SUBMIT NEWS REPLY/BACKLINK TO THIS POST.
>>
1st for D4D Best Gameplay Mod 2016
>>
Does /doom/ want to see my creepy bone
>>
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Reminder that if you like Vanilla-ish/Boom-ish gameplay and mapping, to check out the Nihility shareware
>>
what the... CREEPY BONE
>>
>>3379098
is that out the back of map01?
>>
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>>3379116
I don't think so, Tim.
>>
IT'S THAT TIME

SHOW ME WHAT YOU GET

https://www.doomworld.com/idgames/?random
>>
I've heard complaints for doom 4 about how one weapon mod is better than the other (micro missiles > scope, turret > rotator, ect.) and for a doom 4 based mod I'm working on I came up with the idea of weapons having a normal mode and a "ultra" mode with primary+alt fires for both, for example: the chaingun's ultra mode would be the mobile turret and the alt fire would be the windup rotator. Does this sound like a good idea?
>>
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>>3379141
Have the proof of concept on my desk in the morning and I will consider it.
>>
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Does anybody else mutter bad one-liners when they play Doom or any other game and hope nobody is hearing them?
>>
>>3379132
ooh what map

>black and white
>>
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>>3375434
>Futa demons and you play as Crash?
Porn of this when?
>>
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>>3379172
>>
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>>3379171
Dimensions of Time, Map03.

Brutalist Doom is why it looks that way, though. Map looks like this without it.
>>
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>>3379149
>>
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Recommended WADs for Trailblazer? fun shit but feels overpowered as fuck on vanilla maps.
>>
>>3379173
but john carmack is the worst of the bunch

there's a reason he doesn't hang out with romero and adrian
>>
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Why qbism feels so good?

>That color palette
>That effects in the music
>The Pixels
>>
>>3379187
I dislike it because I'm spoiled by Quakespasm and feel that the game looks better when the textures adhere to the palette but the lighting allows for further variance.

I also like the standard HUD with all your weapons and ammo listed and can't get that to show up in qbism/super8.
>>
>>3379170
not me
>>
>>3379170
Of course but only the ones from the comic.
I wish Brutal Doom wasn't so shit and there was a mod with only the voice commentaries
>>
>>3379187
>supposed to be the single most graphically faithful sourceport
>aspect ratio isn't 5:4 stretched
>>
>>3379185
Slaughtermaps bring it down into reasonable levels.

Try Sunder or Sunlust.
You'll actually be at a bit of a disadvantage where the BFG would normally shine since no good BFG equivalent
>>
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>>3379190
I'm playing Map Jam 6 with Qbism and it feels great. You should try it, since Map Jam 6 has a lot of new textures and the aesthetic has another vibe.

It's also smooth.
>>
>>3379206
>no good BFG equivalent
The spike/pipe bombs can do the job just fine. I took out the first Cyberdemon you encounter on episode 2 of Ancient Aliens with a small pile of them, along with the rest of the map.
>>
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>>3379172
>Liking futa
But paying as Crash would be nice. Especially in a YDoom mod
>>
>>3379207
>ywn be as good at mapping to make something like this
>>
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>>3379098
>>
>>3379172
i wonder if crash ever pees herself while fighting ha ha
>>
>>3379098
there isn't,t even an archvile there normally

this picture is fake
>>
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>>3379206
Thanks
>>
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>>3379241
>she takes her helmet off
>>
>>3379241
i miss when cacobro drew cool Doom stuff instead of cybersexing
>>
>>3379240

thanks, we would never have known that the image was impossible without you
>>
>>3379253

Me too
>>
>>3379235
ha ha
>>
>>3379253
Same
>>
>>3379270
Shame on you anon.

Shame.
>>
>ROMERO: For Quake, from the beginning, the atmosphere of the game was to be unsettling and violent. I didn’t want the player’s view to stop moving even when they stopped their avatar’s movement, kind of like slight breathing all the time, keeping the 320×200 pixels always looking different, just a little bit.

Quack confirmed for stretched intended resolution
>>
>>3379270
haha
ha ha ha
____more____
>>
>>3379284
I apologize for nothing.

>implying it isn't hot as fuck
>>
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>>3379241
>45 ACP> 9mm
>45 ACP> 9mm
>45 ACP> 9mm
>45 ACP> 9mm
>>
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>>3379270
>>3379308
>>
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So does nobody give a shit about Animals are Assholes?

I mean I get that it's still in early stages of development but after 5 monsters i still have literally 0 response or feedback except for that guy that insinuated that i was a serial killer or something
>>
>>3379321

I've been wondering what the hell the project is, please, gimme a run down on what you're planning on doing
>>
>>3379315
.40 S&W
>>
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>>3378276
Was half expecting monochrome..
You've done your research well.
>>
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>>3379323
It's a monster-wad that replaces all the stock enemies with aggressive animals, grew out of me recreating the rabbit from Monty Python and the Holy Grail and after watching https://www.youtube.com/watch?v=0POMpJcP3k8 decidied to make a proper WAD instead of disparate bits of content

so far i have the rabbit, a bat, and three types of snake completed; i still have a long way to go
>>
>>3379149
>>3379182
>>
>>3379318
Anon please, I haven't even gotten to her other bodily functions.
>>
>>3379321
so did you completely ignore my feedback or
>>
>>3379346
or
>>
>>3379339

You need to add some comedic weapons and shit to go along with it, because fuck nature.

One of the most satisfying things about juarassic park rampage edition for the sega genesis was pelting the shit out of the dinosaurs with your tranquilizer pistol with infinite darts, hucking hand grenades, zapping them with your lighting gun and shit
>>
http://forum.zdoom.org/viewtopic.php?f=19&t=52901

Casual reminder that The Joy of Mapping starts in almost 24 hours. If you're interesting in bettering your maps and mapping abilities, this might be useful.
Or it might be a socially awkward Australian handling a group of spergs. Who knows?

Either way, hope to see some familiar faces there.
>>
https://www.youtube.com/watch?v=OP0Dvkl7zRE

Did we ever find where this comes from?
Its been bugging me for years
>>
>>3379358
At the least i need to replace the fist/pistol a-la term's DUMP3 pistol, because while it's jarring to see a small snake blow into a bloody mist and drop a clip or a shotgun, there has to be a level of balance introduced when no enemies are actually dropping ammo
>>
>>3379369

Tellin you man, go for darts. Animals don't have hitscans and there's something satisfying about watching a shitload of projectiles fly through the air to converge on one target.

Melee still needs to be fists though, because who wouldn't want to punch animals in the face
>>
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I feel like there should be at least one small labyrinth in my mapset.

It won't be a labyrinth after you are done with it, though.
>>
>>3379086
https://www.youtube.com/watch?v=AGK1dr-Ql0w&feature=youtu.be

Andrew Hulshult released a full version of his Doom soundtrack remake.
>>
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old memes
>>
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>>3379530
new memes
>>
wht do you (yes, YOU) think of ZPack?
i mean, apart from the monsters with bullshit attacks that do like 90 damage a pop

personally episode 2 feels the weakest, propably because it doesn't have a Vader map unlike the other two
>>
>>3379541

I like ZDoom maps.
A lot of them suffer from the typical ZDoom mapper trap of putting the tech over the gameplay, though. Tormentor's maps are especially egregious with this.

Also the custom monsters are almost all universally bad.
>>
>>3379530
You missed some
http://imgur.com/rojf70T
>>
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>>3379545
>that commando one
>>
>>3379098

Still hearing the FFFFFFFFFFFFFFF
>>
>>3379537
https://youtu.be/LP2ixEtS_VQ

Oh shit whaddup
>>
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>>3379584

oh shit my memeing has gone too far
>>
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>>3379308
>tfw Crash won't be in Quake Champs
>tfw no HD id tech 4 Crash
>tfw will never see the beads of sweat rolling down her tight, toned stomach, dark stains under her arms and around her waist
>tfw will never gaze up her armor plate and see the damp, perfect underboob that awaits
>tfw she'll never, ever sit on your face, iridescent spandex smothering you in sweaty girlbutt as you willingly concede victory to stay in the rookie league forever
>>
>>3379530
>garbage 3d Touhou one has the least effort, didn't even change the fucking text

Somehow this isn't surprising at all.
>>
>>3379621
>id tech 4
Outdated piece of shit trash

When will id swallow their pride and just use Unreal Engine? Never, of course.
>>
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>>3379627
>4
why did i type that, they're at 5 or 6 now with D44M, ain't they?

i was too blinded by thoughts of best waifu
>>
>>3379632
I'd rather have UE3 any day.
>>
>>3379632

6, with D44M.
>>
>>3379638
>UE3
I want greasy, sweaty Crash, not plastic cutout Crash.
>>
hellbound levels are too vast
>>
>>3379660
your mom is too vast
>>
>>3379682
your mom is too cavernous
>>
i wish my mom survived
>>
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>>3379686
>>
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Playing Doom Roguelike Arsenal, and is that shit in the corner supposed to constantly show up whenever I drop a modded weapon?
I just drag the Base file, Monster file, HUD file, and my Oblige map to Zdoom to open them because I'm that 18 year-old from the last thread
Also is my HUD supposed to look like this with the mod? I can still upgrade weapons and equip and de-equip stuff just fine, I'm just wondering.
>>
>>3379721
it's a bug with later GZDoom builds
load the DRLAHUD to get the hud working
>>
>>3379727
How though
I have no idea how to use ZDL and for some reason I can't get Oblige-made maps to work with it
I'm really new to all this is probably the reason
>>
>>3379739
checked something real quick
here's your solution:
open console (the key to the left of 1 / settings, at the very bottom)
type in
hud_scale 1
screenblocks 11
and if you ever play a mod where the hud appears massive, change hud_scale to 0
>>
>>3379739
>>
>>3379750
Thanks anon, this worked like a charm.
>>3379764
Yeah, that's what I did. I guess it is working, then.
>>
playing DRLA
> run into nightmare cyberdemon
> o fuk
> run away
> find supply crate
> spits out a nuclear bfg AND nuclear armor
i like this balancing
>>
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NEW MAP UPDATE IT'S BASICALLY AN ENTIRELY DIFFERENT MAP

CRUNK REFINERY

http://basedhost.com/tmp/crunkrefinery.zip

please provide balance feedback
>>
Does anyone know how to set the frame limiter in GZDoom? I set vid_maxfps to 60 in the config file, but the console's FPS counter command still says it's rendering like 300+ frames per second and heating up my ancient old card to dangerous levels.
And if I turn that "rendering interpolation" thing in the video settings on, that just limits it to 35 FPS which looks like shit on my monitor.
I know this thread isn't meant to be for tech support, but I can't find any answers through googling
>>
>>3379686
that got dark fast
>>
>>3379784
crunk/10.

Good map, man. Maybe add a bit more health here and there, as I found myself low a lot when playing. Also, sauce on the music?
>>
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Is it possible to disable filtering on skyboxes in Half-Life?
>>
>>3379918
put gl_texturemode gl_nearest in your autoexec.cfg file (located at Steam\steamapps\common\Half-Life\valve)
if the file's not there then create it. If you don't you'll have to enter the command manually every time you start the game
>>
>>3379928
I've already done that. It's still filtered.
>>
>>3379938
Also, here's my autoexec:
exec violence.cfg
default_fov "105"
gl_overbright "1"
gl_texturemode "gl_nearest"
gl_ansio "0"
gl_vsync "0"
>>
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I'm having too much fun with sv_fastweapons.
>>
>>3379992
Does the weapon not animate at all?
>>
>>3380001
It's just a still placeholder sprite, so nope.
>>
reminds me when i was testing out bullet casings
made an smg that fired once evey tic and each shot spat out 128 casings
it was a tidalwave of ting-tink-clinkety-cling
>>
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So there's a reference image for a Fullscreen Offset style HUD in SBARINFO, is there a reference image for one that doesn't use fullscreen offset?
>>
>>3380025
normal offsets start from the top left corner and go from there

negative numbers don't mean anything special
>>
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I HATE SBARINFO. FUCK ME SIDEWAYS
>>
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>>3380036
maybe you should be gooder at it
>>
>>3380036
Someone should create a visual builder for SBARINFO, that would be so useful.
>>
>>3380042
>visual builder where you can drag around the elements using your mouse
Yes please
>>
>>3380051
If only I could code, I'd make it.
>>
>>3380039
That hud looks nice
Link please?
>>
>>3379315
>>3379329
10mm
>>
How does the 5.7mm round perform in actual real world situations?
>>
>>3380071
wip mod, not out yet sorry. :(
>>
>>3380082
Doing good so far
>>
>>3380042
How would you go coding that
>>
>>3380087
I have no idea, I'm no programmer.
>>
I'm about to play DoomRL Arsenal.

What megawad should I play? I don't want the procedural levels of Oblige
>>
>>3380126
Going Down fits pretty well thematically.
>>
>>3380129
Thanks, anon. Downloading
>>
>>3380135
that is a very adrian carmack looking menu background
>>
>>3380039
Three suggestions for your hud
-Add 4 digits to health/armor counts, you might need these if the mod is getting repurposed to something like russian overkill, which as far as i know, makes the regular hud just say 999% Health/Armor when you grab something like the megasphere, same for other mods that end up giving you godly health. Apply the same logic over ammo counts too because no one knows if someone has made a weapon with like 5000 bullets.
-Make the score count be higher, you might need it if some absolute madman wants to play your wad in chillax so i am sure 12 digits should be enough
-Consider widescreen support, your hud looks like it has the same res. as the doom hud
>>
>>3380159
1.) This HUD is specifically for my own gameplay mod, it's not a general purpose one. Hence the specific counters for certain special ammo types. So compatibility with Russian Overkill isn't a big concern. If someone wants to edit it to work with other mods, that's their deal.
2.) Will do, thanks for the heads-up.
3.) It is. Adding "blank" background area to the sides for widescreen will be super easy, the way I've built it, so this isn't a huge concern. Thanks for the reminder though!
>>
>>3380135
>>3380136
Not really. It's very much Kenneth Scott, who did a lot of the character textures in Daikatana and Quake 3. Which you can see some of here!

http://superactionfunboy.tumblr.com/image/54918182384 (nsfw-ish)
http://superactionfunboy.tumblr.com/image/54616900551

And some of his pre-professional stuff, for funsies:
http://superactionfunboy.tumblr.com/image/54620546509
http://superactionfunboy.tumblr.com/post/58388460865/some-of-my-doom-mod-work-hacx-and-my-remorse-map
>>
>>3380189
yes that's what i meant

it's a very ken scott looking background, like someone ripped up the floor in q3dm1 and just plastered into the sides
>>
>>3380189
>http://superactionfunboy.tumblr.com/image/54620546509
THICC
>>
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Jesus Christ bethesda
>>
>>3380224
rusians doesn't knows whats aspects ratios is
>>
>>3380224
It's like Ranger was just stung by lots and lots of Lovecraft hell hornets and he just doesn't mind.
>>
Any good custom map for Quake?
>>
>>3380229
Attempting to merge comic-book proportions and realistic rendering is a mug's game.
>>
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>>3380224
He looks like he wants to buy potions.
https://youtu.be/R_FQU4KzN7A
>>
>>3380230
Plenty. What kinds are you looking for?
>>
is there a way to disable monster forms in ZION? They usually cause problems.
>>
>>3380224
THE MIGHTY CHIN
>>
Can anyone recommend any mapset that goes well with Hideous Destructor.
>>
>>3380247
Marswar
>>
>>3380247
-nomonsters
>>
https://www.youtube.com/watch?v=MW2VDcYmlMI

Some of you may remember me some people may not but, i'm gonna be playing some Doom WADs LIVE starting off with Stardoom.

Feel free to request WADs you want me to look at.
>>
>>3380224
YOU CAN'T HANDLE MY MEGASPHERES
>>
>>3379270
yeah, ha ha
>>
So uh...any alternative links for IDKFA?
>>
this whole time i had mouse acceleration on and i didn't realize it because it was called "prescale mouse movement"

i turned it off and now i'm fucking baller after about an hour getting used to the different sensitivity
>>
>>3379883
music: https://modarchive.org/index.php?request=view_by_moduleid&query=168953
>>
>>3380250
Nice 480p.
>>
>>3380269
Bitrate improved. Thanks for letting me know.
>>
>>3379135

https://www.doomworld.com/idgames/levels/doom2/deathmatch/s-u/simple

>SIMPLE.WAD

Oh joy.
>>
>>3380224
He looks like Robert Z'Dar
>>
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>It's a Doom 2016 General Post
>>
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>>3380224

oh hi do we get to play this game again?

anon-kun? ;)
>>
>>3380330
>hey kid wanna /rj/
>>
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>>3380074
Out of a rifle or carbine barrel? Not too poorly, if using original spec ammo like was intended for the FN P90 (it's a late Cold War weapon, the original idea was to easily defeat Soviet body armor). The most commonly available ammo in the US today is cheap commercial target loads which aren't too impressive compared to original spec loads (though better defensive ammo is available)

From a pistol, I'd say it's questionable. I mean, it'll probably work, but the entire point of the 5.7x28mm is speed, speed defeats armor, and that's the initial idea with the cartridge, and speed based cartridges from short barrels has never been amazing, looking at the AKs-74u or the the Mk.18 upper for the M4A1 Carbine, (5.56x45mm and 5.45x39mm are both reliant on speed, and consequently they perform kind of poorly out of a short barrel, as there isn't enough room to accelerate the bullet).

Like, it's still a gun, and it'll hurt, but you could do better in a similarly sized weapon, I'd sooner have a Beretta 92A1 with an 18rd magazine than an FN Five Seven with a 20rd magazine.
For a subgun, I might pick a select-fire FN P90 over some other weapons depending on the ammunition in question, and depending on the task.
>>
>>3380224
Is this actually being developed by Bethesda or is this like when /v/ kids think Bethesda publishing Doom 4 meaning it wasn't developed by iD?
>>
>>3380354
No one said it was being developed by Bethesda.
>>
>>3379135
https://www.doomworld.com/idgames/combos/alazer

does this epic meme count as retro?
>>
>>3380363
>Jesus Christ bethesda
Pretty implicit.
>>
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JPCP has been amazing so far
>>
>>3380389
it's like they took all the doom memes & made maps that revolve around them
>>
>>3380381

They could've meant "Jesus Christ Bethesda, you allowed this?", rather than "Jesus Christ Bethesda, you made this?"
>>
>>3380414
the map was made by the artist responsible for all the cute caco drawings, so i'd say seniority applies here
>>
>>3380428
kurashiki?
>>
>>3380389
You should go in options>display>openGL>preferences and set "adjust sprite clipping" to "always" if you don't want your sprites to get clipped like that by the floor.
>>
>>3379530
> That Marina one.
I audibly lost my shit.
>>
File: DOOM64 2016-07-23 14-11-30-56.jpg (236KB, 1920x1080px) Image search: [Google]
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Quick everyone post whatever you're working on. Level, hud, weapons whatever POST IT

here's my shitty D64 level so far.
>>
>>3380389
>JPCP

When it comes to the wad in its entirety, I'm not a fan.

...But map 3 is absolutely perfect.
>>
>>3380432
yes
>>
>>3380448
thank you
>>
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Bah, hopefully I'll finish this piece of shit tomorrow.
13k linedefs already, but thankfully I am done with most of the place. Just some prettying-up and last segments...
>>
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>JPCP Map02
>it's that bad copy of OWW with the one wrong note from Hell Revealed
FUCK
>>
>>3380497
Am I looking at a quake-like doom map or doom-like quake map?
>>
>>3380536

I don't think the Quake engine makes use of linedefs, so the former.
>>
File: Screenshot_Doom_20160723_151228.png (189KB, 1280x720px) Image search: [Google]
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>>3380453

I was gonna post this for screenshot Saturday but FINE GEEZE HAVE SOME BAD ITEM SPRITES
>>
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>>3380536
Yeah, it's a Doom map in Boom-format.
Wanted to make sort of gritty factory/foundry-like map.
>>
Does the "secret" linedef tag affect secret % at the end of the map, or does it just mask the wall on the map as a solid wall?
>>
File: Screenshot_Doom_20160723_151605.png (436KB, 1280x1024px) Image search: [Google]
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This is surprisingly less disastrous than I thought it would be.
>>
>>3380576
>Does the "secret" linedef tag affect secret % at the end of the map, or does it just mask the wall on the map as a solid wall?
it does not affect the secret percentage. its meaning is entirely "draw this line like a one sided wall, regardless of any other properties it might have"
>>
File: Screenshot_Doom_20160723_121034.png (437KB, 1366x768px) Image search: [Google]
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the mage guy should really cut his nails


you would think with all that magic they had they could at least create magic nail clippers.
>>
>>3380591

maybe he likes them long
>>
>>3380587
what is? is that cc4?
>>
>>3380603
jpcp, looks like
>>
>>3380589
Cool. That's what I thought. Thanks.
>>
>>3380574
>BAD
>being this much of a modest cunt
nah m8, those are pretty good
>>
>>3380574
what is screenshot Saturday?
>>
>>3380574

Today is saturday though. Unless I'm confused.
>>
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>>3380453
E1M2 for Rekkr
>>
>>3380621
>>
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>>3380634
You can always play in another source port if you want to give rekkr-guy some cataract surgery.

Also got a new midi track the other day from music-guy hexenmapper, and it's pretty fuckmazing, as are his other tracks.
>>
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>>3380453
>>3380621

E1M4 for Rekkr here. Still a bit too dark.

Also, not the same guy.
>>
>>3380617

Screenshot Saturday is a dev thing where you just post progress of things you're working on when it's Saturday.
Cursory googling says that it started with /agdg/ but take that with a grain of salt.

>>3380619

It is. I'm just autistic and hate reusing the same screenshots for posting everywhere.
I like to try and vary things a little so folks can see different things.
>>
>>3380663
screenshot saturday sounds like it'd be a perfect practice for the mod community to adopt, desu

a week is usually enough time to cobble something together to show off, be it a room or a single sprite or an enemy or a bit of code
>>
>>3380663
i see, thank you, figured it came from some other general or board but had no idea which
>>
>>3380661
Oh yeah. I meant to look into making a tree foliage sprite so you could have a sky texture breaking through the trees... Gotta do errands today, but when I get back I'll do that.
>>
>>3380663
>>3380668
Agree, doom needs a regular screenshot saturday
>>
>>3380661
Looks nice though. Dark and spooky.
>>
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>>3380453
Top Ten Coolest Brutal Doom 4 Moments by Fam1llyGuyFan14
>>
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>>3380453
I'm starting to make friends with doom64 skytricks
>>
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JPCP has been excellent. It's the best WAD I've played in some time. I was playing Ancient Aliens a little while back but got burnt out my the repetiveness of the aesthetic
>>
http://forum.zdoom.org/viewtopic.php?f=12&t=52955&p=927593

Give it a chance.
>>
sinknlnomemero no snodkto
>>
>>3380653
What? I wasn't saying the pixels are a bad thing.
>>
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>>3380453
I posted some screens earlier, but here's the map in current form. Gonna be done with it relatively soon - just the sort of final areas.

Most of lines are probably lighting-work anyway, since the place is intentionally really boxed.

As for music...
https://www.youtube.com/watch?v=UbGDDNL26VA
>>
>>3380773
watch your mouth
>>
Does someone know a decent quick map where you fight a diabloist and maybe some other usual suspects from r667, I don't think I've ever played wads that contain those dudes.
>>
>>3380761
>http://forum.zdoom.org/viewtopic.php?f=12&t=52955&p=927593
That's way too silly for me
>>
>>3380761
Is that Ben Garrison in the first screenshot?
>>
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>>3380821
I can't unsee it
>>
>>3380821

Yes, I'm pretty sure it's Ben "Demon Open Season" Garrison.
>>
>>3379085
Having a good time with "Hey, not too rough!" with monster respawn and fast monsters on. This does not go so hard on you for not remembering the level layout completely.
>>
>>3380761
reusing the name "Boom" is unwise if confusion is to be avoided
>>
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>>
>>3380224
Robert zdar with a dreamworks face
>>
File: gzdoom 2016-07-23 16-02-06.png (1MB, 1366x768px) Image search: [Google]
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Greatest boss fight next to the two baron of hells
>>
>>3380550
You're correct, it uses brushes (for map construction anyway which are turned into solid polygons with the nonvisible sides stripped away after compiling).
>>
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>>
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>>3379784
Only the section of the whirlpool closest to the door moved, it moved me while on the floor outside of the whirlpool, and there are some yellow stripes on the floor on the left that don't appear to belong and also didn't seem to line up with each other.
>>
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>>3380308
>>3380897
Robert Zdar looks better than this, come on. He has a normal face with a wide jaw, this Russian 2016 Ranger looks like someone randomized the features in Dark Souls with the limiters off.
>>
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>>3380943
yeah I got lazy and wanted to get a build out, I might do another art pass or I might just leave it.

the thing with the water is "as intended" because that's how the engine doeS it I don't know why
>>
Any Castlevania inspired Doom wads?
>>
>>3380961

is it just one person or has there been a bunch of people interested in a castlevania wad recently
>>
>>3380805
Please respond
>>
File: gzdoom 2016-07-23 16-37-25.png (231KB, 1366x768px) Image search: [Google]
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Yeah, anon. What IS your problem?
>>
JUST LOOK AT THE SKY
>>
File: gzdoom 2016-07-23 16-51-05.png (309KB, 1366x768px) Image search: [Google]
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but is it really fun to stay at the YMCA
>>
>>3381023
wuh
>>
>>3381023
The mansion level still creeps me out to be honest.
>>
>>3381042
Mansion level?


This one?
>>
>>3381063
Yes.
>>
>>3381065
I thought it was Pure Kino
>>
>>3381063
>>3381072
What is this? Looks like Action Doom 2, but not with those monsters, and I don't remember that level for whatever reason.
>>
>>3380448
that makes them float above the floor
>>
>>3381087
he is a madman and mixing reelism with action doom 2
>>
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>>3381105
You're just not used to it because you've never played with the correct setting. Here is a screenshot of Chocolate Doom (the most accurate port) for example.
>>
>>3381087
How do you want your Action Doom 2?
>>
>>3381118
action doom 2: blood dragon
>>
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>>3381117
no, it actually does make it float above the floor in opengl.
>>
>>3381129
I got you.
>>
>>3381134
Fuck.

So you have no choice but to make them clip through the floor in GL?
>>
File: gzdoom 2016-07-23 16-34-27.png (1MB, 1366x768px) Image search: [Google]
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blood blocking my view
>>
>>3381134
>>3381143
iirc there's a "smart" setting that works best.
>>
>>3381149
Yeah, but sadly it still clips some part of the sprites.
>>
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Oh yeah, one thing I wanted to ask. Is it possible, in this world we live in. To port HeXen to the GBA advance like they did with DOOM 1 + 2? I know they used a different engine to run them on the GBA but is there a possibility to make the same engine run HeXen like it would with Doom? Kinda like a source port running a doom clone.
>>
>>3381153

I'm assuming the DOOM ports didn't run too well, so I'm going to guess that HeXen would require either a lot of sacrifices or some wizardry to get running.

If you want a more definite answer, I'm not sure if here's the place. Maybe the GBA homebrew scene, if one exists?
>>
>>3381168
>I'm assuming the DOOM ports didn't run too well
They ran OK, all things considered, but did have some slowdown.

The first one cut a bunch of content, the second one had all the content.
>>
>>3381153
>GBA advance

The Gameboy Advance Advance? I didn't know Nintendo released that. Is it kinda like the New 3DS where it's a more powerful version of the handheld?
>>
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Where do Doomguy and Ranger fit in the Blazcowicz family tree?
>>
>>3381185

DOOM II RPG would seem to indicate that the Doomguy is a descendant of BJ, if you consider that game canon. As for the Ranger, there's nothing that indicates that he's at all related to the other id protagonists, and may in fact be from a whole other world.
>>
>>3381185
Doomguy is Commander Keen
>>
>>3381185
Doomguy is Blazkowicz's great great great great grandson, if Doom II RPG is canon.

Ranger is his great great great great great great great great completely unrelated person.
>>
>>3381232
ranger is secretly every single one of them
>>
>>3381185
Doomguy is Billy Blaze's descendant
Ranger is Doomguy's anime rival in QIII: Arena
>>
>>3381213
IIRC Billy Blaze's grandfather was Blazkowicz. So that would make him Doomguy's ancestor as well.
>>
doomguy's ancestry is more fucked than the south
>>
>>3381185
Doomguy's the furthest down the line

The Ranger is just another guy in a just as fucked situation

But if Q3A is any indication, they've survived pretty well
>>
Are Doomguy and BJ related at all? Distant cousins maybe?
>>
>>3381134
This is one of the reasons why I find GL rendering overrated.
>>
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>Playing through Knee-Deep in the Dead with D4D and IDKFA

I am extremely content with life right now.
>>
File: Screenshot_Doom_20160723_204833.png (1MB, 1920x1080px) Image search: [Google]
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JPCP is ramping up nicely.
>>
How do I make my hands glow IRL?
>>
>>3381386
crack open a glow stick
>>
>>3381386
shove leds into them
>>
>>3381386
become doctor manhattan
>>
>>3381386
fist a nuclear mutant. trust me it's worth the painful tumors
>>
>>3381392
Like Fists
>>
>>3381392
That seems like an easy thing to do, all I have to do jump in front of a nuclear generator and slowly rebuild my body like he did.


Then if not, I'll possible end up like Hisashi Ouchi
>>
>>3381407

what a sadly ironic last name, judging from what happened to him
>>
>>3380836
>furries
but that's clearly a human woman, anon.
>>
>>3381437

you might want to look more closely at her
>>
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>>3381328
>mfw that map
>>
>>3381450
what is that
>>
>>3381441
hmm.

no, I'm pretty sure that's the case actually.
>>
Is interesting how despite how twisted Romero's imagination was, the concept of Doom was Carmack's idea.
>>
>>3381458

maybe try looking around her hair

or at her cheeks

or her teeth
>>
>>3381462
o i didn't know carmack wrote the doom bible and fleshed it out beyond let's make a shooter where you kill demons

>>3381458
damn boy you gonna nut in a damn horse one day thinkin its your girl
>>
>>3380935
>>3380996
>>3381023
Doom: Cinematic Mod? ... nah, not enough dumb graffiti, random debris and tigole bitties for that.

>>3381213
That's part of a whole thing connecting Wolfenstein RPG with Doom 2 RPG. The final boss of Wolfenstein RPG is The Cyberdemon without any cyber-bits. He gets away, but not without losing his arm and giving him a serious family grudge. And that's why he's so pissy at you in E2M8.
>>
anyone know which wad this is?
looks pretty cool.
https://my.mixtape.moe/nlqvyg.webm
>>
>>3381484
It also needs more ferns
>>
>>3381507

something that (i think) the gmota guy is working on. i want to say that it's part of the gmota "reboot" he's talked about, but i haven't seen him confirm that.
>>
>>3381514
alrighty thanks.
>>
>>3381507
>>3381514
I'm fairly sure it's not part of GMOTA, but it was something another anon was working on and never released.
>>
>>3380961
"yes"
https://www.youtube.com/watch?v=BIUx-ckdAjo
>>
>>3381463
anon

I do believe he's pulling your leg
>>
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this was equal parts fun, a complete utter clusterfuck of shit unrelentingly thrown at me, and a ton of retarded bullshit in a fun little package. I'm downloading the update as I speak.

this mod on UV is literally harder than HD on a bad day, jesus fuck. hope DBT's toned shit overall down a few notches in 1.1.0.2.
>>
>>3381567
that's the thing. people on /co/ don't even get it the first time around either.

that said, female characters in blacksad do look off as fuck.
>>
>>3381453
that's my newest invention, its called greentext

its not fully patented yet though, but you can register for a free 30-day trial now by replying to this post
>>
>>3381514
>>3381516

Yeah this ain't me. Sorry. Blaz is still just gonna throw hatchets that vanish on impact
>>
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>play hideous destructor
>bodies block bullets
>DERP empties clip into corpse trying to hit enemy behind it
>meme
>>
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[muffled evil laughter]
>>
>>3381649

I can't stop staring at that awful left hand.
>>
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Goddamn that was a good MegaWAD, even when it was annoying it was interesting.

The levels surprisingly work well together although they were sort of a mix together with no coherent theme. I can't believe how much I enjoyed this pack, thanks to the Japanese Doom community
>>
>>3381653
They have some talented mappers over there.
>>
>>3381652
it looks like an uncut cock with the foreskin retracted being sounded by the gauss cannon's handle
>>
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>>3381659
god.
>>
>>3381653
What wad is that?
>>
>>3381664
Japanese Community Project.
>>
>Play E2M8
>Cyberdemon gets himself stuck in one of the supply rooms.

every fucking time
>>
>>3381653
That is some fucking grand pixel art. Right on point and with that Japanese flair (that blossom tree...)
>>
>>3381698
ain't pixel art, just a small or scaled down painting. you can see where there's missing detail because it was painted outside of the palette like on the red pipe on the left or where the red and blue meet in the sky

it's a nice painting though.
>>
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>>3381698
>>3381703
High res versions of the JPCP artwork http://www.pixiv.net/member_illust.php?mode=manga&illust_id=56179623
>>
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>>3381707
pixiv's "master1200" are resizes.
>>
>>3381717
Post the rest, I'm too lazy to make an account
>>
>>3381717
>human teeth on the IoS
It's pretty much a given that's got to do with the standard japanese depiction of a demon and that's a-ok, it just somehow looks off to me.
>>
>>3381703
ah no wonder it looks so fucking good.

Resizing really is a based way of creating "pixel art"

I often resize real images to use as textures...
>>
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Which Doom WADs have visually pushed the engine the hardest, without using GZDoom trickery like 3D models?

Is pic related the "best" it gets?
>>
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>>3381748
this one isn't out yet, but it's vanilla -limits and uses stock assets because cyriak is some sort of god-king
>>
>>3381802
Cyriac's making another Doom map pack? What a legend.
Who knew he was a fucking king at Doom mapping before Going Down?
>>
>>3381804
i think it's a contribution to someone else's community project... as much as i'd love another megawad from the guy
>>
>>3381802
that's under the visplane limit? really?
>>
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>D4D Pinkies can leap the starting gap in E4M2

OH GOD
>>
>>3381808
and drawseg limit too i mean. obviously. and all the other stupid vanilla limits that we are glad to be rid of
>>
>>3381808
>>3381810
i think it's minus limits, complevel 2 but without any of the other cool boom toys
>>
>>3381802
how can one person be this good?
>>
>>3381748
I enjoyed the aesthetics in Sunder and Sunlust, at least in small doses (it gets a little too gloomy). There's some impressive monumental architecture in those.

A Shaman's Device in CC4 was also really visually striking, very complex, and uses a lot of engine trickery.
>>
Can any anons tell me if the Boom E1 remake project still going? Thinking I might make a map for it.
>>
This is such a minor thing but I am so fucking stoked to see this come together.

just another step towards making GMOTA better to play, gone is that awful old meter with the shitty icon that appears next to it to show if you have enough energy.
>>
>>3381871
>Animated bar images
Y-You can do that?
>>
>>3381874

ANIMDEFS are fucking neato.
>>
>>3381871
looking good
>>
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>>3381871

just for comparison, here's what the old HUD looked like.

When I'm done there'll only be like, the subweapon box, a meter for when you pick up the BFG tier weapon, and different icons the appear and vanish depending on what's on a cooldown right now.
>>
>>3381748
Ancient Aliens is pretty fucking impressive, and both BTSX episodes had some really really pretty maps.
>>
>>3381886
It's looking good. Love the simplicity.
>>
>>3381871
that blue sword needs more shading, it looks really flat and dull right now. brighten it up so the yellow doesn't look like old urine, add some shadow to the underside, and a reflective shine on top. transform and slash animations look good.
>>
>>3382039
>asking a colorblind man to attempt shading
>>
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Guys, I just watched the Doom movie...

What a big pile of shit as an adaptation, and what a shitty movie.

I think that one of the big problems, is Doom 3 itself... the movie is cleary more ""inspired"" in that game, than in the originals.

[SPOILER]What a garbage of "cameos"... Dr. Carmack and Pinky[/SPOILER]
>>
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>>3382081
you can add shadows and highlights without color vision.
>>
>>3382093
No one ever said that the Doom movie was any good in the slightest. Except maybe that FPS sequence, that was an okay bit of pandering.
>>
>>3382098

I know from years ago, that the movie is shitty. But never watched it.
For me, the FPS part was the worst of all the movie...
>>
>people didn't like the doom movie

Like the Kid said... go to hell
>>
>>3382171
woah... you told them...
>>
>>3382171
heh.........
>>
>>3381748
>>3381802
IMO, anything that requires a limit removing port isn't really pushing doom to its limits by default.
>>
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Ghosts Of Mars.jpg
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>>3382171
It's dogshit.

Ghosts Of Mars is as close as you'll get to a proper Doom movie.
>>
>DOOM ISN'T 3D
rage increasing.

Yes, lots of objects in the game are not 3D. They're 2D sprites.

And monster-monster collision and monster-player collision code IS 2D.
But the maps are 3D rendered.
And the player moves in 3D with the map.
>>
>>3381171
i recently found out that gba doom 2's custom engine uses mipmapped textures, which i find interesting from a tech nerd pespective.
>>
>>3382196
you can make monsters 3d, but it'll take some doing
>>
>>3382196
>3d rendered
you can argue the maps are 3d but it's not rendered 3d, the software renderer can't render changes in pitch / looking up and down and just extends the same forward view. gzdoom does have 3d rendered maps.
>>
So apparently Brutal Doom doesn't even work in more recent gzdoom updates.
>>
>>3382224
>you can't render changes in pitch
correct
>it's not rendered in 3D
wrong

What's it rendered in, 2D?

It's rendered in 3D.
If it can't do pitch that means it's limited. Doesn't mean it isn't 3D.

You could call something like Halo "Full 3D" but Doom is still a 3D game. the maps have length width and height.
>>
>>3382236
the maps do, the renderer doesn't.
>>
>>3382234
Heavens to Betsy!
>>
>>3382234
brutal doom sucks & mark is a faggot

try it's offspring mods like brutal doom 4 for doom with the hd pack
>>
Why does GZDoom not loop the music correctly?
Why do the MIDI instruments sometimes cut off unexpectedly?

And why is it that every time I fire my gun, the music volume (in fact, all the volume maybe) decreases for a while? (I'm playing on an HDTV which might explain it)
>>
>>3382242
it's your hdtv compensating for volume

you have to go through the audio settings on your tv to find stuff like volume leveling or limiter or compressor or whatever user friendly term they made up happens to be
>>
>>3382234
>a mod full of clunky hacks doesn't work with devbuilds that are overhauling the fuck out of all the scripting shit so that such clunky hacks won't be necessary anymore
shocking
>>
>>3382234
i can't wait to see what happens with mark and his fanbase

i want the drama NOW
>>
>>3382249
Mark vs Graf,

Whoever wins...
>>
>>3382253
Whoever wins gets to maintain GZDoom
>>
>>3382253
mark
>:brutal doom is awesome, everybody loves it, even john romero, d44m was inspired by it & everybody who dislikes should kill themselves

graf
>:gzdoom is awesome, carmack can suck a dick saying"zandronum does what zdon't". o yea, it's you can't change the source data without my permission so nah nah
>>
>>3381659
And now that's all I'll see when I look at it, fuck you.
>>
>>3381649
less wrist than doom 4
>>
>>3381886
Just putting this out there, but I loved THIS hud for GMOTA, gave it that old game feel to it. Will probably just stay with it unless the 'reboot' does something spectacular.
>>
>>3382241
Brutal Doom 4 is vaporware
>>
>>3382273
brutal doom 4 is vaporwave
>>
>>3381748
do lines that don't affect sector height contribute to the visplane limit? Like the lines used to modify lighting, or change flat textures only?
>>
remember: BD is the mod that can't tell the difference between 0.1 and 0.l
>>
>>3382339
will setting o.1 to 0.0 do anything gamebreaking? cuz that's what i do every time
>>
>>3379086
MM8BDM v5 set for July 29th
https://www.youtube.com/watch?v=S4kUChZePzw
>>
oh boy here we go again
>>
if you want to make a successful platform for others to build upon, it is unwise to change the platform in ways that break the things that have been built on it. consider the linux kernel's commitment to not break userspace programs even if said userspace programs are not correct.
>>
>>3382359
>it is unwise to change the platform in ways that break the things that have been built on it.
It is also unwise to continue using archaic methods of development and continue to expect them to be supported as software continues to improve and change.
>>
>>3382358
what
>>
>>3382358
>>3382390
why does scythe degenerate into pathetic slaughtermaps after map 20?
>>
is it me or at a glance, romeros' & carmacks' game looks like the division?

https://youtu.be/8Ya54y-jVlY
>>
>>3382359
It should be enough if they keep access to old versions where said things still work.

In the meanwhile, if devs care so much, they must rework things in order for them to function properly in the newer versions or warn their users what specific version they may need.
>>
>>3382374
>>3382427
and the closest thing to a manual we have for developing mods, the wiki, outright says what is deprecated and what you should no longer use
>>
are there still people stuck on a pre 2.0 GZDoom? don't recall seeing anyone moan about that one for a while
>>
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>>3382442

Well, I bought a new computer yesterday and did a fresh install and it looks like this, so I guess I'll be using the vintage renderers for a while.
Hope they update soon, I was working on a project that used +ROLLSPRITE
>>
>>3382458
>that mugshot expression
"Something's not right here..."
>>
>>3382458
you should report that and the version, try a different branch from the dev page. like if you got 1866 then try 1846
>>
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you guys use any special midi soundfonts to play doom? I use sc55 music packs for vanilla stuff, but for megawads that have new music, what is a good soundfont?
>>
>>3382458
What GPU did you get?
>>
Are there any active IRC channels for Doom-mapping in particular? I know of the /vr/ channel, but looking to check out something out of that as well.
>>
>>3382234
Who'd have thought that Rube Goldberg Machine of a mod would have problems?
>>
>>3382405
don't trigger the autist.

>>3381886
>getting rid of the old HUD
why
>>
What's a good WAD for Russian Overkill?
>>
>>3382513
Chillax
>>
>>3382234
What do people want? For him to restart the mod from scratch to accommodate the new structure of gzDoom?
>>
>>3382517
Since Brutal Doom is now affected Graf will conveniently start to give a shit about the dev builds breaking older mods and fix everything.
>>
>>3382517
I believe it's safe to say that no one gives two shits about the base mod after shit like PB or brutal arsenal released.
>>
>>
>>3382517
for him to update his mod as the engine he uses updates unless he plans to just use one version of it forever, which is entirely possible with all the starter packs on the internet

the latter is the only idiot-proof option, just package the version of gzdoom needed with the mod
>>
>>3382525
Brutal Doom isn't developed on a rolling release schedule, though. That's pretty much the only way a mod will remain compatible with GZDoom devbuilds. See Hideous Destructor, there's a new update almost every week. It's one of the few mods that actually requires the devbuilds. Almost everything else works just fine on the stable release, and the mods that are broken in the devbuilds right now will likely also work fine once there's a new stable release. They're just really pushing to merge the scripting branch and don't want to worry about maintaining compatibility with 20 years of mods for the moment.
>>
>>3382494
weirdly, reelism doesn't seem to have any issues on the latest gzdoom devbuild, and that fucking thing is basically held together with paper mache and prayer at this point.

("reelism or gzdoom?" "...yes.")

>>3382517
i'm guessing this is more examples of "0.l" level scripting than anything that'd require burning the house down and rebuilding... but to be fair, i'm pretty unfamiliar with that codebase.
>>
>>3381462
Doom was a group effort.

>>3382517
>What do people want?
I want him to make Vanilla/Boom mapsets because he's actually pretty good at that.
>>
what kind of fucking name is "insanity's brutality"
>>
>>3382540
a mediocre metal album from some band in... i dunno, pittsburgh?
>>
>>3382540

Sounds like a name an edgy weeaboo would come up with.
>>
>>3382353
Friggin' finally.
>>
>>3382517
>For him to restart the mod from scratch
This actually wouldn't be a bad idea.
Brutal Doom suffers extremely horribly from the author just spinning his wheels. It's aimless, directionless, and new features are being added simply for the sake of having features. Its goal of being the most brutal/gory/bloody mod has loooooong since been achieved, but now there's nothing else to do with it.

Having a reboot with a very clear direction, what to do, and what needs to be done, would be VERY welcome.
>>
File: douk_noukm_forever.png (1MB, 1298x856px) Image search: [Google]
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What are some ok wads that would spice up a DM server?

super shotgun bara titjobs are getting kinda stale
>>
>>3382609
DBAB is cool
AFTS dm is nice but has varying quality, oh and adds new sounds which i am not very font off
Rebirth Unleashed instagib is fun as fuck
Dwango 21th anniversary is kinda fun, not many people are fan of it though but i like it.
32-in-24 2013 is fun
>>
>>3382487

None. He got swindled
>>
>>3382638
https://www.youtube.com/watch?v=7X5LsbzGs-s
>>
>>3382039

I'll see what I can do later.

>>3382271

Is anything here considered spectacular to you?

http://pastebin.com/mHy3drF1

>>3382504

Because it was a mess, anon, and did a shitgarbage job of telling the player specific things. Kinda like GMOTA in general.

Plus the old HUD didn't adhere to a proper pixel grid and that's been chafing my balls for three years now
>>
File: 2hyxyte.png (855KB, 1360x768px) Image search: [Google]
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I love the brutal community! brutal community make good cuality mods!
>>
>>3382442
I am.
I still only have intel's shitty integrated gfx card on my archaic processor.
I'm playing Golden Souls on ZDoom.
>>
>>3382517
>>3382246
>>3382234
Wasn't that because mark is a retard and instead of using A_FadeOut(0.1) he put A_FadeOut(0.L) ?

I'm sure that was the only problem and that was only because of the floating point re-write.
>>
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>>3382660
more cuality 4u
>>
>>3382660
>>3382669
how do you get doom to look this retro
>>
>>3382660

the fuck is going on there

how did they get two weapons on screen

>>3382672

he's playing with doom retro obviously
>>
>Check my hour-long Q&A with Miles Lowroad from the VGP Server Cluster. If you can endure my shitty english speaking skills, you can listen some about the future of my mods, Brutal Doom 64, Brutal Doom v21, the Starter Pack update coming along with it, my ideas about making an indie game, and more.
>https://www.youtube.com/watch?v=xEMrPlKZvyM

can't wait to see what new game he manages to make with his coding skills

it'll be a new standard for unity games
>>
>>3382660
>guys check it out
>I'm gonna make a gun
>right?
>A gun
>It's an alien gun
>looks like a worm
>get it?
>but wait
>it shoots chainsaw wielding arms
>Pretty sick, huh? Huh?
>>
>>3382660
>>3382682
Where was this for Dump 3?
>>
>>3382678

Going by what I heard about his code, I doubt that he'd be able to wrap his head around RPG Maker, let alone Unity.
>>
>>3381507
Oh, that's something I (a random anon not affiliated with any other project) was working on to learn some decorate.
I've only made two weapons, a crossbow and throwing axe, and haven't done any work on it in a while.
>>
>>3382678
The dude can't even wrap his head around babby-tier Decorate and ACS.
>>
>>3382678
>making an indie game
mite b intrasting

worst case scenario, it'll be as half-assed as his job on ROTT 2013's gore.
>>
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>>3382660
this sprite looks sexy but it is not good when something is behind the dead body. Cacodemon syndrome... gotta think of a lot of things to make gud cuality.
>>
>>3382678
Man, that dude is kissing Mark's ass so much, I can almost taste Mark's shit just listening to his voice.
>>
>>3382724
>taste
>listening
something in your sentence is terribly off
>>
>>3382715
>>3382678

To be completely honest, I'm legitimately interested in his take on an indie game.
All that he's shown to be capable of doing is coding (badly) and spriting (badly), but there's far more to making a full game.

How will he handle sound design? How will he handle music? How will he handle UI design? How will he handle PR?

Answer: Get an asskisser to do it, get an asskisser to do it, get an asskisser to do it, say "I'm the brutal doom guy" and watch as cash flows in.
>>
>>3382726

What, you mean you don't eat with your ears?
>>
>>3382726
That was a joke. You're not supposed to interpret it literally.
>>
>>3382728
>How will he handle sound design? How will he handle music? How will he handle UI design? How will he handle PR?
to all?

terribly.

ESPECIALLY sound design.
>>
>>3382728
>How will he handle sound design?
LOUD.
FUCKING.
SCREAMS.
>>
>>3382730
i'm aware, anon

i was just bored to death waiting for reelism to download
>>
I gotta say, Suspended In Dusk with DRLA on the Technophobia difficulty was one hell of an experience.
So many techviles.
>>
>>3382738
Oh yeah? Then I hope you have fun with reelism, because it's a great mod, you smartass.
>>
>>3382726
Metaphor: A thing regarded as representative or symbolic of something else, especially something abstract.

So in this post, Anonymous is pointing out that "the dude" is kissing Mark's ass. As you probably know, kissing ass often isn't meant literally and instead means that someone is praising someone beyond what's acceptable, fawning over them, flattering them, often with implications of ulterior motives such as self-gain e.g. kissing someone's ass so that they do you a favor.

Following " that dude is kissing Mark's ass so much", Anonymous emphasizes the ass kissing by saying that he can taste the shit that one would have in their mouth if one were to actually kiss an ass, especially Mark's. This is an extended metaphor, adding onto the idiom of ass kissing.

I'm not an English major so I could have described much of this incorrectly, but I hope it clarifies enough for you to enjoy the post.
>>
>the zdoom projects subforum has 1993 threads open as of now
heh
>>
>>3382748
what's all that

i'm sorry anon i'm too busy having fun with reelism whee
>>
>>3379135
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/de-ep1
I've never played this, so let's see
>>
I want to like Ancient Aliens but playing it is weirdly boring.
>>
>>3382801
That's like half of everything Skillsaw does tbhfam
>>
>16 frame blackpoint fade particle
>10 rotated copies
>Horizontal flip via decorate
>20 variations of one particle
>160 sprites
What if ZDoom had RotSprite in it like Aseprite? May be too much to do live, and parsing the code on load to figure out what needs to be rotated and stored in memory may be too much, but if it can be done at all then perhaps at least it can be used via the Textures lump.
>>
>>3382728
>How will he handle sound design?
loud.
>How will he handle music?
garage band metal (mite b cool)
>How will he handle UI design?
no idea
>How will he handle PR?
he'll try to make you his bitch

but he can make pretty decent maps, so...
>>
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>>
>>3382870
Have you been told about our new lord and savior +ROLLSPRITE?
>>
>>3382906
GL-only and breaks pixel grid like a bad indie game. Better off just cutting down on the amount of rotation variants and the frame count.
>>
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>can play through ultimate and 2 in UV easily

>have to go on HMP for pretty much any mod and even TNT/plutonia
>>
https://www.youtube.com/watch?v=g1T8PIKIv9k

you'd think the fact that the monsters are dropping those pickups and don't get frozen would mean something is incompatible
you'd think he'd get the hint
>>
>>3382927
Why would you even load those two mods together? Metroid wasn't a violent game. Why does everything have to be coated in blood, guts and semen even when it doesn't fit the mod in question?
>>
>>3379784
It is a joke wad? I mean it's good, but too many bad placed goodies and way too much green armors.
I get the idea of the map and it's good, and the jokes were lame but i kek'd inside.
>>
>>3382921
>plutonia

Anon, it's supposed to be very, very hard. There's nothing to be ashamed about.
>>
>>3382927
Suddenly I realize the reason behind the golden revenants.
>>
>>3382921
Plutonia is bullshit, and not UVing it is like not UVing a shitty slaughterwad. Nobody cares except the tryhards and trolls.
>>
>>3380591
what is this?
>>
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>Be about to finish the map
>GZDoom Builder crashes
>Set back by 40 minutes

Darn. Thankfully it was only one area I was rather unhappy to begin with, but still.
So close to finishing, so annoyed. 18.5k linedefs and whatnot.
>>
>>3382908

>bad indie game

Anon. Nintendo was doing that with a lot of their GBA games
>>
>>3382993
I guess that shit has to happen a few times for you to develop the habit of saving often.
>>
>>3383003
It's a lot different when it's a lot of actors on a large screen and not occasionally a few things on a GBA.
>>
>>3383003

Anon, there was hardware sprite rotation even on SNES.
>>
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>>3382719
>censor bars

but why
>>
>>3383018

Mods will ban lewd posters. It's the same reason why people will also censor HDoom screenshots.
>>
>>3383026
"VOTE NADER"
>>
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>>3383026
oh i thought it was actually a part of the sprite
>>
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Why do I keep getting 404'd on all idgames pages? I know that idgames isn't down, but I just can't fucking access it.
>>
>>3383041

Works perfectly for me.
>>
>>3383041
post a link that gets you a 404
>>
>>3383049
I'm trying to download this right now
https://www.doomworld.com/idgames/levels/doom2/Ports/j-l/lmtemple

But it's not just this page. Every idgames page redirects me to Doomworld's 404 page. I tried it on 3 browsers and they all give me a 404 page. It's probably not a problem with my internet provider either, because it -only- happens with idgames. I don't know what's going on.
>>
>>3383057
It works for me, the problem is on your side.
>>
>>3383057
so is it https://www.doomworld.com/idgames/levels/doom2/Ports/j-l/lmtemple itself that's 404ing or is it one of the downloads, and if the latter then which

right now all i know is it loads from here, try a proxy like http://onlineproxy.eu/
>>
>>3383069
It worked with the proxy, thanks a lot.
And yeah, the whole page wasn't loading. As soon as I entered any idgames page it just gave me a 404. But since it works now with the proxy, I think the problem might be my with ip. Makes no sense, but I'll just roll with it.
>>
>>3382195
>vanilla ice
>some emo fag
no thanks
>>
>>3382993
Save every couple of minutes anon. save new versions every 5 or 10 minutes. I dont care if you make 400 new versions of your wad file, you can always delete the old versions. That way you never lose anything
>>
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>>3383090
>vanilla ice
>>
>>3382921
Actually plutonia is very hard. I started playing doom at 9 and i beat plutonia when i was 14
I was scared of the revenants in the room with the medikit ;_;
>>
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>>3383041
>powerpuff girls
>adult swim logo
>>
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Is there an alternative to the "SO YOU WANT TO PLAY SOME QUAKE" shortened google link?
>>
Does Quake 3 support 1920x1080? Trying to get it work with ioquake3 but one of the installers is saying that the engine needs to be downloaded first so I think it's something fucky with that because I can definitely play the game, but it goes to some weird resolutions and skips 1920x1080.
>>
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God came down to me, and he said I have inherited all of man's misery and all of man's punishment.
>>
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>>3383161
A better view, just so you know how fucked I am
>>
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>>3383161
>>3383163
>>
>>3383028

FUCK THE DEVIL


FUCK THE DEVIL AND HIS MAID
>>
>>3381659
I have never been to /vr/ before and I want you to know this is the best post I have ever read. Thank yo.=u.
>>
>>3381659

That's not what a retracted foreskin looks like.

Source: I have one.
>>
>>3383142
Disregard this, I suck cocks.
Didn't realize there is a pasta.
>>
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Oh lord.

https://www.youtube.com/watch?v=v26S8NABjpE

I didn't know /pol/ made a doom mod. I'm just anticipating all the shitposting in the comments to come.
>>
>>3383193
That mod is pretty old, I'm surprised you never heard about it.
>>
>>3383180

>thank yo.=u

What did he mean by this
>>
>>3383315

that he hamfisted his keyboard
>>
>>3382981
Plutonia is very hard, but hardly "bullshit". Every encounter can be dealt with fine if you have the skills and experience.
>>
D4D is too fast for Speed of Doom's trick and traps
>>
What's a good megaWAD with a sense of progression, like you're moving through a story of some kind?
>>
>>3383379
Going Down
>>
>>3382981
>Plutonia is bullshit
No, it's veteran tier.

Plutonia doesn't as much swarm you with hordes (most of the time) as it just uses mean and effective monster placement.

There were people who were bored with the difficulty in Doom and wanted something to really sink their teeth into, Plutonia is exactly that.
>>
>>3383193
that was done by infinity-chan, it seems. the infite logo is on a few parts
>>
>>3383379
Hellbound really does a nice progressive thing with it's levels.

I'll throw the occasional swarm at you though, so be aware of that.
>>
>>3383383
Also plutonia was made by some experienced players who would playtest then add more difficulty if they found it too easy.

Lets not forget the whole thing was made in a couple months, really impressive what those 2 brothers managed to do and I take my hat off to them, especially considering they were using DETH which I can't imagine is as intuitive as modern doom builder
>>
>>3382461
Freedoomguy is cute
>>
>>3383397
That too, it's pretty impressive all things considered.
>>
>>3382943
please submit short quotes, it's hard.

it's light hearted, I may have overkilled pickups after otheranon complained about lack of health.
>>
>>3383416
"hitler did nothing wrong"
>>
>>3383416
"unfollow my blog if u are cis"
>>
>>3383416

"I'm in and tracking his IP now."
>>
>>3383416
"Capital wenisberry"
>>
>>3383416
"futa is gay"
>>
>>3383425
Yes. 8ch has /agdg/.
>>
>>3383417
i'd use it but i'm jew :^)
>>3383418
will use
>>3383419
will use
>>3383423
wtf is this?
>>3383431
will use

optionally submit quotes with <VERB> <MONSTER>: <QUOTE>
>>
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>>3383425
/pol/ is not the entirety of 8ch
>>
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>>3383440
>8ch /pol/ is now more active than 8ch /v/
>>
>>3383416
"The right to keep and ʕ⊃•ᴥ•ʔ⊃ arms"
>>
>>3383416
I made this map by masturbating constantly, and carefully guiding every stroke of my cock to form another linedef.
>>
>>3383416
"SIXTY NIGGERS"
>>
>>3383416
"Quake is a better game"
>>
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>>3383457
I knew it wouldn't work but I tried it anyways
>>
>>3383462
Now that's a short quote.
>>
god dammit i deleted my post to avoid this
>>
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>>3383440
>leftypol
Their existence always makes me roar with laughter.
>>
>>3383473
Same.
>Leftist Politically Incorrect
>Politically Incorrect
>Leftist
>>
My favourite /pol/ WAD was the parody one that anon here created
>>
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alright lads
>>
>>3383504
H-have fun, anon.
>>
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>>3383504
This gonna be good
>>
>>3383504
rip in reeses pieces
>>
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>>3383504
you know not what you do
>>
Squad summoner and BFG are basically the only way to work this room
>>
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>it's an I forgot my fucking screenshot episode
>>
>>3383193
i feel i want to use Russian overkill with this.
>>
>>3381748
Gothic99 was such a disaster. They put so much focus on the detailing that they forgot they were even making a deathmatch wad resulting in shit gameplay. And at the time, the amount of detailing it had was enough to crash most peoples computers. Theres a reason why its on here http://www.doomworld.com/10years/bestwads/infamous.php
>>
Is there such thing as a ZDL equivalent for Linux?
>>
>>3383616
you could use doomseeker exclusively for starting single player

alternately git gud and use the command line
>>
>>3383620
Thanks, didn't realize I could do that.
>>
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>>3383090
>vanilla ice
>>
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>>3383193
>My beats are so hot, watch them melt steel beams.
>>
https://www.youtube.com/watch?v=Izvo0RrVue0
>>
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i was watching the old second life episode of monster factory
>>
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>tfw you actually use the chaingun but nobody ever leaves ammo for it except at the early levels which are super easy anyway

Also is anyone else having trouble with 4chan loading today or is my internet just shit like it usually is?
>>
>>3383883

People seem to have no appreciation for bulelts.
>>
>>3383885

Well they are the weakest ammo so it does make sense, but it destroys all the hitscanners outside spiderdemon and is good at stunlocking medium tier demons like cacos. I'll admit that it is useless against pretty much anything bigger though.
>>
>>3379135
Apparently got a terrywad https://www.doomworld.com/idgames/themes/terrywads/jero
>>
new thread pls, I want to make a question
>>
>>3383945
??? it's page 5
>>
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how I start into Quake (1) mapping

I've made some MP maps in Unreal Engine 2 but that's it
>>
>>3383960
Learn how to use Trenchbroom.
>>
>>3383886
I sometimes kill Hellknights with it, if they happen to be among hitscanners.
>>
>>3383886
Often custom maps make you fight a lot of medium demons at the same time, so it'll be like a dozen cacos. The chaingun kind of stops working outside vanilla doom1/doom2.
>>
>>3382609
Most of my ideas probably necessitate waiting until Zand 3.0.
>>
>>3382609
GMOTA if you want something extremely different.
>>
>>3384098
HD DM
what would that even look like
>>
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Finally I am fucking done.

Now monsters, secrets, items, triggers and whatnot...
>>
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If Doomguy was a character from Full Metal Jacket, who would he be?
>>
>>3384268
Animal Mother of course.
>>
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>>3384275
Of course, the big unhinged motherfucker with the M60 and square jaw!

https://www.youtube.com/watch?v=txGegkyZ5cs
This is how I Doom half the time, running from cover to cover like a madman all guns blazing.
>>
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I'm not sure about this one just yet. Any ideas on how to make it better? Keep in mind that the screen will display gameplay-pertinent info so I can't just shove it out of the way.
>>
>>3384434
the screen doesn't look like it's a part of the gun, add a little bevel to the bottom of the gun where the screen would pop out from, maybe a little 4 pixel box meant to represent a latch

the iron sights make no sense and are very out of place visually. they don't match the colours, they lack the shading everything else has, and you can't see it through the screen.

the black band in the middle, i don't think that's helping it but try making it brown like the muzzle of the gun up front.

maybe even tear out the existing screen display, all the bright lines and patterns, and redo it so it's pixel-sharp and more defined because right now it just looks scaled down.
>>
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>>3384275
>>3384378
We also would have accepted Gunnery Sergeant Hartman, but this answer is fine
>>
>>3384434
Ditch the sights

The screen looks like it's just pasted over, give it something that "attaches" to the rest of the gun
>>
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I made an old school Doom Marine. Just thought I'd share it with you guys
>>
>>3384482
Lookin' good, anon.
>>
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>>
https://www.doomworld.com/vb/wads-mods/89853-c-a-n-frumpy-atrocity-demo/
>>
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>>3384502
truly scarier than hell
>>
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Why are maulotaurs so fucking difficult
>>
>play PSX TC
>interesting music, general map improvements
>some maps are shortened
>some are omitted/out of order

>game seems way easier
>some enemies are slower (especially boner)
guess that's what I get for playing a doom game made for a console
>>
>>3384502
Mod name?
>>
>>3384519
protip: hit the thing until it dies
>>
>>3384521
Play on UV, the re-mixed gribbly placement can lead to some pretty hectic ohbloodyfuckwhatsgoingon moments
>>
>>3384529
see >>3384504
>>
>>3384521
It was darker than Doom 3
>>
RIP yholl's teeth, please take it easy and do not rush to get back to dump 3, wisdom teeth are a bitch
>>
Playing JPCP here. I'm locked in pic related (map 54-pit). I'm supossed to jump or what? I didn't need to jump till now
>>
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>>3384582
Forget pic
>>
How do I not suck with the mage? The ice blast is so shit.
>>
>>3384582

Look in the mirror.
Look really carefully.
>>
>>3384582
>>3384585
there's something off in the mirror
>>
>>3384591
>>3384592
Yeah, I know, I used noclip. But I think there is something I'm ignoring. Also, jump key doesn't work
>>
>>3384607
>I think there is something I'm ignoring
Yes.
>>
>>3384582
>>3384607
JPCP is boom-compat, so no jumping
>>
>>3384537
I always play on UV
>>
I'm interested in making a map, but I've never done anything like this before. How easy is Doombuilder to learn? Can it be used for Heretic?
>>
>>3384582
try it without mods. mods break things.
>>
>>3384623
it's relatively easy to make a simple map like what people did in the mid nineties but to make anything that meets with modern expectations requires a million years of effort. and yes you can map for heretic.
>>
>>3380661
Goddamn I LOVE this mod's aesthetic.
>>
>>3384619
OOOOOOooooooh, now I found it. One applause for the chinese people
>>
>>3384519
Because Heretic's weaponry is kind of poopy doo outside of the designs, which are 10/10
>>
>>3381571
What map is that from?

Also D4D gets a lot easier when you get either piercing shots for your super shotgun or siphon grenades, which heals your health AND armor.

I play on Nightmare exclusively now as a result.

It's funner
>>
We hit image limit, hoo
>>
>>3384678
>What map is that from?
BTSX MAP24, tough skin river

one of the best endings to any mod in the history of gaming imho tbqh
>>
hey guys, what are your thoughts on Eddie motherfucking Valiant?
>>
>>3384691
he's cool in my book

I mean, you gotta give it to the man, 's gotta be harsh being both a detective and a megawad at the same time
>>
>>3384681
i guess image limit is higher than you think
i have no idea what it actually is
>>
>>3384695
>rolf calls the Eds over to play Doom on his SNES.jpg
>>
>>3384698
>THERE ARE MANY LOCKED DOORS ON THIS LEVEL ED BOY
>>
it was just a test, why waste too much space on the archives' hard drives?
>>
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>>3384698
>>
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Tired of Hitscan enemies?

THEN THIS http://www.moddb.com/games/doom-ii/addons/simple-mutators-snailbullet-alternate-tracers-v2

IS THE MOD FOR YOU

Didn't make it myself but rather found it, it basically makes all the previously hitscan gun enemies fire visible bullets you can avoid instead of just getting hitscanned.
>>
>>3384695
... why was this deleted
>>
>>3384846

Judging by >>3384712 I'm assuming that the poster didn't want their dumb image limit test to take up space on archive servers.
>>
>>3384846
i deleted it myself to curtail further idiot responses
>>3384851
no that was just explaining why i posted such a small image
>>
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>>
>>3384860
>No, YOU suck it down!
>>
>>3384860
ROMERO-SENPAI, YAMETE!
>>
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>>3384860

>filters
>>
>>3384741
Why don't you just move when the animation for the hitscanner starts? That's what I do and it works pretty good. I'd recommend binding strafe buttons.
>>
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>>3384910

>getting away from chaingun fuckers sniping you across a map on the highest fucking point possible

Good luck with that.
>>
>>3384917
Don't go out in the open where there are enemies with machine guns. It seems pretty cut and dry. Maybe you should lower your difficulty down from Hurt Me Plenty.
>>
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>>
>>3384917
>>
>>3384590
You don't, the weapons are mostly pretty piddly and the enemies are mostly pretty annoying.

Welcome to Hexen.
>>
>>3384923
wow, i wish i was as good at doom as you!!!
>>
>>3384943
You just gotta practice. You'll get there, champ.
>>
>>3384741
>not running for cover when facing hitscanners
>not staying away from the open areas when facing hitscanners
>not immediately targeting and shooting the hitscanners first to eliminate that standing threat
>not actually using the hitscanners to start a massive infigthing melees between hordes of monsters
>I can't dodge it like imp fireballs so it's too hard

I never got this. I swear some day we'll see people remove the splash damage from rockets so that people can use it like you're not supposed to.

Like, I'm not one to say you shouldn't mod the game if you think that's a fun thing to do, shit, I play with mods most of the time, but hitscanners are just part of the normal Doom challenge.
>>
>>3384946
This guy gets it.
>>
>>3384860
DELETE THIS
>>
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Oh crhist, how did it get so late.

https://drive.google.com/file/d/0B1NxOZlEf5aNOEx3YXh1TzEyeWs/view?usp=sharing

So I finished map, and I am out for some testing. Too bad it has gotten so late, so I thought I could throw you this piece of shit to tear apart. Boom-compat, no jumping/crouching intended.
Mostly interested hearing about difficulty curve and ammo, particularly.

Thank you.
>>
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>>3384943
You seem to take it personally, but really, it's not hard to learn how to handle hitscanners.

The first thing you do when you hear them is to make sure they can't see you, then you try to determine where they are, then shoot them before anything else, they are fragile unlike most other enemies so this is typically reasonable.

If you're taking hits from afar get somewhere out of sight, then determine where they're shooting from. Think of it like a brittle Arch-Vile, almost.

Also, hitscans, like melee attacks, don't check for species or anything, ANY hit will draw aggression, chaingunners and shotgunners are fantastic for turning any room into a clusterfuck if you trick them properly, domino effects are not seldom seen.

Really, people think to separate Doom from newer shooters too much and insist that taking cover isn't what Doom is about (because many modern games have focused too much on cover), but that's wrong, taking cover is tremendously useful in Doom, always has been, even though you can largely eschew taking cover for most of the standard game (something which can, and will work just fine), there are lots of times where taking cover from enemy fire, even for just a second, can be of radical help.

Someone should really make a Pro Doom Monster Strats kind of video for fighting hitscanners.
>>
I should really get this out sometime soon. Feel free to suggest more monster ideas.
>>
>>3384974
>You seem to take it personally
i was making a joke, but on retrospect it does come off as fairly bitter
apologies
>>
>>3383332
>>3383383
Plutonia deliberately abuses exploits. It's bullshit. Take your heads out of your assholes.
>>
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Is someone gonna make a new thread?
>>
>>3384974
>then shoot them before anything else
And when they're out of range? Got any bright ideas now?
>>
>>3385024

We're only on page 7, ya dip.
>>
>>3385025
Get closer, or if that's not an option, avoid them.
>>
>>3384978
Have you put any skeletons in it yet? There's a skeleton with a sword on Realm 667.
>>
>play quake
>jump into teleportal
>ZHREIREW sound from Super Mario 64 plays
>>
>>3385014
>Plutonia deliberately abuses exploits
>it's not fair ;_;
Plutonia expects you to use exploits as well, such as arch-vile jumps and strafe/wall running.

You don't need to do them, but it's made for you to do that in mind.

Again, Plutonia is literally the Git Gud expansion, watch and learn:
https://www.youtube.com/playlist?list=PL02963BCF23569CE6
>>
>>3385032

>play quake
>get sick of the shittiest shotguns in any game ever and stop after a few maps

I mean I like the game but jesus christ the shotguns are so bad.
>>
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DO THE MONKEY WITH ME
>>
>>3385031

If you're talking about the Deathknight, than yes. If it's on the R667 and not ugly, I've probably added it, albeit with their behavior nerfed because holy shit R667 enemies do way too much damage.
>>
>>3385042
>BOM-SHCK
ERRRR
>BOM-SHCK
ERRRR
>BOM-SHCK
ERRRR
>BOM-SHCK
*dies*
>>
>>3384689
Actually, it's MAP25, "The Unsinkable Fats Domino"
>>
https://www.youtube.com/watch?v=UsxtW5HJuyk

And you thought Doomguy was the only one who skated
>>
>>3385047
I was talking about this guy
http://www.realm667.com/index.php/en/beastiary-mainmenu-136-69621/heretic-hexen-style-mainmenu-137-49102/1500-skeleton-56364055
>>
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>>3385046

What mod is this?
>>
>>3385062
Temple of the Lizard men 3. Great mod if you enjoy Aztec/Mayan/Incan maps
>>
>>3385061

Yeah, that... looks kinda ugly and too disparate from Heretic's base monsters.
>>
>>3385058
I now want a Samsara-like skateboarding Quake mod
>>
>>3385065

>I'm here to kickflip and chew bubblegum, and I'm all outa gum
>>
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>>3385069
SO HUUUH I AM
>>
>>3384978

I also have this enemy, sprites based on the Strife player. Has an assault rifle for long range, autoshotty for short, also grenade launcher, and it can deploy a shield. The shield doesn't make the monster invulnerable and shield is actor based; it protects from impact damage from the front, but not explosive damage, and it can deploy a drone for fire support while shielded.
>>
>>3384854
>idiot responses
such as?
>>
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>>3379086
http://metro.co.uk/2016/06/21/quake-champions-tim-willits-interview-people-are-afraid-of-quake-which-is-kind-of-awesome-5958340/

https://www.youtube.com/watch?v=Myb9iK6KzHQ

Interview with Tim Willitis on the new Quake

>Game will be like Quake 3 but with Quake 1's asthetics (goth/lovecraftian)
>Different characters will have different abilities (Ranger has a teleporting sphere, Visor has wallhack)
>The woman in the trailer is actually "Nix", a new character, she's fast and can phase short distances
>The big guy, which I couldn't understand the name, is also a new character. He can rush and trample people
>>
>>3384946
>>3384947
so just play normally as I always do?
>>
>>3385092
>The big guy
>>
>>3385092
im pretty fucking agitated right now
>>
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>>3385092
>We want the overwatch audience
>>
>>3385072

https://www.youtube.com/watch?v=lvaU9CaSeCE
>>
>>3385098
you'll get to whine if it lacks any sort of proper FFA mode
>>
>>3385098
try again when another title is announced
>>
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>>3385098
>The big guy, which I couldn't understand the name, is also a new character. He can rush and trample people
>The big guy, which I couldn't understand the name, is also a new character
>The big guy, which I couldn't understand the name
>The big guy
5V
>>
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>>3385092
>id wanting to try new things
>people automatically assume its shit because its not quake

I mean, it's obvious that they're not gonna fucking copy Overwatch, hence the mention that it'll be like Quake 3. They're just taking certain aspects of it and trying to experiment with it. We don't even know jack shit about it gameplay wise (other than what we've been told so far), and people are complaining because "bawww this wasnt in MY quake!!!!!!!!" As far as I'm concerned, this will just make the game a little more interesting to play, not to say the other Quakes were bad or will pale in comparison to Champions.


And besides, it's been confirmed that there will be strafejumping/rocket jumping so that's all cool with me cus I love that shit.
>>
>>3385098
thanks for pushing the image limit
>>
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>>3385107

If you like images, I've got a couple.
>>
>>3385105
So long as abilities don't REPLACE skill but just add to the game, i'm fine with it.
>>
>>3385117
It's a modern game.
Don't get your hopes up.
>>
>>3385117
Same guy, I totally agree and from what we've heard, abilities not replacing skill will most likely be the case.
>>
>>3385113
unf.
>>
>>3385120
well there are a lot of modern things I like and most of those things just so happen to be games

am i not supposed to feel happy
>>
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>>3385132
>>3385113
>>
>>3385137

No, but I would wonder why you're on /vr/, then.
>>
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I've been digging Bloodstain with the D4D mod. It works surprisingly well...?
>>
>>3385158
shut the FUCK up, donny
>>
I like it when enemies shoot big oversized bullets, metal slug or contra style, it's just more fun that way.
>>
Whenever people ask if hitscan weapons are good I remember this video on Wolfenstein:

https://www.youtube.com/watch?v=6QlODYzC43g
>>
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>>3385245
>I mean if doom was completely fantasy, it would be hexen, and have no real life guns at all.

>A wizard gets teleported into Doom, with the tech bases and shit
>fights fucked up hellspawn with magic
>>
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>>3385240
On the other hand, I heard that one of the things that made Quake's deathmatch so popular was the static weapon damages, which did away with luck, and made deathmatches purely skill based.
And that got me thinking, maybe random damage is better for Single Player, while Static Damage is better for multiplayer? What do you guys think?
>>
Thanks mods
>>
All this talk of real life guns battling fantasy stuff is making me think of an older mod idea I had where you use magically infused guns to fight demons.

and you play as a drunk and pissed of dwarf, the mod would be called HEATHEN
>>
>>3385286
Make it so, anon. I'd play that
>>
[screams eternally]
>>
>>3385298
I seriously can't fucking unsee the ending to the rock DJ video by robbie william's whenever I see this
>>
>>3385298

jesus christ tag your lewd
>>
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>>3385298
>>
>>3384946
> I swear some day we'll see people remove the splash damage from rockets so that people can use it like you're not supposed to.
Samsara
Chex Warrior is an OP piece of shit
>>
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>IDKFA
>Smooth Doom
>Smooth Textures
>Perkristian's SFX Pack
is there a comfier way to play Ultimate Doom?
>>
>>3385381
Got a screenshot/link for the texture pack?
>>
>>3385381

Wrapped up in a blanket.
>>
>>3385381
yeah, in chocolate/crispy :^)
>>
>>3385381

When I want to play some comfy DOOM, I usually boot up Hideous Destructor mixed with Dark Doom and PS1 music/sound effects or Samsara with the SC-55 music pack.
That's my jam.
>>
>>3385384
http://www.mediafire.com/download/z7470bx34ry8cwm/SmoothTextures.pk3
from what i could tell, it only affects the liquid textures by improving the animation
I've only beaten Episode 1 so maybe it might affect other animated textures
>>
>>3385392

I think it also changes the switch animations? I don't play with Smooth Doom, so I could be wrong.
>>
>>3385394

Smooth doom on it's own changes the enemies to have more, well, smooth animations, along with all the weapons, textures doesn't change that I believe.
>>
>>3385397

No I mean the Smooth Textures add-on, not Smooth Doom itself.
>>
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>>3385381
beat this.
>>
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>>3385401
>pk_doom_sfx_20160610.wad
>2016
>06
>10
what the fuck?
>>
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>>3385401
not him but damn, that's actually pretty cool sounding.
>>
>>3385403

June tenth is some weird date to you?
>>
>>3385408
perkristian's sound pack last update dates back to 2012.
>>
>>3385409

Maybe that's when they downloaded it. I dunno.
>>
>>3385410

Why would you rename a WAD to include the date you downloaded it? Windows keeps track of that normally.
>>
>>3385412

Man I don't know, I'm not that guy, it was just a guess. My bad.
>>
New thread >>3385414
>>
>>3385092
Honestly, that sounds like it could be pretty fun.
I liked Quake 3 well enough, and with OG Quake aesthetics it would be cool as shit.

I don't mind character abilities to be honest, it mixes up the game, and they'll probably have an "Oldschool" mode because of popular demand.

However, I would greatly have preferred a single player game with a single player campaign, I always liked Quake 1 & 2 better than 3 for that.
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