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File: nazi.png (1008KB, 728x696px) Image search: [Google]
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DOOM THREAD / RETRO FPS THREAD, JOJO EDITION - Last thread >>3379085

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===

[07-25] Anon map release: Foundry >>3384954
https://drive.google.com/file/d/0B1NxOZlEf5aNOEx3YXh1TzEyeWs/view?usp=sharing

[07-22] Anon map release: Crunk Refinery >>3379784
http://basedhost.com/tmp/crunkrefinery.zip

[07-22] Andrew Hulshult releases Doom remake album
https://youtu.be/AGK1dr-Ql0w

[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

[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

===

TO SUBMIT NEWS REPLY/BACKLINK TO THIS POST.
>>
here's a new subweapon box, because the old one was kinda crap
>>
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First for Death Grips
>>
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>>3385418

Fuck.
>>
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>>3385423
>dat sprite offset

kerning plz
>>
>>3385403
>>3385408
>>3385409
>>3385410
>>3385412
>>3385413
that actually dates back a few weeks when I privately shared a slightly edited DSSHOTGN sound effect to a friend in zdoom forums, nothing out of the ordinary really, just DRLA's shotgun fire+cocking sounds mashed together

seems like word spread quickly and he's either here and that screenshot is his (highly unlikely) orrrr he slapped the sound effect on top of per kristian's original sfx revamp mod and rereleased it himself (?)

either way who gives a rat's ass here it is
https://drive.google.com/file/d/0By8mA3D0CACmY3F2WHlpSTh1Nzg/view?usp=sharing
>>
>>3385429

If you're talking about the big ball for the scattershot icon, by all means point me in the direction of a good icon that represents a spread gun/scatter shot because I'm losing my mind in trying to find something
>>
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>>3385414
AWAKEN MY MASTERS
>>
>>3385436
it's not the icon itself, it's the offset of it as opposed to the axe sprite relative to the edges of the interior of the box. I like the icon.

maybe i'm autistic about it but small design sensibilities can make a big impact on a project, especially when it's something that's going to sit in your field of view for a considerable amount of time.
>>
>>3385443

ah fuck, I don't think that's easily doable with the different shapes and sizes of the different weapon icons themselves. Unless I toss all of them out and start over in attempt for uniformity.

That ain't gonna happen.
>>
>>3385439
who's the asshole on the left meant to be

it ain't anything from quake 2 because they have arm cannons
>>
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>that map that you just wanna skip every time you get to it

What's her name, /doom/?
>>
>>3385448
It's the Enforcer from Quake 2, but the artist fucked up and drew him with a regular Chaingun instead of a Chaingun-arm
>>
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>unload perfect shotgun meatshot on chaingunner
>doesn't die

>unload chaingun on spectre
>half the shots phase through the fucker

>locked in tight room with several pinkies and berserk pack
>they don't die in a single punch

>unload SSG on two spectres in a single line, one behind the other
>half the pellets go right through them both and land on the wall

>fighting multiple enemies
>shotgunguy/chaingunner drop weapons
>walk over them
>instantly switch to dropped guns
>>
>>3385449
After you learn that level's optimal route, it's nothing.
>>
>>3385453
>unload chaingun on spectre
>half the shots phase through the fucker
the fuck are you doing
>>
How will you climb the corporate ladder, /doom/?
>>
>>3385456

There is actually a bug that can cause shots to pass right through enemies in certain circumstances.

http://games.moria.org.uk/doom/research/shooting-through-things
>>
>>3385460
Hitting the gym, and replacing one arm and a leg with prosthetics probly
>>
>>3385460
by killing it
>>
>>3385445
So you're using the same sprites for pickups as you are for SBARINFO?

I've never delved into SBAR shit myself so I wouldn't know, but if that's the case why don't you just copy sprites, resize them, and call the resized versions for your SBAR?
>>
>>3385467

No, I'm using icons different from the pickups in some cases, mainly the sub shots, though if memory serves right some of the subweapons have different icons.
>>
>>3385460
Why are spectres below pinkies?
>>
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Spontaneous opinion time, /doom/.
What kind of HUDs do you like?

I know the "right" answer is "it depends on the game/presentation", but what do you naturally prefer?

Do you like helmet HUDs, where you're looking through the visor?
Do you like minimal HUDs, where it's only a couple numbers for vital stats and leave everything else alone?
Do you prefer meters and bars for info, or numbers and letters?
Do you like your HUDs looking stylish, or should they be strictly utilitarian?
What's a HUD, aside from the default Doom/ZDoom ones, that you really like?
>>
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>>3385449
I don't even know why but...
The whole Doom 2 SP.
Don't get me wrong, I finished it at least thrice in the past.
But now, whenever I replay it, after I hit The Waste Tunnels I just lose interest in the whole game.

>>3385460
So much wrong in a single picture, hell, where's Meatball?

>>3385486
I like non-intrusive in-game HUDs or completely minimalistic icon supplied with a representative number. Meters are a needless bother.


A question I have regarding Quake 2.
I know the expansions add their own music and stuff but is it all supposed to be in the folder of the base game? IIRC both of them have original tracks along with some vanilla ones but does the music play for each level correctly or does the game just assign tracks to maps as they are numbered?
>>
>>3385490
If you name the music tracks properly so Yamagi Quake 2 knows what to do with them, it finds whatever it needs to play from what I've seen.
>>
>>3385486
>Do you like helmet HUDs?
No, most of the time they use ATM's visor which looks like shit and no one has modified it to look less cramped. And the only helmeted hud i liked was Metroid Dreadnought, and this mod is whacked
>Do you like minimal HUDs?
Love em but i wish they were exclusive for the biggest screen size, psychic does this
>Do you prefer meters and bars for info, or numbers and letters?
All of them, love me some health bars but also adding numbers so people don't get confused
>Do you like your HUD looking stylish?
Meanwhile it doesn't get in the way, its alright. Demonsteele does this
>Aside from the default Doom ones
If we're talking about different status bars (or reskinnned in this case), i love the everloving fuck of Sunlust's status bar, because colorful numbers, but if we're talking about hud in general, i loved Samsara's hud, a bit cramped but there were settings to make it less cramped, and everything that was needed was shown in screen. Oh and i jizz in my pants when SecOff grabs the megasphere, colorful health/armor bars
>>
>>3385460
>Barons and knights on the same level
>imp that high
>literal sentient ammo being as worthy as a cacodemon
>>
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>>3385460
>zombiemen on the baron's side
>shotgunners and chaingunners on the knight's
>>
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I finished up Quake 1 and want to at least try Quake 2. I DL'ed it from the pastebin but there's no exe file. Help, please.
>>
>>3385486
Helmet huds are cool, there's been a big ol' rise/backlash against them lately, though. The Ultimate Doom Visor is really bad, and I wonder if that's partially why.
Minimal huds are also really stylish, though, Doom 64's hud did it very well. It's sleek and cool.

Meters are visually cool, but too imprecise to get info from. I don't know what a specific value is aside from "a lot" or "a little", numbers are better for values.

I generally prefer utilitarian, but with flair accentuating. If I had to choose, I'd probably sit right in the middle.

Doom 64's HUD is really good. as is Metroid Prime's.
>>
>>3385509
Download Yamagi Quake 2.
>>
>>3385493
Using the tracks as they are in the download supplied in the pastebin.
Yeah, I guess I should play further.
>>
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>>3385486
you need health and you need ammo

anything else is just fluff
>>
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Combination locks - In MY Doom? It's more likely than you think.
>>
>>3385524
Heh, fun fact, hellbound did this with one of the secrets, but it was more of a "hit these switches of this color in this ordeR" puzzle
>>
>>3385526
I've never played Hellbound. How did they do it? Because I was pretty proud of the tricky-ness of mine.
>>
>>3385486
Do you like helmet HUDs?
no
i'm not a big fan of "immersion" in general, let alone presenting vital statistics on the inside of a hat
>Do you like minimal HUDs?
they're better, but still no
information overload for life
>Do you prefer meters and bars for info?
as the other anon said, meters usually aren't precise enough
with that said, they're fine if absolute precision is unnecessary (values with low caps) or unwanted (e.g. mana)
>Do you like your HUDs looking stylish?
i like looking into doomguy's angry gaze
i'm not sure if that answers the question but there you go
>What's a HUD that you really like?
if you mean for doom, i don't really use custom huds
for games in general, the only particularly neat display that comes to mind besides doom's is earthbound's
>>
>>3385528
Map 02, you will find a locked door which has 3 different textures above and in a computer room later in the map, i think where you open one of the blue key gates you will find a bunch of computers with some textures which are also switches, and that's how you unlock the aforementioned door, i lack a screenshot though, or else i'd just show it.
>>
>>3385514
Thanks, the readme included got me setup.
>>
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>mfw the foundry level
you might as well piss and defecate into my fucking face and I would've taken that as an unforgettable experience instead. Jesus god.
>>
>>3385449
I like Doom E3M5. Its fun.
>>
>>3385510
did you mean to say doom 4's hud instead

because doom 64's hud is literally just numbers on your screen
>>
>>3385558

I think you misread his post. He said that he finds minimal HUDs stylish, and DOOM 64's is about as minimal as you can get.
>>
>>3385561
'sleek' isn't what I'd call it thought
>>
>>3385537
Well I couldn't find it. Maps too big. Fuckit.
>>
https://pbs.twimg.com/media/CoKvkVSXYAAbMXF.jpg:large
pillowblaster sure is doing things
>>
>>3385573

I COULD AIM BUT WITH THIS THING

I DON'T HAVE TO
>>
>>3385573
let me guess, it's another overkill weapon that doesn't require aiming and nukes the map in a single shot?

yes?

pass
>>
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I thought playing D4D on UV nonstop for days on end would wound up in me becoming some hardcore retro fps gamer demigod of sorts.

now not only do I suck shit at d4d, but also in vanilla as well.

oh well, time to turn in for the day, go to bed, try and maybe get a drawing or two done and rage out of desperation since I'm on bad terms with my own art skills and I can't draw for shit lately.
>>
>>3385585
remade sprites for RO
so no and yes
>>
>>3385545
That bad, huh?
>>
>>3385594
I'm taking a shit now sup
>>
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>>3385509
Do yourself a huge favor
GL_Texturemode GL_Nearest
>>
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>playing Doom 2 for the first time
>mfw Pain Elementals

What am I supposed to do against 2 of them? I get spammed by lost souls and lose half my HP by the time they're dead.
>>
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>>3385596
gl_texturemode gl_nearest_mipmap_nearest
if you want to be og

I wish I could change particles to being square in Q2 too. In Quakespasm there was r_particles 2 but in Yamagi there's no such thing afaik.

>>3385598
Same strategy applies. Take it out as fast as you can.
>>
>>3385603

I just don't like so much health from two enemies. It feels shitty.
>>
>>3385598
wait until you play doom64 anon. lost souls will tear your sphincter out and force you to eat it
>>
>Open up Shadow Warrior
>lose 26 HP from an enemy that spawned behind me
>instantly die from an explosion before I even get off the boat
>alt F4 and uninstall immediately
>>
>>3385610
I wouldn't recommend playing NAM then anon...
>>
>>3385598
If possible, get right up close to one (removing its ability to attack) while using it as a meatshield against the other. Make sure to back away when its death animation starts!

If you can't get close for some reason (pits, barriers etc.) then the same meatshield principle applies, but replace getting up close with chaingun stunlocking
>>
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>been playing through Doom 1 for the first time all day
>playing on Ultra-Violence
>mfw finally done with E4
Doom 1 is awesome.
>>3385449
Not fond of E4M6. Fuck that Cyberdemon. Fuck Cyberdemons in general besides the one at the end of E2.
>>
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>>3385524
what is this nordic witchcraft
>>
>>3385598
Rapid fire weapon and make sure you hit both of them so they prioritize you.

If they infight among the souls they call in any way they will make a lot of souls.

If they are at eye level get close and bully one of them by preventing their spawning.

Watch the Doom pro strats to see how that works.

Don't do this with the Doom 64 version though, that will wreck your shit in a second and it melts through 5000+ HP in like 10-15.
>>
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>>3385453
>Get berserk pack
>Punch an Imp
>They survive it.
>>
>>3385667
I wish the Berserk Pack wasn't so random.
>>
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>someone links to the doom wikia
>>
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>>3385449

such a boring yet also annoying level
>>
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>>3385667
>Get a Tome of Power
>Phoenix Rod
>Nothing can touch you
>>
>>3385806
I still can't bloody remember the proper order you use the red key teleports.
>>
What are some good wads to play with Russian Overkill?
>>
>>3385814
anything and everything
try the slaughterfest wads
>>
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>>3385813

>Big, bland, empty rooms
>Nothing but marble and brick
>Lazy/uncreative traps
>Impossible teleporter puzzle
>Giant 64-wide maze
>>
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Had to recode the entirety of the money system, from the pickups to the counter to the spawners.

But it's better, now!
Yaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay
>>
>>3385449
Mt. Erebus
The Factory

By far these levels deflate my enjoyment of the original mapsets the most.
>>
>>3385829
*none* of those coins are secretly skeletons

I'm ashamed
>>
>>3385486
I really like NC Hud for simplicity and clarity, it even has Doomguy's face on it.
>>
Request to mappers.

Please stop including courtesy copies of cc4-tex in your zips.

Thank you.
>>
https://www.youtube.com/watch?v=SSdJM5T165Y

How's your shotgun technique, /doom/ ?
>>
>>3385884
Not their problem you're on a 56k modem in 2016.
>>
>>3385889
I'm not on a 56K modem in [current year]. Try again.
>>
>>3385884
i really really wish there was a nice zdoom TEXTURES version of cc4-tex, TEXTURE1s that include all the Doom2 definitions are a real pain
>>
>>3385884
>download five maps from /vr/ this week
>have to delete cc4-tex five times
just link to the damn thing so i don't waste my time with your wip wad http://www.wad-archive.com/wad/3b2ae93bc2cfb06e97ec4f2687ba6050
>>
does anyone have the files for the powerslave ex beta? It's taken down right now
>>
>>3385885

>doom

>recoil

Neat vid though.
>>
>>3385449
Thy Flesh Consumed
>>
Is it possible to resize GZDoom builder to use on a 1024x600 resolution? Whenever I edit a linedef the window is cut and I can't see some options like identification.
>>
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>>3385486
It depends on the game/presentation.

In a vacuum, I'd go for minimalistic HUDs aka the default Zdoom fullscreen one.
>>
>>3385885
normal shotgun > super shotgun
>>
>>3385648
Dehacked and some good old fashioned doom trickery. I haven't been able to break it so it seems safe to use. Gonna try some more tumblers and see what it's limit is...
>>
>>3385486
>Do you like helmet HUDs, where you're looking through the visor?
When done right, they're fun and can even add to the experience, like in Metroid Prime. It probably doesn't work as well for Doom modding though given the gameplay they go for and the lack of those effects that the former had, like steam and rain on the visor along with the face glaring back after an impact.

>Do you like minimal HUDs, where it's only a couple numbers for vital stats and leave everything else alone?
Saving screen space can be nice, but whatever you're giving me should still look nice for what the game's setting is.

>Do you prefer meters and bars for info, or numbers and letters?
Numbers are much more precise unless a meter or bar is segmented. Unless it's a design choice to make something vague like making it harder to precisely gauge just how powerful an enemy's attack is, a number should compliment meters that appear less precise.

2012 Nexuiz originally had meters instead of numbers for health and armor, and it was fucking horrible. Also fuck's Skyrim's health meter that starts at the middle, eating away at the sides.

>Do you like your HUDs looking stylish, or should they be strictly utilitarian?
Stylish huds are memorable and can add in some personality, especially like Doomguy's statusbar face. Ideally a balance of both should be achieved, otherwise it's dull.

>What's a HUD, aside from the default Doom/ZDoom ones, that you really like?
Metroid Prime, it's got style and it knows without being overly flashy. I think HL2 uses a fairly nice and smooth-looking minimalist design.
>>
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Oops, found out some bugs after good night's rest.

https://drive.google.com/open?id=0B1NxOZlEf5aNeVBXeWVEVS04a0U

Foundry again. Set some monsters to ambush ( they were supposed to be ) and made an inaccessible zone not a secret ( accidentally inputted action-number to sector-effect, which caused it to count as secret ).

Oh, and to request of anon, no cc4tex.wad included.
>>
>>3386117
That screenshot makes me think of Chasm: The Rift.
>>
>>3385449
Almost every map outside of Episode 1 sucks ass.
>>
>>3386124
Episode 2 has among the best maps.
>>
>>3386128
Went and replayed the first half of Episode 2 just now.

Im not feeling the magic here. The texturing jobs on all of them are ass ugly and the layouts are a piss poor excuse for just a flatout maze.
>>
>>3386117
got to the yellow key
then came the revenants and i was shit out of luck and rockets
>>
>>3386138
>Went and replayed the first half of Episode 2 just now.
In 15 minutes?
>>
surprised you had time to look at the texturing jobs
>>
>>3386154
You can speedrun any episode of Doom 1 pretty fast if you know what you're doing.
>>
>>3386165
Speedrunning is like the least fun way to play a game like Doom though.

The key to Ep2 is to let the suspense take you in.
>>
>>3386154
It was only the first 4 maps, and I did skip half way through E1M2 because I cant figure that one out for the life of me.
>>
>>3386181
*E2M2
>>3386162
I'd played Episode 2 before, and it was just as ugly as I remembered it being.
>>
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>>3386181
You can't figure out Nuclear Plant...?
>>
>>3386185
E2M2. Noticed my typo.
>>
>>3386152
Ah, I suppose I should throw more ammo there, berserking pack too perhaps..
>>
>>3386187
Yeah I saw just when my post finished going through. Still, Containment Area isn't that hard either. You can finish it just over a minute.
>>
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>>3386191
I'll be honest im just too stupid to figure that map out unless I wander for 20 minutes and get lucky and stumble upon the exit and all the keys.
>>
>>3386196
Just dash towards the area with the crusher hallway and get the blue key, then open up the blue door and get the red key, then open up the red key door at the start of the crusher hallway and turn on the bridge to exit the level. Easy.
>>
>>3386204
Thanks. I feel like a retard now for getting lost in that.
>>
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>>3386204
you can get the keys
>>
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>>3386217
but then you wonder how wide the gap actually is
>>
>>3386220
Cheeky cheater!
>>
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>>3386220
or you can save even more time not waiting for the stairs!
>>
>>3386225
aboslute madman
>>
>>3385486

When it's something that demands your full attention most of the time like Doom does, minimalist design, gauges and numbers. Gauges for a quick look out of peripheral vision, numbers for accuracy when that stuff's important.
>>
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>>3385449


Is there a wad of Doom and/or Doom II and/or Final Doom with all the bad levels taken out?

>yeah it's called knee deep in the dead
shut up
>>
>>3385884
No.
>>
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>Thinking about replaying Doom/Doom II.

>Remember that level.

>Nevermind.

What's her name /vr/?
>>
>>3386363
Your favorite.
>>
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>>3386363

Thy flesh consumed. All of it.
>>
>>3386363
that one portal level with the lava or blood that hurts you everywhere

annoying af. i dont die there but its fucking annoying finding the right teleporters etc
>>
>>3386363
>Replaying the entire game.

>Not warping to whatever level takes your fancy.

>Posting like this.
>>
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>>3386363
>doom 1
halfway through the shores of hell

>doom 2
downtown
the starport
>>
>>3386363
the """""""city""""""" levels in 2
>>
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>>3385486
>Do you like helmet HUDs, where you're looking through the visor?
I LOVE helmet huds, but they also tend to give me a headache. Metroid Dreadnaught's in particular strains my eyes on a lot of maps because it blends in with the gray wall textures Doom 2 loves to use.

>Do you like minimal HUDs, where it's only a couple numbers for vital stats and leave everything else alone?
Also yes, these types (Like the default ZDoom hud) open the screen up considerably (and help alleviate the headaches/eye strain I can get from overly gray levels), plus they're just plain easy to read.

>Do you prefer meters and bars for info, or numbers and letters?
I prefer numbers 9 times out of 10, but Numbers and meters together are even better.

>Do you like your HUDs looking stylish, or should they be strictly utilitarian?
Stylish huds are fantastic, Heretic's status bar is gorgeous (Which sucks, since my monitor is widescreen), just as one example. I believe there can also be some crossover between Style and Utility, such as NC Hud, which is simple and easy to read, but slick and nice to look at.

>What's a HUD, aside from the default Doom/ZDoom ones, that you really like?
NC Hud, the Helmet Hud in pic related, this one Fallout 3 hud, and Samsara's fullscreen hud are nice. MSX has a sexy hud too.

I actually dislike Status bars in doom for the most part, since they're almost always gray, which (Like i've said before) gives me eyestrain in lots of maps.


I know this wasn't asked, but my Dream hud would be something like a Mecha cockpit. Mechwarrior 2 is a good example f what I'm talking about
>>
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>>3386418
>>
>>3385460
I notice with the early community, they seem to have thought zombies were weak because they weren't demons and werent bullet-sponges.

And in retrospect KDItD turns out to be the most difficult episode and interesting because of the hitscanners.

Not only from early level design, but look at this, imps are supposedly more threatening than a chain-gunner here!
>>
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>>3386471
>And in retrospect KDItD turns out to be the most difficult episode
>>
Somebody releases a map called Foundry and all I can think about is how I can't get this song out of my head

https://www.youtube.com/watch?v=Ik3txA0irKM
>>
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A apologize for reposting it friends but where does this sprite come from?
>>
>>3386476
I know what I said, and of course I mean relatively. Its the most difficult episode to speedrun, and if not, you are easily dodging overpowering imps the rest of the game meanwhile you get more liberal access to plasma weapons.

You are way more likely to lose half of your health in light speeds in the first episode than lose slightly more of your health from a baron-ball you can sidestep from.
>>
>>3386491

Golden Axe?
>>
I just got to refueling base and now I've got to take a break. Is this game supposed to be so exhausting? every map has been frag fest after frag fest. I've played through Doom 1 and Heretic and never felt this tired of killing things before.
>>
>>3386495
>and if not, you are easily dodging overpowering imps the rest of the game meanwhile you get more liberal access to plasma weapons.
what did he mean by this?
>>
>>3386498
i blame id for that when the turned doom 2 into a megawad instead of having a 10 map "episode" like in doom 1
>>
id software wanted that sweet retail money, that's why they released a full 32-level wad for stores

too bad romero was busy being a deathmatch diva
>>
>>3385829
I feel a mighty need to pick up every single one of those
>>
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>>3386496
Probably. But there be a wad somewhere which includes this sprite. I really would like to know.
>>
What would you all consider a well designed level? Like should the level be completed with just a pistol or what?
>>
>>3386545
that's the million dollar question, isn't it?
>>
>>3386513

Well, I'm on map 10 and I started getting tired at map 8, which was just 6 or so rooms of monsters. Every map has just been tossing screens full of imps and pinkies at me with the occasional mancubus or cyber demon and while its fun, its kind of repetitive.
>>
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i think starting to come out quite nicely
>>
>play smooth doom

>ssg doesn't make any fire noise

>it works fine without smooth doom

I'm not sure what I fucked up, I didn't change anything related to that. It still clicks when reloading but not firing, it's weird.
>>
What is the best wad to play h-doom with?
>>
>>3386610
Sunlust
>>
>>3386610

with your parents
>>
>>3386610
doom.wad
>>
>>3386610
wow.wad
>>
>>3386610
NUTS.wad
>>
>>3386616
It's funny because Sunlust is the name of a pornography production company.
>>
>>3386609

Fixed by deleting the config. Now I feel stupid.
>>
>>3386545
* Can be completed on pistol start.
* No instant death traps just for not knowing the map beforehand.
* No points of no return or rooms that are otherwise impossible to revisit.
* Not being forced to fight in the same room for more than 1 minute.
* No switches that do something that's hard to figure out unless it's a secret.
* No mandatory secrets.
* Exploration for bonuses.
* No long backtracking without extra fights or shortcuts.
* Easy to figure out where to go next. Colored keys with proper colored door marks help if the next place to go is not directly connected to the current location.
* Monsters on interesting spots.
* At least one secret.
* Landmarks. Each place should look unique.
* It should be possible to somehow fight monsters without taking damage.
* Bonus points: Actually looks like something instead of being just an abstract maze. Even if it's not 100% accurate to a real place.
* More bonus points: more than one way to reach specific places are cool.
* Even more bonus points:
+ ROTT music.
+ Neon lights.
+ Lots of enemies.
>>
>>3386609
Also the SSG has no sound in doom 1 unless you install a sound mod.
>>
>>3385415
http://www.zam.com/article/790/chex-quest-a-1996-doom-mod-created-to-advertise-cereal-is-getting-an-hd-remake
>>
>>3386616
>>3386627
lel
>>
>>3386650

I was testing it in doom 2 so I knew it wasn't that.
>>
>>3386652

>Original weapon sprites have more detail than 3D models.

They have a ways to go.
>>
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>>3386584
Looking great anon.

I've been playing through beta64 (16 map megawad in progress on the Doom64EX forums) and having a blast some really solid levels. Just made it past the techbase into the hell theme and shit is getting whack. antnee knows his lighting, very nice.

pic: random shot from my mapset in progress
>>
>>3386667
Yeah the lighting in Beta64 is phenomenal. I looked at some of those levels in Doom Builder to see if I could learn anything about 64 lighting, but no luck. You working on a full mapset or a few levels? It's looking good so far.
>>
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>>3386117
not doing very well here
>>
>>3386652
Few months late though
>>
Why the fuck is this tired ass game still discussed actively?
>>
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>>3386765
>>
>>3386768
Don't enable the shitter.
>>
@3386765
it's a first person shooter that isn't brown
that alone is already grounds for admiration, but doom happens to take it a cut above and be FUN
>>
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I've had waaaaaay too much feature creep in this. I've got ~290 new CVars, which means about 290 player selectable options. Tons and tons and tons of stuff, like letting you carry around health items, changing what powerups spawn where, changing what new monsters spawn in and the chance of them spawning, changing what weapons you get where when playing Hexen...
>>
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>>3386369
How a man can be so wrong? Episode 4 was Romero on steroids
>>
>>3386789
>@
>>
>>3386791
so even if they're all booleans you have c. 1989292945639146568621528992587283360401824603189390869761855907572637988050133502132224 different combinations of options to test
>>
>>3386826
see man this is what i've been talking about

robots are the future of doom qa
>>
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>giant ass arena with tons of monsters in it
>the first thing to hit you is a zombieman
>it's 15 meters away from where you stand
>>
>>3386826
jesus dick
>>
>>3386791
what is this
>>
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First model that isn't a fucked up cube.

Make up for uninteresting geometry with metal effects.
>>
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speaking of thy flesh consumed, did you know you could get stuck in the blue key alcove after activating the nine inch nails secret? because i didn't.
>>
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https://www.youtube.com/watch?v=7dykPCTfEOo
>You and the other anons of /doom/ are UAC marines on mars.

>Hell's gates have opened and every other marine that aren't /doom/ have turned into zombies on top of the demons pouring from the gates.

>The only survivors are all you shitlords from /doom/.
>Wat do?
>How do you fare?

I bet my entire life savings on us all dying a painful death.
>>
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After playing through EP4 for the first time after years of not touching it, I can say, without a shadow of a doubt that Barons can go eat a dick
>>
>>3386867
Yeah we'd probably all die I mean we'd obviously be the bottom of the barrel the UAC have to offer, why else would they post us on mars away from the action? They don't want out stupid asses getting in the way.

We're fucked sideways.

I outstretch my aims and accept my fate as a shotgunner blows my helmet right off my head.
>>
>>3386867
I can code up some weapons to use, I guess.
THat's really about it.
>>
>>3386867
i hoard ssg and shells

i die reloading
>>
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>>3386635
>ROTT music
>>
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>>3386867
I call the die who dies first for being stupid enough to make a run for the escape ship while there's shotgunners all over the hangar.
>>
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>>3386867
>Rely too much on the SSG in order to save ammo for the most powerful guns
>underestimate an encounter and decide to only use my barehands and the shotguns
>Die a horrible death for being such an ammo-jew
>>
>>3386867
resurrect in console every single time
>>
>>3386635
you had me, then you lost me.

hard.
>>
>>3386882
>Running for the escape ship.

>Not staying to fight to the death like a man.

And nothing of value was lost.
>>
>>3386875
>>3386885
>Implying the anons wouldn't all turn on eachother and end up killing eachother over ammo before the demons ever got to them.
>>
>>3386867
Hoard all the medikits and stimpacks lying around and try to run past all the demons until I can find the exit.
>>
>>3386898
This, we'd probably all sooner kick eachother's asses before the demons even got there.

And then they'd wonder what the fuck did these idiots do to end up like this before they even arrived.
>>
>>3386867
Well, I die, die, die.
Perhaps to my own rocket launcher.
>>
>>3386898
>>3386905
That's okay. Deathmatch is pretty fun too
>>
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>>3386905
>>3386898
>Two anons place their hand on a SSG at the same time.

>HEY THAT'S MINE

>NO IT'S MINE

>HAND IT OVER YOU FUCK

>OH I'LL HAND SOMETHIN OVER ALRIGHT

>THEM'S FIGHTIN WORDS!

>Punching ensues.
>Eventually it escalates until eventually everyone is punching.
>Hours later.

>Zombie opens door.
>What the fuck happened in here? We didn't even get a piece of em!
>>
>>3386867
>'damn this map sucks'
>VOTE NOW
>'changemap map32'
>VOTE PASSED
>screen melt
>MOOOOOOOOOOOO
>anon2124 has left the game.
>>
>>3386915
>We're doomed from infighting.
Sounds about right.
>>
>>3386867
I would let my military training help us.
>>
>>3386867
i keep the key cards between levels
>>
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>>3386926
>>
someone set up co op
>>
>>3386949
I would but I dunno but ports to forward for zandronum.
>>
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>>3386949
suggestions for wads?
>>
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>>3386964
return to saturn x
>>
>>3386964
with legendoom
>>
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>>3386915
>Two anons place their hand on a SSG at the same time

"O-oh, sorry."
"You too."
>Awkward silence

then they kiss
>>
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>>3386964
DO IT
>>
>>3386926
10/10
>>
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>>3386898
>>3386915

>there's that one asshole in the back using a sword and ignoring the guns
>>
>>3386968
not zandro compat

any other weapon/monsterwad suggestions?
>>
>>3387000
accessories to murder should work
>>
>>3386856
Need a more metallic look on the sight or whatever it is, if not also making it smaller.
>>
>>3387006
I think it's supposed to keep rocket flames off of you.

Once I figure out how to engrave little lines in it there should be more opportunities for reflections which will help it look more metal.
>>
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>>3387005
>Accessories to Murder is a simple-ish mod for ZDoom (or GZDoom - Zandronum not supported, sorry!)
>>
>>3387014
that was 3 years ago

i remember trying it with the zandro 2.0 beta / alpha a year ago and it was fine
>>
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>>3387017
got accessories working but btsx doesn't seem to be... just the vanilla doom 2 levels
>>
>>3387032
Unpack it.

It's a .pk3 which means you need to get it out of the zip
>>
>>3387032
does it say it's loading btsx

what's the command you used

>>3387036
o u
>>
>>3387041
I was being serious.

If it's in a zip you need to get the .pk3 out of there.
>>
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>>3387036
>>3387041

nvm i was loading btsx_e1_ast not btsx_e1

should have it up and running in a few minutes
>>
>>3386972
what the hell is that picture
>>
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>>3387047
>>
>>3387046
man this is the second time i've seen you say this and it still sounds like you're describing extracting the contents of the PK3 with the reasoning that a PK3 is just a ZIP
>>
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>using water as a damaging floor
>>
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ALRIGHT, LET'S DO THIS

45.79.134.90:10698

[TSPG] Painkiller: Saturnian Shenanigans
>>
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>>3387065
It's not water, it's plasma runoff.
>>
>>3387065
>stand in a puddle of blood
>take more damage than direct contact with radioactive waste
>>
>>3387082
Obviously it's a puddle of Spider-Man's blood.
>>
>>3387065

STOP DOING THIS, MAPPERS, SERIOUSLY

GODDAMN

If you must have water as a damagefloor, give the player visual & audio cues as to the fact that it may be damaging before they ever step in. For example, pipes with steam rising from them and hissing noises, signage stating that the water is superheated, irradiated, electrified, poisonous, etc. Stick corpses in the water, use an off-colored flat, put obvious hazards in close proximity.
>>
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>>3387067

>can't join, need exact same wads as server
>>
>>3387097
i'm not going to handhold my player base

i'm kidding
>>
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>>3387104
>need exact same wads as server

...yes? same as it ever was, anon

oh shit forgot to say it's zandro 3.0
>>
>>3387065
>floor itself is a damaging floor
>only safe-spots are the radioactive waste pools
>stairs are damaging but the only way to reach important shit like switches or keycards
>all weapons are on regular, damaging floor
>you start with fists, not pistol
>all enemies are on damage floors
>>
>>3387112
Stairs would be a nonissue because you wouldn't be standing on them long enough to get affected.

Even if you aren't moving thanks to momentum.
>>
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>>3386949
>>3386979
>>3387067

literally 0 players

what in the fuck, guys
>>
>>3387120
Then fuck it, replace stairs with elevators.
>>
>>3387120
>you wouldn't be standing on them long enough to get affected
toxic floors work on a global timer
it actually happens to align perfectly with when your weapon is at the top of its animation cycle
>>
>>3387125
i think you'll have to post a zip with the two mods in them for folks like >>3387104
>>
>>3387125
>>3387132

http://allfearthesentinel.net/wads

btsx_e1.wad

btsx_e1_ast.pk3

ww-doomnukem.pk3
>>
>>3387132

Nah i'm the mad dude I got it to work, wadseeker pulled a dumb on me.
>>
>>3387139
>>3387067
>>
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Can't come up with a simple pattern to put on the top metal chunk, even tried greebling it which of course looked awful, tried adding a little curve to it which also looked bad.

Of course now that I write this post I realize I can try textured lighting for putting the beans on it.
>>
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Textured lighting was a bust, just lowered the specular size so the top chunk was less bright and now it's okayish.
>>
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I had this idea for a while...

How would a completely 180° Doom mod work?
Something like a Survival horror?
>>
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>>3387181
It would be a Puyo Puyo mod
>>
>>3387181
>completely 180 Doom mod

Like, every map flipped around, or...?
>>
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>>3387185
>Buddy Dacote's Rootin' Tootin' Former Human Machine
>>
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>>3387187
As in, it wouldn't be the complete opposite of what it is now. Like an extreme contrast. Ammo scavenging, strong opponents, slow movement.

Basically a survival horror in a Doom engine.
Got the idea after playing DoomRL Arsenal.

I believe it could work.
>>
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>>3387180
Something like this? Sorry if it's not the direction you're going for.
>>3387194
Hideous Destructor, or a lighter but more horror based one, Shut Up And Bleed.
>>
>>3387194

So Hideous Destructor?
>>
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>>3387202
Ah yeah I can do that by lowering the specular size even more.

Here's the animation I set up with the old specular size.
>>
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>>3387202
>>3387205
I still have to play HD, only returning to Doom after about 2 years, only footage of it I've seen was THAT one video on TerminusEst13's channel.
>>
>>3387225
HD is fun, in a masochistic and brutal sort of way

it's really kind of like dwarf fortress
>>
>>3387225

Holy christ I bet this man couldn't be anymore content, that bread looks tasty
>>
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>>3386871
>we'd obviously be the bottom of the barrel
We're astronauts or bottom of the barrel. Which is it.
I refuse to believe that space flight will ever be easy. Or at least easy enough for Gomer Pyle to be allowed on the ship.
>>
>>3387214
Looks kinda like one of those 90's prerendered CD-ROM!!! games. Creature Shock or some-such. But better.
>>
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Fuck. My internet does NOT want me to play doom with you guys. Sorry.
>>
>>3386425
watcha doin wit dis

we gettin vats in doom now?
>>
>>3387237
>that bread looks tasty
it looks like the kinda thing I'd grow tired of munching on my fifth bite and leave it sitting on top of my coffee table for the rest of the day
>>
>>3386898
I'd do my best to mediate the situation.

I'd probably be the first one to die, then.
>>
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>>3386682
full mapset hopefully, I'll just keep adding to it as I go, almost finished the 3rd level. Got a few custom textures in, and might even write some music for the hell of it. got the doom64 soundfont so can just whip up some MIDIs if I find the time.

my project is the "earth" one, which I'll update once I have the 3rd map complete
http://z13.invisionfree.com/Doom64EX/index.php?showtopic=143

Doing some MIDI tracks for rekkr guy has got me back into the swing of MIDI writing, so much fun!
>>
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>>3387067

STILL HERE YOU FUCKS

COME GET SOME DOOM ON
>>
>>3387376
I may come after I'm done converting a video.
>>
Would it be possible to have a script that would actually keep your FOV between levels?
>>
>>3386491
>>3386539
http://www.mediafire.com/download/v468xi44zlyi7sl/TyrisG.wad

Here you are friend
>>
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>>3383960

what utility can I use to convert a quake 1 .bsp to a .map again?, I only find utilities for quake 3
>>
>>3387496
try it with the q1 maps anyway

it's not a conversion, it's decompiling, so it won't have the original brushwork
>>
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>>3387067

We just finished playing through, but I'm leaving the server up for interested folks

Really good combination of but man are some of those BTSX maps fuckhuge and easy to get stuck on
>>
>>3387501

I tried q3map2 and winbspc with no success
>>
>>3387536
what map are you trying to decompile
>>
>>3387542

https://www.quaddicted.com/reviews/rubicon.html
>>
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>this megawad was designed with pistol start in mind
>>
whats wrong with that
>>
>>3387578
Having each map beatable with a pistol start is fine, but pistol starting every map by design though sounds like a pain in the dick unless it's something like DUMP
>>
>>3387602
honestly I can't get halfway through dump because I gotta start off with the pistol every single map
>>
>>3387065
What if its ice cold and will cause frostbite?
>>
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>>3387602
This.
>>
>>3387607
It's kind of understandable considering it's all different people trying their hand at making the maps, though. And sometimes there's their different gimmicks

https://www.youtube.com/watch?v=73hHu699HT4
>>
>>3387615
yeah I know, it's just that the pistol fucking sucks

next map I make for DUMP I'm using ACS to give them a respectable starting arsenal
>>
yeah but if you DONT pistol start youll have constant max health armor ammo by the fourth map or so
>>
which is why scythe had death exits. funnily enough if you run scythe with unlimited health pickups you end up with so much health you survive the death exits. not scythe2 though.
>>
>>3387634
>>3387629
is not using replies some hot meme
>>
>>3387618
what if it's loaded with a gameplay mod?
vanilla BFG doesn't do you much if you can't select it
just place them early
>>
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How do I use stimpaks and such in HD?
>>
>>3387629
That depends on the mapset

Something like TNV!.wad is guilty for being really generous with blue armor anyway
>>
>>3387639
I already solved that issue
http://www.hastebin.com/nidabuvawu.c
>>
>>3387642
actually I fucked this up a bit, "&& hasReplacer" should be "&& !hasReplacer"

either way, problem solved, and now you can start the level with an ssg out
>>
>>3387640
> settings > customize controls > inventory > next/prev/use inventory item
>>
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>>3387653
Thanks, the manual is kinda obscure about this.
>>
>>3387629
not if the mapset is designed well
>>
>>3387721
not if you got gud
>>
>>3387578
Meh, I can live with those
>this megawad was designed with continuous play and saving in mind
These drive me up a wall, though. Thankfully they're rare
>>
>>3387723
what if the mapset is designed with gud players in mind, but still keeps you below 100 health and max ammo at all times.

I prefer when mapsets are designed like this. I like to be the "bruised, beaten marine", limping along with no ammo for 2 of his weapons, reduced to firing his pistol around corners and ducking from cover to cover. Makes me feel like bruce willis in die hard. Less ammo and less health should be a factor of higher difficulties imo, so If you're playing on UV, expect to not have as much health or ammo. At least thats how I like it. Everyone likes to play differently. Some prefer to be 200 health, invulnerable with access to all weapons at all times and never use the pistol or single barrel shotgun.
>>
>>3387734
I'm so fucking glad you're not left in charge of anything.
>>
>>3387762
same with you
>>
>>3387734
>reduced to firing his pistol around corners and ducking from cover to cover

But the pistol is the least fun weapon to use in the entire game. And the cover to cover ruins the entire appeal of Doom which is fast paced gameplay.
>>
>>3387765
I run a small business though
>>
>>3387765
Thanks. You too.
>>
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this sky texture is supposed to emit light?

this are the properties:

_sun_mangle 128 -64 0
_sunlight 100
_light 64 192 255
>>
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>>3387784
sometimes the sky won't work right if you don't have a single standard light source in the map someplace

plunk down a standard func_light someplace and then recompile and try again

also i'm here to tell you that both darkplaces and that texture pack is absolutely disgusting
>>
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>>3387787

still the same

>>3387787

>both darkplaces and that texture pack is absolutely disgusting

:^)
>>
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>>3387794
:^(
>>
Any megawads that feel like Dark Souls in terms of being challenging, and requiring the player to learn from mistakes, gain map awareness, and overall have some patience?
>>
>>3387762
you like constantly being at 200 health and having max ammo for all weapons? where's the challenge in that? where's the fear of death and that should motivate a lone marine surrounded by demons?

Having to use shitty weapons like the pistol because you've run out of all other weapons ammo is awesome, more mods should do it. Not all the time, but every now and then. You feel so good finishing a mancubus off with a pistol, after firing your last 2 rockets.

always having enough SSG ammo at all times is just boring imo

>>3387767
>you can't have fast paced gameplay and use cover
>pistol is the least fun
u suk
>>
>>3387798
Sounds like Hideous Destructer is what you want.
>>
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more on foundry.wad. i knew i was dead when i heard the archvile wake up. this map is beyond me. also you might like to fix the sectors which have "-" as a floor texture to shut up the warnings.
>>
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>doom 2 in name only + zion and its monsters
>the crusher on uv
>get to the maze part
>"Player got totally perforated by Hell Chaingunner."
>"Player got totally perforated by Hell Chaingunner."
>"Player got totally perforated by Hell Chaingunner."
>"Player got totally perforated by Hell Chaingunner."
>"Player got totally perforated by Hell Chaingunner."
>"Player got totally perforated by Hell Chaingunner."
>>
>>3385598
https://www.youtube.com/watch?v=HJcf0aOwmiA
>>
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>>3387794

well, seems to be something wrong with darkplaces, I'm gonna need to take a look at creating shaders
>>
>>3387858
>something wrong with dark places

you mean everything? :^)))))))
>>
>>3387858
Why not just use Quakespasm?
>>
>>3387814
...does that come with maps?
>>
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>>3387863

no, I mean something that was fixed btw

>>3387864

I'm not going to start using quakespasm to satisfy some autists on the interwebz
>>
>>3387876
Not that I know of. It's a gameplay mod.
>>
>>3387876
No, but a few people exclusively map for it. Check out Ribbiks.

https://www.doomworld.com/idgames/index.php?search=1&field=author&word=Ribbiks&sort=score&order=desc&page=1
>>
>>3387878
Well it's your choice to use whatever port you want. I just don't like Darkplaces and prefer Quakespasm.
>>
>>3387883

I will ensure it works in both ports
>>
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>>3387882
>>
>>3387882
> SWTW
> Stardate
> Sunlust

i think someone is trying to perform a ruse
>>
>>3387335
Well good luck to you. I look forward to playing some of your levels. We need more people creating levels for 64.
>>
>>3387912
Really?
>>
>>3387949
maybe
not quite sure
needs further investigation
>>
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>>3387949
>>3387959
Why don't you... Why don't you try it out? Give it a shot.
>>
>>3387969
There are loads of people making maps for hideous destructor. but they are usually called deathmatch maps
>>
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>>3387974
> skipping the other reload frames
> doesn't even look like the SSG
>>
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>>3387974

This is still going around? Do people even fall for it anymore?
>>
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Finally had a good chance to play my map through more thoroughly.
I gotta change few spots, fix few texturings...

>>3387818
I think those are for the invisible walls I set up to prevent line-of-sight of some monsters and shooting them.
>>
So how about that powerslave ex? anyone got the files?
>>
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Going to be playing a somewhat spoopy wad.
https://www.youtube.com/watch?v=7eS8XBRolao

I know it has some low opinions here but it still spoops me especially when it's set to extra dark, and I figured I'd try to atleast play through one full episode with it.
>>
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>>3388013
Aaand update.
https://drive.google.com/file/d/0B1NxOZlEf5aNeVBXeWVEVS04a0U/view?usp=sharing

Basically some of the tougher spots ( YK route's big room, elev 2nd part ) have been made itch easier.
There should be more ammo around, and another berserker pack has been added to YK-route.
That darned arch-vile is finally marked as ambush-monster ( accidentally marked the key as ambusher ), and blah blah texture fixes.
>>
Reminder that PSX had way better audio shotgun in PC version makes some wimpy *thwack* in PSX it's a juicy BLAM.
>>
>>3385449
Every single Icon of Sin map from every single megawad and I don't just want to skip it I actually do.
>>
>>3388083
PSX Doom is underrated.
>>
Guys I have an idea for a map

>square room
>300 Revenants and a cyberdemon
>you get only a chaingun
>>
>>3388102
Is it? I thought most people agreed that it's atmosphere is just as good as normal Doom, but it's just more horror-ish like 64.
>>
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>wanted to try to make a map
>couldn't even make two rooms

I wish I wasn't autistic.
>>
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>>3387767
>But the pistol is the least fun weapon to use in the entire game.
True.

>And the cover to cover ruins the entire appeal of Doom which is fast paced gameplay.
Objectively false, and there's no reason you can't use cover in Doom while still being fast.

I've said it before and I'll say it again, people are too fixated on separating Doom from newer shooters which often puts too much emphasis on cover, there was never anything wrong with using cover in Doom and it's frequently helpful.
>>
>>3387767
People used cover in Doom all the time in fact enemies like Chaingunners, Revenants, Archies and to lesser extent Shotgun guy actively encourage the use of it Doom was never Serious Sam where W+M1 could carry you through the game.
>>
>>3388115
You can't expect to make a good map your first time. Start off by creating test maps to practice mapping techniques like tagging, lighting, proper texture alignment, doors, switches, etc. After a while you'll get the hang of it and it'll be second nature to you.
>>
>>3387974
so do these people just not understand how guns work
>>
>>3388124
Or just make a square room with Revenants and win a cacoward.
>>
How can doomguy blast two barrels at once? Why the flying fuck would sawed off obsolete even now shit be lying around everywhere in the future?
>>
>>3388161
how do you make a sawn off double barrel shotgun obsolete

it does a good job regardless
>>
>>3388165
Any pump or automatic shotgun.
>>
>>3388161
why does a gatling gun fire pistol rounds
why does the plasma rifle only have recoil when you stop firing
why do you never actually load anything but the ssg
why are there chainsaws on mars

because simple and fun gameplay is more important than realism
>>
>>3388168
because it would be even more gamebreaking
>>
>>3388165
>>3388168
shotguns are obsolete period
>>
>>3387880
Ah, well, I'm looking for maps.
>>
>>3388170
quite - are you familiar with the Street Sweeper from All Hell Breaks Loose?
>>
>>3388169
Chaingun is not a gatling.
>>
>>3388173
no because it's from a different videogame with different enemies and different things to balance in general
>>
Saw God Hand Doom trending on my facebook
https://www.youtube.com/watch?v=Zsqt-wgR8Fo

Doesn't seem like that big of a deal, would rather play Demonsteele
>>
>>3388175
then what is it?

because it's either that or a minigun; it's not an actual chaingun
>>
>>3388178
https://www.doomworld.com/idgames/levels/doom2/a-c/allhell
>>
>>3388169
>why are there chainsaws on mars
To cut down the Martian trees, you moron.
>>
>>3388180
But it's 3D in Doom! With a modern character running just how they did in the original game, but in Doom!

I have no idea what caused Gaming Journalism to pick this but be ready to see the same article rehashed on 20 websites.
>>
>>3388185
just tried it

it cut down 1500hp in 6 seconds

that's kinda gamebreaking
>>
>>3388189
Funny that games journalism shit on God Hand a lot back in the day.
>>
>>3388180
Wasn't there a Resident Evil Mercenaries wad a while back?
>>
>>3388185
why didn't doom have spammable katanas instead of a chainsaw?

>because it doesn't fit the aesthetic, it's annoying, etc

oh yeah well it's in a mod so it could have gone in original doom
>>
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>>3388175
>multiple barrels in a circular assembly which rotates as the barrels take turns firing
It fits the definition of a Gatling system to a T.
>>
>>3388193
actually it's more like four and a half seconds
>>
>>3388204
i think because evil dead has chainsaws. bet romero wanted katanas, though.
>>
>>3388227
Fucking weeb.
>>
>>3388227
Why not a chainsaw where every tooth on the chain is a katana?
>>
>>3388231
new weebsteel weapon confirmed
>>
>>3388230
well you know what he went on to make.
>>3388231
because "a chainsaw where every tooth on the chain is a katana! find some meat!" didn't fit as a hud message.
>>
>>3388235
A Katana-Chainsaw! Find some meat!
>>
>>3388236
sawtana
>>
>>3388231
Why not have a chainkatana like chainswords from 40K?
>>
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>>3388169
What if Pistol fires Chaingun rounds?
What if it's not recoil but Doomguy pressing a button on an awkward place?
What if everything except the SSG is beltfed or holds all the ammo in the gun itself?
What if the Chainsaws are there by accident like every other sequel implies?
>>
>>3388246
Because then it's not harnesing the cutting power of steel that's been folded over 1000 times.
>>
>>3388252
doom 4 outright says it got smuggled on as a black market weapon
>>
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>>3388227
What a fucking nerd.
Just imagine a Doom without a melee DPS weapon.
>>
>>3388252
iirc all the chainsaws in the original three doom episodes are in secret areas or at least hidden. it's a secret weapon.
>>
>>3388261
well you know what he went on to make. and didn't the Dnd campaign that inspired doom end up with the world overrun by demons because romero wanted the ultimate katana so much?
>>
>>3388259
retroactively influencing canon is trash, especially when it's 20 years later, super especially when literally no one from the original game said so. doom 4 holds no power over the canon of doom 1 & 2.
>>
>>3388259
That's fucking retarded who the fuck uses chainsaws as their weapon of choice if there are guns avaliable?
>>
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>>3388259
That's kinda retarded.
Chainsaw is an impractical weapon in any regard.
Unless maybe it was smuggled in by one of those Power Armor marines that were idolizing Doomguy. Then that would make sense. Still tho...

>>3388263
Not so secret in Doom 2 though.

>>3388265
Like a fucking bad premonition.
>>
>>3388270
super heroes

super villains
>>
>>3388270
cuz its fuckin metal
the loudest melee weapon avaliable
thus the manliest
>>
>>3388270
People out of ammo for the guns.
>>
>>3388269
I never said any of that

he said the sequels imply it got there by accident, but doom 4 says outright it was smuggled in

the original games said absolutely nothing on the matter
>>
chainsaws out for creepy bone
>>
>>3388227
Pretty sure he wanted the chainsaw.

The basic thought of Doom was combining the themes of Evil Dead 2 (schlocky violent horror with demonic possession) and Aliens (marines in a space sci-fi setting), which was their favorite movies at the time.

The chainsaw was very much a fit for what they were all going for and the thought was probably there very early on.

>>3388270
>who the fuck uses chainsaws as their weapon of choice if there are guns avaliable
Doomguy, among others.
>>
>>3388281
Then they should buy a fucking knife.
>>
>>3388284
my bad dude, i get on edge whenever sequels and canon are used together in one post
>>
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>>3388280
What kind of Metal is Doom?
>>
>>3388286
This gif proves anime is absolutely fucking retarded and shouldn't be compared to even the cheesiest movies.
>>
>>3388292
diamond
>>
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>>3388290
>>
>>3388302
being on the opposite extreme doesn't make you any better

just sayin'
>>
>>3388302
Well, nobody said Doom music was metal.
>>
>>3388293
It made sense in context, and arguably was a joke.
>>
>>3388302

if doom isn't metal then howcome you go to hell and start blasting shit with Panter and Slayer blaring in the background

not to dismiss the moody/tense/atmospheric levels and songs
it's part and part
>>
>>3388292
>What kind of Metal is Doom?

It's slow and often loud.

Oh, you're talking of the game?
>>
>>3388314
it's fast and often loud
>>
>>3388307
it certainly happens, just not yet in this thread

at the very least several songs are inspired by metal

http://doomwiki.org/wiki/Musical_inspirations_behind_Doom's_music check this out, there's some cool music inspiration info
>>
>>3388302
Doom music was metal music midis first and gloomy dark ambience later. Both are cool.
>>
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>>3388293
You know, just because it's "totally objectively retarded" doesn't mean it has a value.

However, your post actually objectively has no value.
>>
>>3388315
If you mean doom metal as a genre then you are retarded.
>>
>>3388317
because pinball has balls of steel
>>
>>3388317
>like something out of a pinball game
read my post again
>>3388305
>>
>>3388302
>le xD posting
You should kill yourself.
>>
>>3388321
*doesn't mean it has no value.
kek
>>
>>3388329
YOU'RE FACE IS FUCKING DOGSHIT
>>
>>3388323
> Oh, you're talking of the game?
he already said what the music genre was like
i was continuing the joke
geez
>>
well this thread is going to hell in a hurry
better grab yo guns
>>
So can we at least agree that the 32X version had the worst soundtrack
>>
>>3388338
Sounds alright to me

https://www.youtube.com/watch?v=brBQVcf37Xc
>>
>>3388338

Not while the SNES version still exists
>>
>>3388317
The PC and PS1 versions clearly have different atmospheres. The music is fitting for each version.

If you slapped the PC music on top of the PS1 levels then it wouldn't be right, same for the other way around.

>>3388338
That's like agreeing that the sky is blue. What could've been, though... >>3388340
>>
I haven't really made a song in a long time. Time to open up FL Studio, fuck up the time signature, and see what happens.
>>
>>3388336
how about a chainsaw

made of katanas
>>
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Brutal Chex when
>>
game music off. mpg123 running in background
>>
>>3388348
who is Cassandra?
>>
>>3388351
We don't talk about that here.
>>
>>3388347
What about a chainsaw that can fire the blades?
>>
>>3388354
redneck rampage & russian overkill had that
>>
>>3388354
what about a chainsaw that has dicks for the blades?
Would this be acceptable in HDoom?
>>
>>3388361
HDoomguy already has that in his pants.
>>
>>3388342
SNES version's music was still better, though that's not saying much.
>>
>>3388269
>doom 4 holds no power over the canon of doom 1 & 2.
Sorry, it does.
>>
making weapons for a TC i'm working on, for now the sprites are a lot off in terms of camera positioning, but i plan to tweak them.

https://www.youtube.com/watch?v=WURU8wZAHgQ
>>
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>>3388194
>a game called Imagine Babies got a higher score than God Hand did
>>
>>3388446
wasn't it because the guy they got to review it was shit at video games or am i thinking of any number of other video games
>>
>>3388446
does my memory completely fail me, or wasn't it a prime example of reviewers being bad at the game
>>
>>3388445

Leave them in their current unfinished state and make a sequel to exploding lips
>>
>>3388448

>>3388450 15 seconds goddamn
>>
>>3388448
>>3388450
No if I remember it was because the guy was usually the guy they give sports games to. Still, that's not really an excuse, honestly.
>>
>>3388180
More god hand in any form sounds good to me.
>>
>>3388453
God Hand Internet Defense Force is real
>>
>>3388462
Casual IDF please go
>>
File: bestever stats.png (46KB, 672x686px) Image search: [Google]
bestever stats.png
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reminder
>>
>>3388462
Whoa, what meme is this?
>>
>>3388448
>>3388450
It's a shame people are going to forget about Polygon's Doom review so fast.

Anytime someone gives a game bad review, my brain is going straight to that.
>>
>>3388465
wait what was so special about demo3 over demo6?
>>
>>3388465
pretty sad indictment of our ````community````
>>
>>3388465
nice photoshoop

>>3388469
nothing, it's faked.

hdoom was indeed the top file, but the other two were not.
>>
>>3388471
>falling for it
>>
>>3388471
>he fell for it
>>
>>3388468
the reviewer(s) sucked at the game, yeah, but i don't think they marked it down for that
>>
>>3388473
>>3388474
see
>>3388472
>hdoom was indeed the top file
even if the image is an exaggeration, my point stands
>>
>>3388479
we all feel an inexplicable urge to play pornographic videogames with our bros online

it's not shameful to pop a boner with men if they're your bros

it's not shameful to masturbate with men if they're your bros
>>
>>3388479

People on the internet like porn.
Is this some kind of revelation to you?
>>
>>3388475
I don't know what they gave Doom (and I don't even know if it's a good game, haven't tried it yet), but that video is enough for me to never trust critics reviews, good or bad.

Star Fox Zero is awesome
>>
>>3388493
Pixel demons are hardly porn worth jacking off too.
>>
>>3388495

Oh-ho. Tell me, what standard of quality is "worth" jacking off to?
>>
>>3388495
hello, i'm the porn critic

i wank it so you don't have to
>>
>>3388495
there are no standards in the doom community
>>
>>3388497
animations of various weaponry in action
>>
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>>3388505
>>
>>3388505
SLOWLY INSERT THE SHELLS INTO THE SHOTGUN
>>
>>3388505
>>3388507

Doomguy's fingers caressed the underbelly of the shotgun. His hands gripped the pump with authority, but there was still a tenderness in how he held her--she was his, and she was going to do his bidding. There was no question on that. Shotkun knew that this was special. This was not the feral grip of a violent man, this was a man of action...of passion.
She could feel her insides throbbing. He was going to pull her trigger! He was going to fill her to the brim with ammunition! He was going to fire her and pump her, again and again, until she was empty, and then fill her full once more.
The thought of being used in such a way made Shotkun quiver. Was this truly what she wanted? Yes... Yes, it was.
And yet, she wanted more.
>>
>>3388497
Well first of all what is the story behind H-Doom? The monsters killed everyone else but for some reason they let Doomguy fuck them and he is willing to fuck them in the first place? The character motivations are not explained at all unlike in other porn classics which go in great detail to show the thought process, ambitions and the journey of the protagonist.
>>
>>3388514
MOOOOODS
>>
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>>3388514
>>
>>3388514
L E W D
E
W
D
>>
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>>3388514
>>
>>3388514
boner no

boner why
>>
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>>3388514
>>
How can I make a spawned actor inherit it's color from the blood color of the parent actor?
>>
>>3388536
MOOOOOOOOOOODS
>>
Pls stop sexualizing SSG
>>
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>>3388514
>>
>>3388543
no
>>
>>3388180
I don't get it

it's just a weapon with sprites that make it look like a third-person camera
>>
someone post the other SSG reloading edit

you know the one
>>
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>>3388543
>>
>>3388585
MODS
>>
>>3388585
MOOOOOODS
>>
>>3388585

MOOODS
>>
>>3388585
SSG IS PURE
DELETE THIS
>>
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>>3388536
>>3388568
this one?
>>
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funco wants the d.gif
658KB, 500x281px
>>3388514
>>
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>>3388585
NONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONO
>>
>>3388596
This is not podracing
>>
>>3388596
>three arms

dammit bellinus.
>>
>>3388585

now we know the dark secret behind the phenomenon known as 'bloxification'
>>
>>3388596
>>>/trash/
>>
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>>3388596
it all led up to this specific moment.
>>
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i heard we were posting dirty ssg's
>>
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>>
>>3388620
at what specific point in time did anyone state blue waffle posting was okay
>>
>>3388624
That's a weird extractor
>>
i can't handle this
ya did it /doom/
you did a do
>>
Anyone have a link to the full version of hexen. Used to have the wad but I must have deleted it or something as I can't find it.

All the sites i originally got it from deleted it and just redirect you to steam. I know it's cheap but I already owned it. I don't want to buy it again.
>>
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>>
>>3388643
ComplexDoom.pk3?
>>
>>3388647
Longer strokes!
>>
>>3388641

It's in the faq/pastebin on the OP. Says get the IWADs here, has all the other official wads like heretic and doom 1/2 with it too.
>>
>>3388670
Didn't see it at first. Swear I looked there. Thanks anon.
>>
>>3388653
do not engage the autist
>>
post #3388693

{you}
>>
what do you think about sandy petersen?
>>
>>3388727

Makes cool board games, shitty game levels.
>>
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>>3388727
I think he's overall a pretty cool guy, very /tg/.
>>
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>>3388727
I think he's fat
>>
>>3388739
He did some good maps, the problem is that he was forced to do too many maps at a time.

They really should have rounded his maps with more Romero and American maps, hell, rebuild more Hall maps even.
>>
>not buying an actual Doom II CD-ROM off ebay and ripping the iwad directly from that in order to obtain the wolfenstein levels
>>
how does one go about making a music pack for doom? any special tools?
>>
>>3388769

As in actually making the music, or just replacing the existing tracks?
>>
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hello i am map01
>>
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and i am map15
>>
>>3388770
replacing

>>3388776
i know this is b8, but wait till you get to map 04 & 400+ enemies comes out of the lunch to rape your ass & destroy your cpu
>>
>>3388782
>>3388783

And this is Jackass. (new-new-new-neeeewwwewewewewewewwww~)
>>
>>3388782
>>3388783
you should have posted these and asked us to guess the map they're from. i don't think i would have got the second one. what did you do anyway?
>>
>>3388785

You don't really need anything other than a program that can make .zip files and some songs to make a music pack. You'll need to make sure your new tracks' names match the names of the DOOM tracks you want to replace.
>>
>>3388785
>>3388803

I forgot to mention that if this is for vanilla compat, you'll need SLADE for making a .wad file and only .midis are supported.
>>
1 d_runnin
2 d_stalks
3 d_countd
4 d_betwee
5 d_doom
6 d_the_da
7 d_shawn
8 d_ddtblu
9 d_in_cit
10 d_dead
11 d_stlks2
12 d_theda2
13 d_doom2
14 d_ddtbl2
15 d_runni2
16 d_dead2
17 d_stlks3
18 d_romero
19 d_shawn2
20 d_messag
21 d_count2
22 d_ddtbl3
23 d_ampie
24 d_theda3
25 d_adrian
26 d_messg2
27 d_romer2
28 d_tense
29 d_shawn3
30 d_openin
31 d_evil
32 d_ultima
33 d_read_m
34 d_dm2ttl
35 d_dm2int
>>
an archvile behind a whole load of pinky meatshields
>>
a cyber high on a pillar out of autoaim range
>>
>>3388820
>2 archviles without any cover and the doors are locked
T-thanks skillsaw.
>>
>>3388821
teleporting between several far-off pillars, which also move up and down
>>
http://forum.zdoom.org/viewtopic.php?f=4&t=45521
>>
>>3388815
the entire point of shitposting is pointing out shit opinions, not things everyone agrees with.
>>
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>>3388180
>making a patreon for a doom mod
>>
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>This door is opened elsewhere
>>
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What the hell is this? Temple of the Lizardmen 3, by the way
>>
>>3388832
http://forum.zdoom.org/viewtopic.php?f=19&t=50235

pls donate to my paypal if u want to see more mods
>>
>>3388839

I'm not sure, but I think that is a monochrome zombie.
>>
>>3388839
jake the peg
>>
>>3388839
i didn't know lizard temple was a you-only-have-a-flashlight horror mod
>>
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>that one map in Garrulismo with the Stairway to Heaven midi in the background
>>
>>3388861
that guy likes his hair metal
>>
>>3388830
that freaklore guy ticks me off for some unbeknownst reason.
>>
Too many Doom wads spam too many enemies and why? Why for fucks sake? Doom never had hordes blasting at you it's not fucking Serious Sam which begs the question - did people complaining about lack of enemies in D4 even play the fucking originals?
>>
Has anyone ever actually counted the most enemies normally in a room?
I'd imagine that it would be hard to do though, thanks to the city maps.
>>
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>>3388871
only tangentially related, but I kept noticing from every person who didn't like D4 and I've asked the question 'what would you have made it be then?' oftentimes have either the shittiest ideas imaginable, anything along the lines of Brutal Doom in HD, Doom 3 with added gore, or a straight up ROTT 2013-esque HD remake equivalent of the classics, which, by their own description, sounds like the type of shit jontron and game grumps would have a giggle about and nobody would ever give a shit about.
>>
>>3388741
>After getting the boot, look at the game you were the most proud of being symbolically executed in a "super-secret level" of your former friends' next game.
but commander keen suuuucked
the game itself played decently thanks to john c., but those fucking character designs
>>
>>3388876
there are 66 monsters in the blue key teleporter on map16. i expect there is a comparable number in play if you open everything at once on map18.
>>
>>3388879
>shitting on CK's designs
1v1 me outside
>>
(choosing map16/18 because they seem like the most populated parts of doom2 i could bring to mind immediately)
>>
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>>3388839
It looks scary.

I like it.
>>
>>3388839
that looks like the robotic zombies found in Goldman's building in the final level from the house of the dead 2
>>
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Alright, onto the next map.
Now doing sorta underwater tech-base, with lot of wire and computer-shittery, eventually escalating into guts/skintek "neural nest".

I need better way to make it appear underwater, though, and figure out layout. Perhaps arenaish map, with very vertical elements ( Eagle's Nest ex. )
>>
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Was this ever released?
>>
>>3388918
looks gud

what was your first map called?
>>
>>3388921

What the hell is this, Tails Goes Crazy.wad?
>>
>>3388926
I have made a bunch for a mapset. 6 so far, having goal of 10-12, that one being the one in work ( I have other WIP that's half-way done or so... )

Felt, Lambda, Electron, Aqua Regia, Leaden Skies, Foundry were the previous maps. The newest has link in the thread and first three can be found from Dump 3.
>>
>>3388918
Have you played the demake of Bioshock's Arcadia in Doom? It was made by someone who worked on the original map.
https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/arcadia
>>
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just sharin' some
>>
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>>
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some conceptual stuff for a C.A.T.N.I.P logo
>>
>>3388727
He made the creepiest Quake maps. They actually gave me nightmares.
>>
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Just beat The Shores of Hell without dying
even managed to find the secret level too
hype as fuck
>>
>>3388980
>>3388984
>>3388985
alright I'm pretty fucking amped.

when's it releasing? can you share some screens of a couple of levels or maybe some footage of the game?
>>
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the adventures of square is a pretty cute wad
>>
>>3389090
im still waiting for episode 2
>>
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>>3389090
still on namek, eh?
>>
What is the most Grindcore .wad?
What is the most Death Metal .wad?
What is the most Black Metal .wad?
What is the most Shoegaze .wad?
And lastly what is the most Vaporwave .wad?
>>
File: Mountain Picture.jpg (2MB, 3839x2558px) Image search: [Google]
Mountain Picture.jpg
2MB, 3839x2558px
What are some wads with beautiful scenery and environments?
>>
>>3389165
You forgot what is the most Kino .wad
>>
>>3389183
i spent 5 seconds looking for a chaingunner here
>>
>>3389195
he's behind you
>>
>>3389191
The island, Obviously.
>>
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how do i WRTeleport?
Im using gzdoom builder in a udmf format with a zdoom acs.
>>
>>3389195
found the chaingunner
>>
>>3389256
Teleports are a line action, meaning that when actor ( player or monster, even items ) crosses it from front, they teleport to a sector with same ID, to same position as 'teleport destination' actor.
If teleport destination actor is missing, teleport won't happen.
>>
>>3389205
he's on the mountain thats miles behind you
>>
>>3388647

FASTER. GET ROUGH WITH ME
>>
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>>3388921
In all my years I never thought I'd see that shit ever again, let alone in one of these threads. From a quick reverse image search the mod hasn't had any posts on the zdoom forum since 2015 but he's still updating his comic.
He's making a new version with sexual content.
>>
>>3389323
Now where's the other two?
>>
>>3389332
on the mountains on the opposite sides of the lake

>>3389327
Hey careful, you can only do that more than 3 times in one day if you wait a week!
>>
>>3389327
that reminds me of the extreme weapon pack
>>
>>3388921
Is this Tails_Get_Trolled.wad?
>>
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>>3389345

>thought you were fucking with us about the chaingunners but then I looked closer

Nice.
>>
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>>3388921
>>
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>>3389385
>>
> There will never be a TGT-inspired wad, with different campaigns for shadow and mario.
>>
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>>3389327
>>
>>3389191
>You forgot what is the most Kino .wad

I mean, when you REALLY think about it, there's no other contender other than Swan Fox.
>>
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what changes regarding balance would you have applied to classic doom if it were up to your choice?

I personally would've made it so that both shotgunguys and chaingunners play the DSSGCOCK sound effect before they begin fire, as to give the player a sound cue that they're in their line of fire. Imagine entering the rocket launcher room in The Pit, the walls go down in front of you and behind you, the first thing you hear before you die is that familiar CHIK-CHIK sound. That would be the tits.

Second would be making it so that all revenant fireballs are homing and they fire both shoulder cannons at the same time with the same projectile speed, but at half the original damage for each rocket, meaning you'd get hit for something along 20-40~ HP with each rocket alone, but getting hit with both would easily wound up on a solid 80 hitpoints. They also stop homing in on you if the revenant dies.

Third would be making lost souls slightly home in on you, with half of their original health.
>>
>>3389191
Foreverhood, probably.
>>
>>3389463

The next panel for that pic should be of a young man with glasses saying "I stole an Apple II"

Mmmm.
>>
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Come on guys, can't you think of any wads with beautiful outdoor scenery?
Where you can just explore the breathtaking beauty of nature, carefree as a jaybird?
>>
>>3389165
>Grindcore
>quick and brutal
>Scythe maps

>Death Metal
>Detailed, Gory and puts technicality above emotion
> Brutal Doom (sorry to say)

>Black Metal
>Satanic, a lot happening at once, No fun just gloom
>Thunderpeak

>Shoe gaze
>Simple yet emotional music that usually builds up to a wall of sound, Beauty in the form of music
>The island

>Vaporwave
>mockery of consumerist society, slow, asthetic, melancholy, meme
>Sky may be
>>
>>3389476
ACTION.wad has a really cool jungle bit
>>
>>3389476
i see 3 cacodemons. 2 in the reflection of the water and one behind a tree. is that it?
>>
>>3388823
Which map?
>>
Does anyone else wonder how Doom would look if it was in the early fully 3D fps era? Like, if ID made Quake instead of Doom, and we got Doom with low-poly 3D models.
>>
>>3389478
>>quick and brutal
>>Scythe maps

Scythe never goes brutal until the final episode.
>>
>>3389561
Probably similar to Quake, but with more fiends and shamblers.
>>
>>3388871
IMO, doom 4's problem wast lack of enemies, the problem was overly relying on "arena lockdown" encounters, and not enough incidental encounters.
>>
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>>3389561
there would be much less enemies and because of this the gameplay would change and probably end up having quake-like monster placement due to the resources required for the 3d monsters

visually it'd be really blocky and less impressive than the sprites. maybe the cacodemon would end up more like the beholder from dungeons and dragons
>>
>>3388863
>Led Zeppelin
>Hair Metal
>>
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http://www.loonygames.com/content/1.35/totb/index2.php
>>
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>>3388871
>the original didn't do thing so you shouldn't! More enemies is more bad!

Bad encounters are just bad encounters. Tough, high enemy count maps are made for players who know the mechanics well enough to deal with high enemy counts - which takes some more time, but doesn't get boring so long as the encounter itself isn't bland 500 imp spam in a featureless room. And even then, only lategame Sunder levels of retardedly huge encounters take a large enough amount of time to get dull. Dealing with moderately packed encounters like the sort from Sunlust and Ancient Aliens isn't all that time consuming if you've picked up the game's mechanics at all in the 2 decades it's been around for.
>>
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Tall mountains, vast plains...

I just wanna run around at top speed in vast open nature reserves.

>>3389539
no
>>
>>3388871
>Doom never had hordes blasting at you it's not fucking Serious Sam

Plutonia map32 and Hell Revealed pretty much popularised the style of gameplay. This is long before Serious Sam existed, too.
>>
>>3389602
Hotair balloon and house
>>
>>3389614
the third one is kinda bullshit
>>
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>>3389602

>that one revenant
>>
>>3389617
Oh fuck I can see it
>>
>>3389597
Yeah, this. I've always been a fan of the hordes found in Speed of Doom, because they were always paced pretty well, and were often quite varied.

Where as I simply can't bring myself to play Sunder's later levels because they drag on to the point where I stop caring.
>>
https://www.doomworld.com/idgames/levels/doom2/deathmatch/p-r/remorse

Kenneth Scott's DM map pack with a new status bar, a new hud face, some new textures, a new font for numbers, and various other graphics.

Face needs some cleaning.
>>
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Anyone got any fitting music suggestions for

>>3389476
Engine limitations. "Natural" levels in Doom look something like this, even with ports. The closest thing I can think of to wandering around picturesque nature scenery is well done fantasy or ruin maps like Temple Of The Lizard Men or a couple of the Hexen inspired Doom mapsets I can't recall the names of that feature overgrown gardens and stuff in their levels.
>>
>>3389478
I'd say Swift Death better describes Grindcore.
>>
>>3389629
Well I fucked up

*Anyone got any fitting music suggestions to go with a bunch of mostly music-less Quake map packs? Gonna play through Rubicon 2 and Rubicon Rumble Pack today and can't deal with the silence.
>>
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>D4D
>Berserker pack + Hologrenade combo

DON'T NEED A GUN, GUNS ARE FOR WUSSES!
>>
>>3389597
>someone in this very thread was pained enough to make that gif
classy
>>
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>>3388180
>>3388832
>>3388840
What is wrong with these people? I can sort of understand asking for donations if you're making a whole new game on the Doom engine, but for a mod? A gameplay mod no less?
>>
>>3389647

Degenerates are doing their best in an attempt to get that sweet easy money. Just like Youtubers, streamers, and furry porn artists.
>>
>>3389561
I recall romero stating once that he wanted Doom II to run on something other than ID1, even vaguely recall him mentioning quake at some point in the sentence, and ended up feeling disappointed it didn't come to fruition and that's the reason behind why we ended up with a rehash of the original according to him

I wonder what would've come of that

>>3389608
you missed his point entirely

he's merely comparing combat encounters in classic doom to nudoom's enemy count which people oftentimes tout as more difficult than it really was, this is only sticking to the classic games
>>
>>3389647
better than asking for donations and then offering nothing back. what's wrong with asking for money anyway? they didn't put anything behind a paywall.

some people are poor.
>>
File: iceland balloons.jpg (4MB, 5616x3744px) Image search: [Google]
iceland balloons.jpg
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>>3389629
makes perfect sense

Then someone needs to port doomguy to some engine that can handle it.

forgot something
>>
>>3389650
being one of those you mention doesn't necessarily in turn mean being a degenerate though. they mostly depend on the odd preferences of their audience and simply deliver to them what they want to see. most people i know IRL who do stuff like commissions and r34 only do so occassionally, and even then it's mostly got to do with how much the bidder is willing to put out him or herself that does the talking and not much else.

It's most to do with the accessibility that people looking for content have really, which makes them literal money cows rather than something content-makers willingly put themselves up to do.

source: ________________________i'm a smut maker myself and furries are literal cash grabs
>>
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STATUSBAR.png
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https://www.doomworld.com/idgames/themes/TeamTNT/return/retres

Why didn't this end up in more wads? It's the fucking shit, it's the coolest fucking thing, it's dope as hell.
>>
>>3388840
>motherfucking EDGE
like fucking hell I am donating.
>>
>>3389673
Too over produced.
>>
>>3389673
>bad doomguy! bad doomguy!
>go to your HUD!
>*muffled unfing*
>>
>>3389652
he said
>Too many Doom wads spam too many enemies and why? Why for fucks sake?
>>
>>3388871
Refueling Station
>>
>>3389652
>you missed his point entirely

reread >>3388871. He's complaining about Doom wads, not Doom 4.
>>
>>3389327
>All those pumps and it only kills one pinky
Still pretty lewd.
>>
File: cheesydung.jpg (75KB, 514x408px) Image search: [Google]
cheesydung.jpg
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Alright, someone spoonfeed me.
>>
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5a7.png
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>>3389656
>what's wrong with asking for money anyway?

asking for money in and of itself isn't wrong. providing a good service and then being compensated for it is the basis of our economy and capitalism as a whole.

however, if you're just making a shitty replacement with very little code and begging for me to give you money with a sob story about how you need money to be motivated to continue working on something, i am well and willing to call you a bitch instead
i'd be willing to give money to people like weasel, or ribbiks, or xaser, or terminus, or arborix (who actually DOES have a patreon!) , because they do cool work and do good stuff for the community

compare with anything chronoteeth has made, or doomretro, and it's fucking laughable in comparison
>>
>>3389681
>>3389687
my b
>>
>>3389673
Yeah, I always liked Eternal Doom's hud.
>>
>>3389702
>2014
Update your GZDoom, nigger.
>>
>>3389702
http://devbuilds.drdteam.org/gzdoom/

update your shit anon, jesus
your gzdoom build is literally two years old
>>
>>3389673
what are some other status bar and face graphics?
>>
>>3389703
I'd give money to Marty Kirra if it meant he didn't have to live in a tornado shithole anymore.
>>
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breazydude.jpg
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>>3389709
>>3389706
>>
>>3389726
oh

right

I recall reading somewhere around here that BD no longer worked on modern GZD dev builds

um

try with an official stable release from the same page?
>>
>>3389727
That's why i had an old as fuck build in the first place, been fucking with this for half a bong
>>
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sQQYal7.jpg
482KB, 2592x1944px
>>3389726
>>3389702
I took a look at the code of the wad.
In that line, Mark has a decorate variable listed as 0.I
Not 0.1
0.I

Shine on, you crazy and fucking incompetent Brazilian.
>>
>>3389730
it actually just fucking works with 1.9.1
because
mark
>>
>>3389730
>0.l
i still don't get it
how did that even parse properly, let alone work
>>
File: almostfinallydoom.jpg (117KB, 546x586px) Image search: [Google]
almostfinallydoom.jpg
117KB, 546x586px
>>3389736
>>3389730
I've now nearly made comfy doom.
I just need to now remove both bloodpools (or reduce size by 3/5), and ""CRUELTY BONUS""
I know my load order might be disgusting, but lets go ahead
and see yours /doom/
>>
>>3389736
It parsed as "0". This is because DECORATE is absurdly lax about certain things to avoid busting up people's weird hacks.

Or was, at any rate.
>>
File: 1439429198309.gif (2MB, 500x500px) Image search: [Google]
1439429198309.gif
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>D4D's chainsaw can instagib cyberdemons
holy fucking shitu sempai
>>
Anyone know why bdmonstersonly doesn't have
MUH SPRITE RAGDOLL
like the corpses rolling, up against walls, etc
>>
is it just me or are D4D's shotgunguys the biggest cum eating faggot beasts of all time
>>
>>3389779
That isn't the Pain Elemental.
>>
>>3389703
If SUAB 2 is actually the massive improvement from SUAB 1 i'm dreaming it is, then i'll gladly toss a few bucks his way. But it's probably not.
>>
File: krusty.jpg (32KB, 360x269px) Image search: [Google]
krusty.jpg
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>>3389730
>In that line, Mark has a decorate variable listed as 0.I
>>
File: laughing chin.jpg (15KB, 344x352px) Image search: [Google]
laughing chin.jpg
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>>3389730
>In that line, Mark has a decorate variable listed as 0.I
>Not 0.1

Fucking how
>>
File: Screenshot_Doom_20160725_195842.png (900KB, 1366x768px) Image search: [Google]
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>>3389781
it's pretty much an overstatement that pain elementals are shit. that said those faggots can suck a cock too.
>>
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struttin.gif
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>>3389730
>0.I
Jesus Christ.
I guess I've done some dumb shit through lack of sleep and late night drinking while working, but that... That really should've been caught.
>>
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sshot022.png
835KB, 1024x768px
>>3387931
Cheers, I'll upload the first 3 maps soon, pretty much finished the 3rd, just gotta playtest a bit. I'm not as good as antnee but I'm getting better.

I'm definitely going to use the trick where you design the first map last, that way its awesome and interesting, instead of being babbies first Doom64 map.

I've been having a lot of fun with custom textures, even got some art into the crew living quarters.

Also there's a map in beta64 with a 3D floor-like bridge, I'm wondering how the hell he did it! - its map 7. I think I know what he did but i'll have to test it out... a lowered sky with passable lines and "blank" textures on the side, like a sky trick you can walk through... There is also a section in Doom64 with a similair thing - bridge above another room.
>>
Redpill me on voxels, /vr/.

How would I go about making voxels for use in Doom? What programs can do that stuff?
>>
File: shodan.jpg (13KB, 216x162px) Image search: [Google]
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would you let SHODAN put on a giant strap-on dildo and ram you up the ass gently while whispering in your ear what a puny and insignificant insect you are
>>
>>3389845
I'm not into that.
>>
>>3389845
gay
>>
>>3389845
what the fuck is it with this general and boner-inducing stuff

I need more
>>
>>3389856
holy FUCK
>>
File: 1455320952948.gif (2MB, 286x210px) Image search: [Google]
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>>3389845

fuck no, because i'm not some kind of puny hacker
>>
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>>3389808
>>3387931

Here's the latest: Its all working. 3 maps for Doom64EX.

http://www.mediafire.com/download/ppw8sw3755ds4tl/Earth_100.wad

Next map is going to be a Jefferies tubes affair - cramped non-linear ducting and demons pouring in to keep the pressure on. Its about time I introduced the chaingun too...

I wish there were more ways to kill players than just ceiling crushers and monsters - might try to make an animated fan that hurts to touch
>>
So what is the logic between letting pegging fantasy posts stay up and deleting opinions, bait or otherwise?

Were having a bit too much fun, more than was allowed?
>>
>>3389983
>Mommy why did the mean old mods delete my blatant shitposts
>>
New thread >>3389994
>>
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image.jpg
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>>3389845
Not gonna happen, kiddo.
>>
>>3389647
>not Nigel_Thornberry_and _his_friends_Vin_Diesel_and_Whoopi_Goldberg_who_is_undergoing_chemo.png
>>
File: 1343246016445.gif (2MB, 540x360px) Image search: [Google]
1343246016445.gif
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>>3389983
>So what is the logic [...] deleting opinions, bait or otherwise?
>What is the logic deleting bait?

It's a goddamn mystery, ain't it.
>>
>>3389650
Hey now, I actually do put in a lot of effort in my furry porn.
>>
>>3390216

Other thread, dinkus.
>>
>>3390218
I know, but I don't really want to bring furry porn discussion on a perfectly fine Doom Thread.
>>
>>3390225

Then why did you respond to that part of the post?
>>
>>3390232
Because this thread is on page 8.
Also as a joke.
Thread posts: 661
Thread images: 197


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