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WE PUT THE Q IN QUTE

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Thread replies: 716
Thread images: 176

File: quake dudes.png (2MB, 2000x1600px) Image search: [Google]
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DOOM THREAD / RETRO FPS THREAD, USUAL OP IS STILL AFK EDITION - Last thread >>3425605

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
>>
[08-15] Anon mod: Brutal Basic >>3427361
http://www.mediafire.com/download/g970qa70a0af4na/Brutal_Basic.pk3

[08-13] MetaDoom first very early version released >>3423714
http://forum.zdoom.org/viewtopic.php?f=19&t=53010

[08-10] Anon mod: Revenant Doom >>3418323
https://www.dropbox.com/s/hi7j92ms6ns2jei/RevenantDoom.wad?dl=0

[08-10] Anon mod: Tex 2 Spek >>3418041
https://www.dropbox.com/s/a0spu00qvoxe8g7/TEX2SPEK.pk3?dl=0

[08-04] Urania, new Plutonia megawad
https://www.doomworld.com/idgames/levels/doom2/megawads/urania

[08-04] Anon maps update: Knee Deep Again >>3404968
http://www.mediafire.com/download/u1dec5iwynr6lm9/Knee_Deep_Again.wad

[08-04] THT Threnody (Ty Halderman Tribute project) released
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/thtthren

[08-02] Anon maps update: Earth >>3400398
http://z13.invisionfree.com/Doom64EX/index.php?showtopic=143

[07-30] Anon map WIP: Moonlit >>3397363
https://www.dropbox.com/s/n0lh8qppkkmq2x7/Moonlit.pk3

[07-29] Anon map: HOUSE.wad >>3393371
https://www.dropbox.com/s/krtymf1c5am9saf/HOUSE.wad

[07-29] Vinesauce Doom Mapping Contest
https://twitter.com/joel_vinesauce/status/759106077120204801

[07-29] Anon mod release: Void Elemental >>3391175
https://www.dropbox.com/s/7lodgca3scj2ivz/Void.pk3

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

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

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

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

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

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

===

TO SUBMIT NEWS REPLY/BACKLINK TO THIS POST.
>>
Is there a Redneck Rampage TC yet?
>>
New thread when?
>>
Recommend some wads for Demonsteele, please.
>>
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How the hell do i get the quake 1/2 expansions to run?
>>
>>3431578
Run the expansion on Steam, should work automatically

I think there's a .bat you run
>>
>>3431576
pick a map from your folder at random and try it
try AV, i dare you
>>
>>3431576
scythe 2
newgothic
speed of doom
the eye
aeternum
>>
>>3431576
Scythe 2 is mandatory.
>>
>>3431576

I liked Going Down.
>>
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>>3431584
>steam
I downloaded them from the OP's quake pastebin
Ain't no .bats here, only .paks
>>
>>3431576
/pol/
>>
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How can I get my hands on "Hell 2 Pay" and "Perdition's Gate" other than buying second hand?(non-american/european here)
>>
>>3431578

Make a shortcut for your engine of choice, then add the parameter -game rogue or -game hipnotic

I don't remember which one goes to what expansion, but you'll figure it out.
>>
>>3431605
>I downloaded them from the OP's quake pastebin
I know you did, I was kidding

>>3431610
Hipnotic is Pack 1, Scourge of Armagon
>>
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>My pic in the OP post
>>
>>3431609
http://visionsofdoom.us/oldnews.html
>>
>>3431609

Perdition's Gate can be found here: http://visionsofdoom.us/wads/perdgate.zip

I don't know where you'd be able to get Hell 2 Pay, but I managed to find a download of it a long time ago, and if anyone wants I could upload it.
>>
>>3431609
>>3431620

Oh wait, I found a full download for H2P: http://www.moddb.com/games/doom-ii/addons/hell2pay

Should google before posting.
>>
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>>3431615
Well anon it was awesome, it deserved that place.
>>
>>3431628
BFG GA DAISUKI <3
>>
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>>3431620
>>3431617
Thanks. Here, have a sexy Hunter
>>
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Why is the UAC chaingun such shit when compared to this Aryan masterpiece?
>>
>>3431665
i never played wolf3d
why is everyone gushing about it?
does it shoot faster or something?
>>
>>3431636
Got anything like that but featuring Slash?
>>
>>3431670
It's faster, stronger and louder
>>
>>3431670
shoots faster, shoots more accurate, does more damage up-close, has a cooler animation and sound
>>
https://www.youtube.com/watch?v=H6emKRhNk24

Brutal Doom 64. Thoughts?
>>
>>3431670
It mows down even the strongest enemies in mere seconds. It's like a constant firing street sweeper. It's one hell of an ammo hog though
>>
>>3431679
if the same cow shits on the same meadow, do you really need to ask peoples opinion on both?
>>
>>3431684
>http://visionsofdoom.us/oldnews.html
Maybe monsters from hell can survive longer than humans
>>
>>3431670
the fucking sound is the best thing you'll ever hear
>>
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>>3431563
Wolfenstein 3D >>> Doom
>>
>>3431679
mark doesn't know what aspect ratios are
>>
>>3431679

Basically >>3431686
Mark has exactly one gameplay mod idea and is intent on cramming it in as much as possible.
>>
>>3431686
HEH
>>
>>3431684
Doom's chaingun is a mid level weapon just above the shotgun but there are plenty of more powerful weapons available. The gatling gun is basically Wolf's BFG, top level.

It's not an excuse for the poxy sound though. cf. >>3431691
>>
>>3431692

I respectfully disagree.
>>
>>3431689
Not sure how modified it was for the mod, but in Samsara the Wolfenstein chaingun can stunlock even some of the strongest enemies. If what one clumsy anon in the last thread said was true, it can sometimes even do that to Archviles.
>>
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>>3431671
This is the best one I got
>>
>>3431679
same old shitty d64 with splatter sounds. nothing special
>>
>>3431720
Finally someone else that also dislikes that turd Doom 64.
>>
>>3431628
Thanks, man!

Do you guys have any doom requests? I'm in the mood to draw.
>>
>>3431741
Doomguy playing EDF
>>
>>3431576
Equinox
Doom core
>>
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If you've never played Jazzpunk, this alone is a good reason: https://www.youtube.com/watch?v=3EJHIM9-cuc
>>
>>3431576
Scythe 2
Scythe
Scythe X
Equinox
d2reload.wad
valve.wad
>>
>>3431801
There's a half-life wad?
>>
>>3431814
No, it has nothing to do with Half-Life. That's just what the wad was called. I forget the actual name.
>>
>>3431814

Yes, but that's not what valve is.
>>
>>3431818
The half life wad is like Paranoid or something like that iirc.
>>
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>>3431818
>>3431823
Oh. Heh. I see.
>>
COMPUTER UPDATED
>>
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oh what?
>>
>>3431856

Cute.
>>
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>>3431856
>metroid mod
>still uses stock Doom weapons

no
>>
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How would you make the shub niggurath less bad?
I just noticed she looks like the quake logo bravo id
>>
>>3431871
don't telefrag it
>>
>>3431871
What's an FPS with good boss fights?

Asking genuinely. I'm sure I played some but don't have them at the top of my head.
>>
>>3431871

>3 phases
>Phase 1 = Hordes of shamblers and vores
>Phase 2 = Telefrag her tentacles and defend yourself of it
>Phase 3 = Destroy her from the inside, her brain deals a lot of damage
>>
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>>3431891
Metroid Prime 1-3.
>>
>>3431856
>nigga doesnt like doom or wolfenstein

oh look everyone its one of anita's friends
>>
>>3431891
half life
area 51
geist
>>
>>3431891
Warframe has some good ones, but it also has some really bad ones.
>>
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>The melee attack in MetaDoom

Kinsie, if you're here right now, thank you. Just thank you.
>>
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>>3431871
make it like an actual eldritch abomination instead of a big ugly lump of meat
>>
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>>3431903
why would you admit that you gave her money

even anonymously
>>
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>>3431910
Back to Saturn X E2
>>
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>those marines in project msx
They don't sound like they're possessed at all
In fact they sound really freaked out
A-am i the demon?
>>
>>3431891
I dunno, for everyone here it is either "muh gimmicks" "muh shoot it until it dies".
>>
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>>3431981
back on topic, what are people working on right this moment?
>>
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>>3431989
So this is the SBarInfo I've heard so much about. It looks worse than I imagined.

I'm working on nothing, taking a break before I resume 2 projects
>>
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TRESPASSA
>>
>>3431993
It's not too bad so far, Though I can't figure out if there's any sort of actual conditional logic you can use in scripting other than what's predefined already as a function. Like, can I compare ammo1 to ammo1capacity to do something different when you're full on ammo? Can you compare health to a armor to a constant (let's say 30) to maybe use a different bar graphic when the player is low on life?
>>
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>>3431997
FREEZE
>>
>>3431406
>>3431417

There's a problem with that, if I just decided to completely remove certain ammo/weapon types

Exploration becomes less useful because there's a good chance you'll enter a secret room or go out of the way and find literally -nothing-, GMOTA suffered from this problem when I first started and it sucked ass going against the grain of doom maps and their sprawling nature.

So I'd prefer to have a plan for everything before I start tinkering and re-adding content, I don't want a repeat of last time where I said "Fuck it" and dumped every idea I could think of onto Blaz.
>>
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[Quake 2] Mission 64 (Q2 N64 -> PC recreation attempt)

http://forum.zdoom.org/viewtopic.php?f=12&t=53046

>Mission 2 is done
>Added Invisibility powerup.
>Powerups are now used on pickup (like in N64 version).
>Weapon switching animation now plays 2x faster.
>Weapons now have select sounds.
>Added footstep sounds to the most of currently used enemies.
>Changed HUD to look somewhat more like N64 HUD.
>>
>>3432007
You could always just add 'points' items. As long as you're showing the player a score somehow you can give the player literally nothing.
>>
>>3432015

score and points are dumb unless they're actually contributing to soemthing within the gameplay. Like if you hit a threshhold of points and you get a 1-up.
>>
>>3432010
...Why would someone make this?
>>
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>>3432004
HALTEN SIE!
>>
>>3432023
Why not? We have recreations of the PSX and N64 campaings for Doom, why not do the same for Quake 2?
>>
>>3432023
Because it's colourful and looks better to someone people because of it?
>>
>>3431983
I'm ok with gimmicks though.

Shooting it til it does is only interesting if it has decent arena
>>
>>3432017
Some people like to see numbers go up, even if they don't mean anything else. If there's a theoretical maximum you can hit for any given map, it's like an achievement. Just another way to show all enemies were killed, and all items and secrets were found.
>>
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Goddamn, I haven't gotten anything today.
Although, hopefully now I can get wind in my sails again...

Horrible texturing so far, gotta figure out better ways to do this...
>>
>>3431679

knowing that almost nobody clicked on the video (understandably so) i will mention a few notes that i think you might like to know

-mark basically turned the nightmare imps into stealth imps. yep. stealth as in zdoom stealth, the class that you can see only when they attack you
-uses freelook a lot during the video but doesn't jump, because logic
-he included a revenant, and it's the hackiest tchernobog frankensprite edit you can imagine
-there is a spidermind, and i believe i've seen it before in the zdoom forums

this is only making me wishing to play D64EX to be honest
>>
>>3431871
Make it actually move around, surprisingly quickly, and each tentacle hits with the force of a fiend attack. Have it stalk you through a labyrinthine old castle until you can lure it into a teleporter - which is defended by 6 vores. Once in the teleporter you seal it inside the buffer loop, and hope like hell no one ever finds this place... and lets it out....
>>
>>3432050
casual reminder that he wants people to give him money for this
>>
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>>3432050
>-mark basically turned the nightmare imps into stealth imps. yep. stealth as in zdoom stealth, the class that you can see only when they attack you
>>
>>3432050
dont forget the most important part

>no 6 part colored sector lighting - one of the definitive aspects of the original
>>
>>3432050
Oh boy! I can't wait to donate to him on Patreon for more quality content like this!
>>
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>>3431564
Updated the Earth mapset for Doom64EX:

http://z13.invisionfree.com/Doom64EX/index.php?showtopic=143

6 maps now, starting with the large rural map I've been building over the last week which I 'solved' my collision issues with. Its not your average MAP01, but ah well - should be fun to explore anyhow.

Looking forward to building the final 2 Techbase maps, and the onto some hellish hell maps which should be a lot of fun.
>>
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The templar armor is really cool.
>>
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How do you feel about Quake 2?
>>
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>>3431615
>>3431628
>>3431741
>>
>>3432090
i liked it

strogg are cool enemies

the weapons are kind of shitty though
>>
>>3431720
>>3431723
here.
>>
>>3431741
adrian carmack with his rubber ducky, his "only true friend" at id
>>
>>3432092
What?
>>
>>3431741
a watercolor-styled cubism-inspired reinterpretation of Don Ivan Punchatz' classic doom cover on a loincloth canvas.
>>
>>3432105
He's just being a dumb shitposter. Nothing about that exchange was spaghetti worthy.
>>
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>>
what doom 4 model do you want me to put poorly sculpted tits and ass on today
>>
>>3432140
I'd say try something simple and go with a hellknight.

>>3432126
fuck off.

>>3432132
you really want that request done, huh?
>>
>>3432090
It's alright. I love the music, the environments are a bit bland and a step back from Quake 1, the guns sometimes feel kinda weak like I'm shooting ballistic tissue paper at people.

Aside from that I basically enjoyed my time with it.
>>
>>3431856

>Uses JUSTIN BAILEY for god mode password

Would've made more sense to use NARPASSWORD
>>
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>>3432141
you might be interested in how the hell knight's ass has evolved over the decades
>>
>>3432090
[beep beep beep] Computer updated
>>
>>3432126
doom 3 WAS pretty darn slow, it's intended to be played at a slower pace. you can choose to blaze through it running at all times with the chainsaw as some anons here so claim and while that *may* help the game feel more fun, its more of a farfetched solution for the game playing like a crawl than anything. doom 4's overall speed seemed sluggish at first but once I got the game I found out the player movement, the monster speed, the environmental sets, it all actually fits and makes for a pretty nice experience.

I can see why some people might not like doom 64 and that's okay, but speed wise its definitely faster than doom 3 to boot and on par with 4's speed. it had a way better looking hell than all games combined for what it's worth imho
>>
>>3431993

If you think that's bad, go check out DRLA's SBARINFO lumps.
>>
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>>3432160
What's the one in the middle? Looks too high poly to be 3.
>>
>>3432160
classic doom's hellknights shouldn't count since they're literally baron recolors

and barons have, as we all might be aware by now, majestic buttocks that can never be gained
>>
>>3432169
>anal purpose tool for drilling holes
man, the UAC really made sure that they were ready for an invasion.
>>
>>3432169
it's 3 with some subdivision which is basically dividing the polygons into more smaller polygons and smoothing out the resulting shape. it lacks a lot of detail since most of the detail are in the normal maps and not the mesh but at least it's nice and smooth
>>
>>3432167
no i just mean SBARINFO itself

i am not brave enough to wade into those waters

yet
>>
>>3432090
good not great
>>
>>3432167
The posted one isn't even that bad. Just pretty simple so far.
>>
>>3432135
looks like shit
>>3432137
lmao did they guy forget that the soldiers weren't supposed to be medieval armored or is he just stupid
>>
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>>3432175
>>
>>3432094
>>3432146
I think part of the problem here is the lack of muzzle flash in the guns.

Loved the super shotgun, chaingun and hyperblaster though.
>>
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))<>((
>>
>>3432195

AESH TWO EASH!
>>
>>3432194
I see a lot of people praising Q2's hyperblaster but it always felt crap to use, at least for me.

the small projectile hitbox coupled by the delay between single shots plus the annoyingly high volume sound effect and the lack of general feedback... I just don't think of it as anything close to a good weapon. I hated it as a teen and I hate it now.
>>
>>3432195
c-could you be able make 3d smut with the models

you can upload the pics to imgur and link it here
>>
>>3432204
nope
>>
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>>3432206

you're ok, anon
>>
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>>3432206
>>
>>3432207
did you save the thumbnail of a reaction image or some shit?
>>
>>3432207
screw you
>>
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>>3432214
>>3432215
>>
>>3432226
were you posting something funny?
>>
>>3432228

Man, who shit in your cornflakes today?
>>
why do the plasma rifle and BFG work off car batteries
>>
>>3432234
i'm just pulling your leg
>>
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>>3432228
it's supposed to be winking but you know how it goes
>>
>>3432226
>>3432238
>shrinking both times

top zoz

good edits m8
>>
>>3432238
UGGHHHHHH

SMALLER
>>
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FFFFFFFFUCK
>>
>>3432126
>Doom64
>slow
not really, plenty of fast paced action

>shittiest level design in the official dooms
I would say the opposite: some of the best level design in the official dooms
>>
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>>3432241
Not him, but here you go
>>
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>>3432258
i see your smol cat and raise u the worlds smolest violin
>>
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>>3432201
It has a good side to it that I've learned to appreciate: energy weapons in Quake 2 can bypass either all or a good part of the enemy's armor. That alone gives it a pretty nice, consistent TTK in almost all circumstances.

Also, at least in my case, since the projectiles travel relatively fast (at least compared to the traditional plasma gun) and are relatively long and visible, they can work as one long, almost continuous line of tracers that help you keep track of the opponent.
>>
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>>3432241
>>
>>3432263
I see where you're coming from, but there's nothing that will be able to change my view on its overall feel. I personally don't particularly dislike pew pew laserguns in FPS (heck the plasma rifle is one of my favorites), but there's something about not just this one weapon, but the entirety of quake 2's arsenal that I find unsatisfying and floaty overall.

might be the lack of a proper muzzleflash as others have said, I dunno.
>>
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>>3431989
I have edited Ketchup so the enemies always explode on death.
>>
>>3432275
So unchanged from default Brutal Doom, according to Mark's videos on youtube anyway.
>>
>>3432295
Yeah, but mine has no ear-rape screams. I should open a Patreon.
>>
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>Brutal Doom and its derivatives are supposed to be the ultimate tributes to the doom comic
>still no chain-fu
>>
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>>3432307
I can't be the only one who reads the Doom comic in Macho Man's voice
>>
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>>3432314
I never did before but I will now
>>
>>3432189
Maybe it's just me but I always thought Ranger's armor looked very medieval.
I think his rocket launcher looks medieval too, for some reason.

I kind of want to see more medieval-looking futuristic stuff now. With guns.
>>
>>3431576
Vrack 1, 2 and 3.
>>
Never played Hexen or Heritic, are they any good?
>>
>>3432345
They're OK. Heretic is more just a reskin of Doom with fantasy elements and Hexen is a more hub-based, puzzle-focused version of it where you to need to criss cross between a set of levels pulling different switches and finding different keys to unlock things in other levels.

They're an acquired taste.
>>
>>3432345
If you play one, try Hexen. It does sort of its own thing more than Heretic and is more enjoyable in my opinion because of it. Some of it works, some not so much, but it's all very interesting how it was built and fit together.
>>
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>>>/wsg/1248336
Messing around while working out a headshot script.
Jimmy's "Mercury Rain" DUMP3 map
>>
>>3432321
I like how Arena Generations explained the world and technology of Quake as a sort of medieval regression happening after the apocalypse caused by the Doom Wars.
>>
>>3432398
that pistol animation is really bugging me, i don't think that's supposed to play forward and backward like that.

other than that it's real cool
>>
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>>3432004
SHTAWWWP
>>
>>3432423
FREESH
>>
>>3432417
It's actually the exact same animation as the default doom pistol, except sprite A and C are 1 tic shorter.
3-6-3-5 instead of 4-6-4-5.
>>
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[mimic noises]
>>
What are your thoughts on Doom repacked with Heretic/Hexen? Worth it or just a butchering of code?

Asking as I want to play Heretic/Hexen but don't know what I should pick up.
>>
>>3432437
Those things are nothing. But their noises are kinda weird I guess.
>>
>>3432447
Just get both of them. There's no hassle in it.
>>
>>3432345
Both really great. Heretic is fast paced, doom-style action and key hunts to get to the exit.

Hexen is an exercise in gameplay torture - great atmosphere and pretty cool classes/weapons, but the gameplay can be VERY obtuse. Dont be afraid to consult a walkthrough if you find yourself wandering around in circles with no idea where to go - that's never fun after the 10th time searching a level.
>>
>>3432452
I was amazed how Hexen 2 was somehow even more obtuse with it's puzzles.
>>
>>3432454
heh... I honestly can't decide which was worse. both pretty bad. fun and frustrating in equal amounts. Hexen II had some great locations and very cool lore
>>
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http://www.smythstoys.com/uk/en-gb/toys/construction-cars/c-396/other-guns/p-12145/space-defender-gun-and-sword/

get some dumb space toy photos and make some textures why not
>>
>>3432464
This is a rad looking pistol. Someone should definitely do this.
>>
>>3431692
Wolf 3D is neat, but the level design is far too repetitive and samey for my tastes.
>>
>>3432334
I don't think I've heard of these yet, I'll check them out.
>>
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>>3431747
Here you go m8
>>
>>3432490
that neck

lmao
>>
>>3432490
fuck, that desk looks like it'd be a bitch to play on
>>
>>3432464
neato.
>>
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uhh
>>
>>3432493
>>3432496
Damn. I didn't even think about this shit. Well, that's really embarrassing.
>>
>>3432490
Caco-stressball owns
>>
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>>3432496
>implying that doomguy would be bothered by an inadequate desk

nice try
>>
Anyone have a link for Wolfenstein3D?
>>
>>3432452
>>3432454
I always felt Hexen's abstract level design only made its obtuse exploration-focused gameplay worse, as it often lead to having to rely on trial and error until you stumble upon the switch (or the door it opened).

I kinda wonder what it'd have been like if we had a Hexen with level design that more resembles the kind of stuff in Thief.
>>
>>3431295
Nigger the stream is like forever long and I don't have time to sit through it again looking for that part.

I like the guys stuff despite the weeb in every part of it.

>>3431301
>>3431307
>>3431312
>>3431425
>>3431430
Doom and anime were not meant to be mixed. TerminusEst13 aka King Weeb is not my modder. Rip and tear not kawaii and uguu okay
>>
>>3432526

hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
>>
>>3432516
http://www.arcades3d.net/descargas/wolf3d/wolf3d.var
>>
>>3432526
>Doom and anime were not meant to be mixed.

I dunno what you're on about, but Doom and anime have been mixing for a long time and Demonsteele is hardly the first mod or even the first notable mod to have done it.
>>
>>3432540
not that i'm agreeing with him, but that doesn't mean that it was meant to happen, only that it did
>>
>>3432546
i'm not a fan of demonsteele (or gameplay mods in general) but the idea that there are things doom was not "meant" to have is farcical, especially as carmack expressly intended for people to expand what was possible and go in different directions.
>>
what is demonsteele and is it worth playing? all i can gather is that the creator is a huge weeb and that you shouldn't talk about his dump 3 pistol or so help us
>>
>>3432552
>what is demonsteele
Play as a girl with a sword, cut demons to bits.

>is it worth playing?
It's fun, if you don't mind completely-not-Doom gameplay.

Pisses off some people who are anal about chinese cartoons.
>>
>>3432552
It's a fun melee focused mod. It turns Doomguy into a chip-munching soda-guzzling anime girl that cuts demons up with a katana. Very frantic, but very good fun once you get a rhythm going.
>>
>>3432552
a gameplay mod where you cut up enemies and shoot them a lot and it's pretty stylish.
doesn't play like doom at all, so it's a pretty interesting romp.
>>
>>3432552
Turns the game from run-and-gun to run-and-slice-a-lot.

More reminiscent of Shadow Warrior than anime, which makes people whining about anime and weebness pretty funny.
>>
>>3432552
it's pretty neat, not really my cup of tea though
>>
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I downloaded quake and quakespam for linux
./quakespasm just gives me QUAKE ERROR: W_LoadWadFile: couldn't load gfx.wad
>>
>>3432552
It's pretty difficult to get into but I like it.
>>
>>3432552
not my cup of tea but it's interesting to see and there's some nice ideas in it.
>>
>>3432556
>>3432559
>completely not doom
huh. i'll have to try this out.
my main gripe with a lot of gameplay mods is that they can't decide whether they want to be vanilla doom or not - this sounds really interesting.
>>
>>3432570
It's certainly one of the more interesting Doom gameplay mods out there.
>>
>>3432570
>my main gripe with a lot of gameplay mods is that they can't decide whether they want to be vanilla doom or not
DS definitely does not have this problem. It is very much not Doom.
>>
>>3432535
>>3432540
The second part is a joke, lads.

I mean, I would prefer if Terminus made less weeb things, but I'm not asking him to change. He's making things I enjoy for free and if making them weeb makes him happy and continue making them then that's fine.

You don't listen to an hour plus stream cause you hate a guy. I was just bullying him a little for being such a nerd.
>>
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>make a doom 4 weapon sound effects mod for shits and giggles
>the sounds actually fit the ticrates for every gun, including the BFG
huh.
>>
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Whoever designed Map9 of Plutonia is a sick fucking bastard. I fell into the pit at the end of level too many times to count, not to mention the wall of chaingunners. Why was there no way out, not even a secret teleporter or something.

Prepare to be sickened by hovering over the spoiler.
I just idclip'd after falling into the pit for the last time, put myself into the previous room and tried again.
>>
>>3432575
>The second part is a joke, lads.

Like I said, I didn't really know what you're on about. I was just kind of interjecting a side factoid. If it seemed like I was being defensive or something, sorry.
>>
>>3432579
I'm now curious. Mind sharing?
>>
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>>3432552
>you shouldn't talk about his dump 3 pistol or so help us

I still don't like it.
>>
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why the long face, doomguy
>>
>>3432587
OH NO ANON WHAT ARE YOU DOING i think its only okay

>>3432585
shoddily put together, two or three sounds (all involving the chainsaw) touched upon in audacity because they were too lenghty. the end result isn't close to great by any means but eh

https://drive.google.com/open?id=0By8mA3D0CACmVmRtWjdSR3Nic1U
>>
>>3432592
you'd be upset too if you were on an n-gage
>>
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>Take Hell on Earth Starter Pack
>Add Russian Overkill
>Add "100 Extra Monsters' wad
http://www.moddb.com/mods/doom4-emulation/downloads/doom-emulation-monsters
>Play the entire campaign from start to finish
>Nothing is ever the same again

It was a pretty insane experience, but I honestly recommend everybody try it at least once, if only to expand your mind.

Fighting a huge number of overpowered enemies with a huge arsenal of overpowered weapons creates this weird kind of chaotic harmony. The huge and detailed environments make it even more insane. It doesn't even feel like you're playing a Doom game anymore, it's like some kind of twisted Build Engine game on steroids.

Now, don't get me wrong, it's not for everyone. It's a very over-stimulating experience and it definitely feels like way too much at times. After it's over you may feel more overwhelmed and exhausted than satisfied.

But, man, this is so goddamn insane. You honestly HAVE to try it at least once.
>>
>>3432598
I doubt my potato comp could handle such madness.
>>
I wanna fug Hae Lin.
>>
>>3432614
I wanna hold hands with Hae Lin.
>>
>>3432617
MOOOOODS
>>
>>3432617
REPORT AND IGNORE HAND HOLDING DEGENERATES
>>
>>3432617
And here I was just posting about my healthy interest in a fictional character and you had to go and post that. Sicko.
>>
>>3432612
Dude, I play on a potato. I can handle it. I'm sure you can too.
>>
>>3432564
:(
>>
>>3432539
Thanks bro
>>
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goodnight /Doom/
>>
>>3432669
i don't wanna go to bed
but i just woke up
>>
>>3432669
Night anon. Sweet dreams.
>>
Hi people.
Currently playing Doom for the first time and loving it.
I have a question to ask
Am I doing wrong by playing it in dosbox?
Why should I play another version?
>>
>>3432684
you're free to play whichever way you want

that said, there's chocolate doom for an updated but still faithful vanilla experience
>>
>>3432684
Take a look here for all your newbie questions.
http://vrdoom.booru.org/index.php?page=post&s=view&id=148
>>
>>3432684
There's nothing "wrong" with playing in Dosbox, and you get something pretty close the original experience, but playing with a source port like GZDoom is so much better.

I recommend finishing the first episode on Dosbox and then making the game work with a source port, just to give you a good idea how much better it is.
>>
>>3432684
The source ports GZDoom and PrBoom+ are the best ones to play it in. Playing it in DOSBox is kinda counter intuitive. There's Chocolate Doom as well if you wanna play it like you're playing it in DOSBox but with much more ease.
>>
>>3432684

There's not really much of a point to playing it in DOSBox. Chocolate Doom provides an experience identical to the original for all but the most picky.
>>
>>3432694

That graphic is so outdated it's not even funny.
>>
Thanks everyone!

I think I'll give both options a try, the only thing bugging me while playing in dosbox is playing without a mouse lol.
>>
>>3432709

DOOM offered support for a mouse, though you had to enable it in the included setup.exe.
>>
>>3432705
Make a new one, then? It is like a year old now, but it still provides a good place to _start_. At least for the non-multiplayer stuff, but only because I have no idea about that stuff.
>>
>>3432598
Looks like an LTV bufallo with the 75mm howitzer on the left there.

Will we ever get a good pacific theater ww2 doom mod?

BANZAAAAAAIIIII
>>
>>3432713
>Make a new one, then?
the op links the v8
>>
>play Ancient Aliens
>find out what little story is there is mostly comical
For some reason I still can't comprehend I was expecting the story to be serious.
>>
>>3432734

I usually expect the plots for mapsets named after memes to be 100% serious, too.
>>
>>3432734
It's got the "ALIENS" guy as a select cursor. Of course it wasn't gonna be serious.
>>
>>3432736
>>3432737
Exactly. That's why I still can't comprehend the reason.
>>
>>3432737
>not knowing giorgio tsoukalos
nigger, do you even ANCIENT UNKNOWN ARTIFACTS?
>>
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>>3432552
>>
>>3432781
Edgy has become such a buzzword.
>>
>>3432784
people tend to misuse it a lot, yes.
>>
>>3432314

don't you even DARE to tarnish the good memory of the Macho Man Randy Savage, he doesn't deserve that.

I mean, he also doesn't deserve that shit, but reading the comic using The Ultimate Warrior's voice is a much better experience and it fits better
>>
>>3432781
Not sure if that would be something I'd be interested in playing but it must have been a lot of work and the effect is incredibly well done. Props.
>>
>>3432564
Alright fixed it. The provided files in OP, the PAK1/2.PAK files, need to be lowercase. Goodbye!
>>
>>3432784
Almost a meme, perhaps?
>>
I've beaten
>Quake and the official map packs
>Beyond Belief
>Metal Monstrosity
>Rubicon 2
>Rubicon Rumble Pack
>Arcane Dimensions
>Machinegames Episode
All on Nightmare, so I can't just re-play them on Nightmare.
What next? Quake's too fun to stop playing now.
>>
>>3432816
Q!Zone. Best of the best.
>>
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these are starting to take up quite a lot of screen space
>>
What about a new Doom game that's a zombie survival game?
>>
>>3432830

What about a DOOM pachinko machine?
>>
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>>3432832
Well popular series have those even when they're at their prime so why not?
>>
>>3432830

You repeat yourself.
>>
>>3432832
konami please
>>
>>3432832

what about putting you on a chinko machine for having that thought?
>>
>>3432825
Just stick a buzzsaw somewhere and it will top Quarantine.
>>
https://www.youtube.com/watch?v=abrKxAHJ7qU
https://www.youtube.com/watch?v=oPrU7LSqiX0
>>
>>3431436 → #
What's wrong with pb weapons sprites?
>>
>>3431436
>>3432864
aww fuck, now that Vinesauce played russian overkill it's gonna make normies think it's good and make it popular.
>>
>>3432868

Sorry, I'm too busy laughing at the idea that Vinesauce could noticeably effect the DOOM community past a few weeks to respond to your post.

Like seriously, I think you overestimate how popular he is.
>>
>>3432868
Nah I think the only goog mod pb made was trailblazer. I just don't see the problem with his sprites
>>
>>3432830
>>3432832
>>3432838
That game makes Quake 2 seem completely related to Quake in comparison.
>>
>>3432873
can't have less stealth than PO and PW that's for sure.
>>
>>3432864
a baseball bat with a crosshair? now i've seen everything!
>>
>>3432872
>>3432864

It's not that PB's bad with sprites, per se, but they already have a fantastic artist, Cage, and PB's own style would really only detract from that.
It's like getting a DeviantArt artist to touch up the Mona Lisa.

Well, that's a very harsh comparison, but.
>>
>>3432868
> i don't like thing, as such, other people should not like thing
>>
>>3432881
I remember seeing posts like these on the Bioware forums.
>>
>>3432878
the vanilla fist has a crosshair if you turn crosshairs on

>>3432879
turns out PB is doing the decorate portion of the weapons
someone said they were afraid he might RO it up. not like there's a whole team deciding on what the weapons will ultimately do and how they behave
>>
http://forum.zdoom.org/viewtopic.php?f=19&t=53219&sid=961f2bdb8ec5db5e2682bb378840da1e

chaingunners?
revenants?
archviles?
plutonia?
you got it
>>
>>3432887
I have no idea why people like Plutonia at all, so much to the point where they even made two ''sequels'' (p2 and revisited).
>>
>>3432830
Would get boring very fast, and will probably be in early access forever.
>>
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There, I think that's a plan, so for a quick rundown on what shit is gonna do:

Combo book will give you more combo. At the start you'll be able to only do a two hit sword combo, the books expand that out, offering more utility and damage

Sword throw lets you throw your sword out and forces you to use fists for about 30 seconds, or go pick your sword up

sword wave lets you charge your sword up to do a three way wave thing.

gun parts will let you shoot faster, with the max level letting you shoot as fast as you can click

wave buster is still that Super R-Type charge beam

Hyper buster is still R-Type 3's hyper mode

secret tech will bring back that ridiculous BFG cleave I had when I first started out GMOTA


and I'm pretty certain the ammo is all self explanatory, I've decided to suck it up and make sub-shots actually limited, no restocks unless you pick up ammunition or a new sub-shot

You can still gain sword energy and spirit gauge from whacking dudes, it's just the ammo gems will give you more, faster. With all this shit finally planned out I can start properly un-fucking GMOTA
>>
>>3431891
Bosses in Duke Nukem 3D were all kind of samey, but they were also all really dangerous, you have to keep moving, keep strafing, keep shooting, it's not like the Cyberdemon where you can maintain your distance and dodge his rockets indefinitely, a DN3D boss will absolutely catch up to you from the distance if you're not constantly moving, then he'll fucking stomp you like an ant.

Doom 3 had the Vagary, which was ok, and then the Gaurdian, who actually was the most interesting bossfight in the game, because he's different from everyone else.

Half-Life has SOME interesting encounters, leading the Garguantua to the giant tesla coils to zap him was interesting, and setting up the test rocket in the silo was cool, even if that was really just a series of puzzles. Gonarch was a cool fight.

Wolfenstein 09', actually had a couple of decent ones, the final boss (Hans Grosse), is actually pretty challenging and tricky, I never beat him on medium.
>>
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>>3432816
https://www.quaddicted.com/reviews/czg03.html
https://www.quaddicted.com/reviews/honey.html
https://www.quaddicted.com/reviews/terra.html
https://www.quaddicted.com/reviews/zendar1d.html
https://www.quaddicted.com/reviews/fallen1c.html
Map Jam series
Retro Jam series
>>
>>3432898
DN3D's first boss was spam central thanks to his main attack method being hitscan with added grenades.
>>
>>3432889
I find its level of challenge fun and exciting.
>>
>>3432904
Everything by czg is good shit.
>>
>>3432889
Maybe because some people in the community are skilled and experienced enough at doom, and got bored of the level of challenge stock doom 2 offers for no longer being exciting to them.
>>
>>3432928
Why are you sounding like Doom 2 is the only other option and not tons of wads? HR is an old one yet it's way better and harder.
>>
>>3432928
>>3432938
sunlust should have fan sequels

moonlust, solarlove, sunboner, skincancer, radiationfucker
>>
>>3432938
Because most people who hate Plutonia, are of the "its too hard" or "I hate chaingunners/revenants" crowd.

I agree that HR is harder, and I like it quite equally.
>>
>>3432941
>Because most people who hate Plutonia, are of the "its too hard" or "I hate chaingunners/revenants" crowd.
Uh no, people just dislike the fact that its level design is very boring and its difficulty comes from nothing but traps. You don't see HR or AV or Scythe 2 getting hated even though they're way harder.
>>
>>3432945
You don't see HR or AV or Scythe 2 getting hated even though they're way harder.

I've seen plenty of people hate on HR and AV, actually. And outside of a couple lategame maps, Scythe 2 is hardly what I'd call hard.
>>
>>3432950
Woops, forgot to greentext.
>>
>>3432945
>people just dislike the fact that its level design is very boring
>the fact

Opinions are not facts.
>>
>>3432945
>its level design is very boring and its difficulty comes from nothing but traps
Thats not correct.

The level design is good. Obtuse and infuriating, but still good. Its far from boring.
The difficulty comes from the combination of enemies, items and level design, like any doom game or wad.
>>
>>3432954
It's called "quoting" as I'm sure you know
>>
>>3432974
>quoting
>not greentexting
the text is green bro
>>
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>>3431914
np brah, i want it to be better but i'm glad you like it right now

>>3431989
Redoing sprites that suck, wishing there were Doom 3 demake mods that had sprites that didn't suck for me to pillage (see example of suck on left), fixing bugs, externalising strings to LANGUAGE under the false pretence that someone might translate this thing one day, all while having a quiet evening drink. Good. Times.
>>
>>3432974
Okay?
>>
>>3432979
it's a fucking molerat with a leopard ass
>>
>>3432945
>people just dislike the fact that its level design is very boring and its difficulty comes from nothing but traps
And yet, a lot of mappers were inspired by its level design, to the point that we had two fanmade sequels. Hell, there was a Plutonia megawad released not too long ago (Urania).

>You don't see HR or AV or Scythe 2 getting hated even though they're way harder.

Are you kidding me? HR and AV were common targets to hate for being "too hard" back when they were more relevant.

And in the case of Scythe 2, I have seen some dislike for its 5th and 6th episodes.
>>
>>3432898
>Wolfenstein 09', actually had a couple of decent ones, the final boss (Hans Grosse), is actually pretty challenging and tricky, I never beat him on medium.

protip: grenade him when you haul ass to the cannons
>>
>>3432945
>You don't see HR or AV or Scythe 2 getting hated even though they're way harder.
>You don't see [...] Scythe 2 getting hated

Let me tell you about the protologism known as "slaughtershit" and how people keep insisting Scythe 2 is such.
>>
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throwing shit into the lens distortion shader to see what i can do without knowing what i'm doing
>>
>>3433071
Doom for the 2600?
>>
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well it's not exactly crispy since it's averaging out pixels but it's neat
>>
>>3433071
l...lewd!
>>
>>3433071

holye fudg

its SNES DOOM all over again
>>
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lol
>>
>>3433085
a game boy port???
>>
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joelnoises.wav
>>
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Doomguy, I'm ID
>>
>>3433147
>Doom4guy's face visible
Blasphemy
>>
>>3433153

now he looks like old doomguy and William joseph blaskowicz III
>>
>>3433147
you don't get to bring coop partners
>>
>>3433147
what does john romero think of Doom 4?
>>
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Okay it's not Doom's palette, but it IS posterized so it's chunky.

And also I haven't found a way to pixelate it that doesn't average out pixel values, I just want the same pixel copied to the right, the bottom, and the bottom right. Or just take the texture, scale it to 50% nearest, scale it back up 200% nearest. it looks like a lowres blur otherwise.
>>
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Before anyone shitposts, I'm using Brutal Doom with a clusterfuck of an Oblige map so that I get a bunch of special effects on the screen. Lights, translucent sprites, etc.
>>
>>3433153
Kinda looks like the mugshot though from what you can see. Kinda neat.
>>
>>3433226
Any particular reason for this... undertaking?
>>
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It's like I'm really playing Doom in 1994.

>>3433240
Aesthetics, what else?
>>
>>3433246
Yeah but what are you going to do with the screenshots afterwards? What you said suggested it was for some kind of project and posting them here was just a side effect
>>
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>>3433213
When you get it into dooms palette that'll be the bee's knees. Curious if the depth fading will work as well as I hope.

God's work, anon. You're doing it.
>>
>>3433249
See >>3433213
He's using a GZDoom screen shader to emulate the look of olddoom
>>
>>3433258
Oh it's all the same person? Fair enough I got confused. Sorry.
>>
the gantlet.
>>
>>3433249
Probably delete them, I only took them to post them here to share what I'm up to.

>>3433252
Software-esque depth fading is already in GZDoom, to an extent. In the OpenGL preferences set the sector light mode to software.
>>
>>3433268
What I mean is if it'll band properly when the doom palette is applied (if you're still going for that), or not.
>>
>>3433287
Unlikely, it was banding from the finite sector light values of colormap. The original code submission for software sector lights has a shader for banded lighting but I'm not sure what was different since they supplied a whole fucking gzdoom.pk3 instead of just the shader.
>>
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>started playing doom recently
>getting motion sickness from moving so fast

i feel dizzy
>>
>>3433296
My mom had that problem when it came out. Apparently it's not super uncommon. If you're playing with zDoom, don't look up or down.
>>
>>3433296
I've heard fiddling with the frame rate can help, if you are using a source port that does interpolation
>>
>>3433296
if you're using zdoom, go into the console and do "movebob 0.01"

the bobbing is ridiculous by default
>>
>>3433316
This alone improved my enjoyability of the game by a significant margin, is there any list of the variables you can change in zdoom?
>>
>>3433296
bind a key to "fov 120" that'll help you get used to it
>>
>>3433345
Not that anon, but I never thought to try and change the fov. Thanks.
>>
>>3433338

yes

http://zdoom.org/wiki/CVARs

a lot
>>
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Here's what I have so far for the GZDoom retro shader.

http://pastebin.com/cUu5c4Zn

Open up GZDoom.pk3 and go to shaders/glsl/lensdistortion.fp and delete the contents of it, replace it with the pastebin. Might not look right with non-16:9 ratios, if so then you'll have to adjust the shader's dimensions.

Other things to set, under Display Options -> OpenGL Options -> Preferences, set Sector Light Mode to Software and turn on Tonemap and set it to Uncharted 2. Also turn on Lens Distortion since that's replaced with the retro shader. Under Display Options you might want to lower the Gamma Correction. I've noticed that a lot of dark areas turn to grey because I'm not using the actual Doom palette or colormap but this combination of gamma and tonemapping gives it enough contrast and looks a bit saturated like how I remember my old 15" CRT.

It's not perfect, but it's crunchy.
>>
>>3433446
The screenshot looks really dark for whatever reason, it looks better in-game.
>>
>>3433446
Wow. Damn. This is really, really crunchy.

I like it.
>>
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>can only carry a limited amount of ammo
>backpacks only extend maximum ammo count once
>>
>>3433471
Guncaster and Trailblazer feature a useful and less frustrating approach to backpacks, where the first one doubles your ammo and the subsequent ones increase your capacity by 10 percent.
>>
>>3433475
that seems unbalanced

oh wait it's pillow blaster of course it's unbalanced
>>
>>3433479
It balances out if you play in a map made by Skillsaw.
>>
>>3433480
the maps balanced around the limited ammo supply, you mean?
>>
I've never actually played duke
Should i?
>>
>>3433490
It's more because of the sheer amount of enemies.
>>
>>3433491
I don't like it as much as Doom. The weapons aren't as satisfying, and every enemy is a spongy hitscanner.
>>
working on a little DM map, this video shows a previous WIP, but since then i've progressed more.

https://www.youtube.com/watch?v=E_Ql9OOoJxE
>>
>>3433494
Funny thing to single him out for, there's plenty of mappers who like to deploy crowds.
>>
>>3433479
> does not like thing in vanilla
> 'mods can do this thing'
> omg unbalance
>>
>>3433491
Yeah, Duke's really good.
>>
>>3433502
man it's almost like different people have different opinions or something

I don't see how being able to carry over 600 cells in normal doom maps (especially with backpacks stacked on top of each other) is balanced either
>>
>>3433501
For some reason his are the most memorable for me, probably because in addition to the legions of enemies, the maps themselves usually look great, have some good layouts and architecture.
He employs crowds in a fun and effective manner.
>>
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>>3433446
Turn up light radius to 2, it makes Demonsteele look so colourful.
>>
>>3433514
> clearly GZDoom
> ZDoom pixelation
what how
>>
>>3433523
Anon I quoted how
>>
>>3433446
I have the dumb. What version of GZDoom do I need to use shaders?
>>
>>3433528
The dev build. Maybe it'll work in an older one but I don't know how to make it work without replacing the lens distortion shader in the dev build.
>>
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To express my disappointment at a certain recent announcement, I kinda want to try my hand at a Metal Gear wad that would basically be the story of the first MSX titles in an FPS perspective.

Only problem is I have no experience with this whatsoever.
>>
>>3433498
That layout doesn't look too great.
>>
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>>3433147
Is Romero going for that Ozzy look nowadays?

>>3433192
>No one cared who I was until I put on the goggles mmmm
>>
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>people complain about revenant's homing rockets when the vore exists
>>
>>3433570
Well Vores are slooooow.
>>
>>3433564
more like everyone stopped caring when you started faffing around with goggles
>>
>>3433571
Those fucking purple kidney stones they shoot aren't though
Seriously those things can make some sharp turns
>>
>>3433561
how can i improve it?
>>
>>3433556
remaking the first MSX metal gear would be pretty fun. I am already thinking about how to make an inventory item that fairly accurately replicates how the radio worked, and except for selecting the frequency it would be quite easy.

All the other items should be pretty simple, then you just need to figure out how you're going to represent the boss fights and of course translate the maps to 3d, which is going to matter more at how good you are at making things look nice since you already have the layout done for you.
>>
>>3433581
Reduce the length of the hallways, and flesh out the individual rooms. Maybe add some more height variation.
>>
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>>
>>3433226
Are oblige maps any good?
>>
>>3433601
They can be fun but they won't be winning any awards.
>>
>>3433579
their trick is that they don't home in unless they can see you
>>
>>3433446
Not 100% accurate, but looks pretty nice either way.
>>
>>3433605
don't they also take way sharper turns?
>>
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>>3433608
forgot pic
Good work!
>>
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>>3433613
>>
>>3433613
>>3433629
Wow! Which one's which? I really don't know!
>>
http://www.escapistmagazine.com/videos/view/zero-punctuation/116919-Quake-Retro-Review
Yahtzee did a review of quake if you're into that, guys.
>>
>>3433605
I think the trick is that their player tracking has a slight delay
>>
>>3433637
the spawn are the worst

but i don't remember the ogres being much trouble
apart from eating quite a bit of damage
>>
Of all these How To articles on using LUTs in GLSL shaders, none of them say how I'm supposed to link a PNG of a Doom paletted LUT to the sampler3D gradelut or lut used in the fragment shader.

I can't even find where mirror.png is mentioned in the shaders for the mirror reflections in GZDoom, other than right in the C++ source code.

https://www.myinstants.com/instant/agitating-skeleton/
>>
>>3433641
>>3433610

I just messed around with it on e4m2; they basically turn on a dime, they definitely don't turn until they can see you, and I don't think they have delayed turning
>>
Was the spider mastermind inspired by Krang?
>>
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A while back, somebody on the ZDoom forums posted a drum-loading double-barreled shotgun. I forget who did the code, but the coder credits UnTrustable with the sprites.

Anyways, I took the gun and adapted the code to make dual-wielded drum-loading double-barrel shotguns. Mostly I did it to study how the new overlay system works. They reload using ZDoom's native reload key, and you can even reload one while the other fires. There's also a variable choke function; press zoom to zoom in a bit and reduce pellet spread.

http://www.mediafire.com/download/mlkl18wylos140p/AkimboDrumShotguns.pk3

Remember, you need a very recent dev build of ZDoom; like the last week or so just to be sure, because the mod uses overlays and anonymous functions. Have fun, you maggots.

And yes, I do know that the guns go all weird when you die. Don't worry, it's not going to crash, and it fixes itself when you resurrect. Like I said, I used this to study how overlays work. I dunno how to solve that.
>>
>>3433147
SUCH FABULOUSNESS!
>>
>>3433613
>>3433629
Pretty nice work, anon. The banding in chocolate is still a bit more defined and attractive it seems, but otherwise that's damn close.
>>
>>3433687
I'm guessing it's a lot nicer than the old system of "hijack the gun flash state and use it as the left hand gun" route

personally I'd still use that route until all that overlay stuff gets into a stable build, but going by the zdoom forums that's a minority opinion
>>
>>3433687

Fuck, forgot to mention: To spawn the gun ingame, go to the console and type "summon supershotgun", without quotes.
>>
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>>3432490
Shit, I just got off work. Wasn't actually expecting this, thanks man
>>
>>3433696

>I'm guessing it's a lot nicer than the old system of "hijack the gun flash state and use it as the left hand gun" route

Oh yes, it is nicer. So, so ,SO much nicer.

-As many layers as you want. Want quad-wielding? Now you can do it.
-Overlays can overlap in any order you want. Need five overlays, but want three of them to be over the other two? Just give them give them a higher layer number.
-Now you don't need to have the whole gun rendered fullbright when doing dual-wielding; just make a new layer for the muzzle flash.
-Disable weapon bob for layers on an individual basis and control offsets independently.
>>
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>>3433637
>wolfenstein tno devs released a level pack to celebrate quake's 20th anniversary
Oh shit really?
>>
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>>3433597
>>
>>3433720
It's none of the same guys so it holds no bigger significance than a casali level pack
>>
>>3433726
THE MADWOMAN
>>
>>3433720
Yeah, it's pretty fun, would recommend.
>>
>>3433720

we need a drawfag to make a quake, doom and metroid anniversary pic

with the Doomguy, Grandpa B.J. and Ranger on Samus bday

while the nintendofags are on the other side whining about zelda's and pokemon's bday
>>
>>3433759
whining for what reason?
>>
>>3433759
let's not incite fans of other games for no reason.
>>
>>3433713
Disregard the overly thick neck, I was really tired when I drew that. Improved version here: >>3433210
>>
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>>3433779
Yeah, I saw, saved both anyway
>>
>>3433731
>so it holds no bigger significance
found the joyless cunt
>>
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>>3433829
I never said I disliked final doom. Of course I'm gonna play it but I need to get home first because I'm a mobile poster
>>
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>finally start plutonia
>first two maps don't seem so bad
>by MAP06 there's a cyberdemon in an enclosed space with only two medikits in the area
>Go 2 It will contain 13 of them
>>
>>3433524

I think you can select software rendering in GZ-

Oh wait, dynamic lightning.

Ok I bump! >>3433514
How???
>>
>>3433851
Anon you know I quoted how, you quoted me saying I quoted how
>>
>>3433851
Download GZDoom devbuild
Follow the steps in >>3433446 (use 7zip to open gzdoom.pk3)
then do >>3433514
>Turn up light radius to 2
>>
>>3433759
would of done it
too complicated
>>
>>3433637
Even Yahtzee thinks that Quake is brown as hell.
>>
it would be fantastic if graf saw a bunch of people using the retro shader in screenshots and saying it's really cool so he can understand that "graphical limitations" are just an aesthetic at this point, not a real engine limit

like chromatic aberration is an optical limitation of shitty lenses, yet it's added to fucking everything for the aesthetic
>>
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>>3433848
consider attacking it from this angle, at the top of the stairs. mind it doesnt follow you up.

or just practise dodging. there's really quite a lot of room/cover in the area.
>>
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>>3433848

Plutonia, and the maps inspired by it, are just fucking nonsense at times.

Pictured is something I was messing around with a while back for DRLA. It tracked monstercout per map and overall. I used it on Plutonia Revisited Community Project and once I reached the end, I figured out that the Revenant was the second-most used monster in the pack and accounted for about 16% all spawns in the map pack.
>>
>>3433879
He has always been opposed to joyless colourless shooters.
I think the first time he expressed his dissatisfaction with the color brown was in the Jericho review and I really need to get out more since I'm pretty sure I'd win in a zero punctuation trivial pursuit against yahtzee himself
>>
>>3433886
I was thinking this same thing. Chromatic aberration is overused, but a decent comparison.

At the very least it'd be neat to see the shader bundled with GZDoom when it's finished. If it's all done there's really no reason not to. No extra work for him
>>
>>3433848
also, go2it has almost as many megaspheres along with all the weapons and an almost unlimited supply of ammo, it's far from the hardest map in plutonia in my experience.
>>
>>3433894
That's okay anon, there was a time a couple years ago where I marathoned all of his videos.

I just think he's funny, even if I disagree with him sometimes
>>
>>3433895
Well in order to actually use the Doom palette I think that the source code for the engine would have to be altered so that I can access a LUT from the shaders, or I could have like hundreds of logic arguments to fit various RGB ranges to a static palette, like what was done with the Gameboy shader from earlier.

lowp vec3 lighthest = vec3(0.61,0.74,0.06);
lowp vec3 light = vec3(0.55,0.67,0.06);
lowp vec3 dark = vec3(0.19,0.38,0.19);
lowp vec3 darkest = vec3(0.06,0.22,0.06);

if(ave < 0.1){fin =darkest;}
if(ave >= 0.1){fin =dark;}
if(ave >= 0.30){fin =light;}
if(ave >= 0.75){fin =lighthest;}

But done for 3 individual channels and with 256 colours, which is a nightmare and also bad because no custom palettes.

It's theoretically easy to make it work for just Doom's palette, but making it work for any possible palette is tough, unless you can render them out for different palettes in Photoshop and put those in the WADs / PK3s.

The shit needed to use them is beyond me though.
>>
>>3433906
>The shit needed to use them is beyond me though.
Damn. That's alright. You done good. This is a decent enough approximation. It's a little too dark in dark areas, but perfect in others. So the trick is just finding a balance now.
>>
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>"hey Scourge of Armagon was pretty fun"
>"i wonder what the next expansion is like"
>http://quake.wikia.com/wiki/Multi-Grenade_Ogre
>http://quake.wikia.com/wiki/Hell_Spawn
this isn't going to be fun is it
>>
>>3433901
I've been using them as background noise since 2014. I've even fallen asleep to them a number of times which might contribute to my insomnia. Fortunately I'm getting out of the habit as I'm finding more channels to listen to while playing vidya. But even then I've fallen asleep to freemans mind at least twice. Now I'm listening to matthewmathosis and digibro videos. You know of any YouTube channels you can use as background noise?

As for what he actually says, I often disagree but I respect his opinions because some of his recommendation have been a great time, specifically Far Cry 3, Xcom, blood money, FTL and probably a few more. I even enjoyed SH2 but then the puzzles started and my dumb mind couldn't handle them. Shame cause until the apartment the atmosphere was really great and I haven't played horror games before.
>>
>>3433925
I don't really use Youtube too much, but yeah, his recomemmendations are usually on the mark
>>
>>3433794
I hope id removes denuvo from nuDoom now that is has been cracked.

I really wanted to give it a shot but I've been boycotting denuvo games.
>>
I want to play Zdoom with a gamepad for maximum comfort. Can I set up the weapon switching to how it was on the Xbox, where the d-pad directions toggled certain weapon classes. For example, up would switch between the shotguns, down would toggle between the melee weapons and rockets, etc
>>
>>3433960
Yeah, fair enough. I kinda wish I'd held off on buying until I get a new graphics card, but I guess that'll give me a reason to play through it again
>>
>>3433971
>>3433960
I first need to upgrade from an i3-550
God dammit, how can doom of all games require more processing power than two 3.2 GHz cores provide
>>
>>3433960
carmack left so now their tech division can only solve problems by raising the required hardware
>>
>>3433984
With how much power nuDoom needs to run, I'd rather just play it on console when it gets a price drop. If it gets a price drop.
>>
>>3433984
we don't know. but a man named Ooleckers is determined to find out.
>>
>>3433984
>God dammit, how can doom of all games require more processing power than two 3.2 GHz cores provide
because it was designed for octo-core consoles, anon.
>>
>>3433992
>doom
>console
Absolutely disgusting. I have no clue how I managed to play FPSes on an X360 between 2007 and 2012
>>
>>3433995
I could understand other games, but Doom 4 was designed with console in mind to begin with.
>>
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>>3433960
That would be great.

Once again only people who actually buy the damn game get unnecessary DRM.
>>
>>3431891
DOOM 4. Boss fights were genuinely one of my favorite parts of it.
>>
>>3433994
Serious Sam has thrown way more enemies at once than there are in an entire deum level, and that was back when single core processors didn't clock half as fast
>>
>>3432090
Not as cool of a theme, but it's still a blast to play through.
>>
>>3434006
The game also has very, very simple AI. There are very few things sucking up the processor when that game is running
>>
>>3434010
there's also physics but could there really be so many things to physic
>>
>>3434010
Do you need anything else? Frankly my favorite thing about older shooters is that because there wasn't so much going on, you were very aware of where enemies are at all times. This is the biggest problem with, say... SS3. You start shooting and after a few seconds there's so much dust and particle effects that you need to be firing blindly which wastes ammo and is unsatisfying because you don't see the havok you're causing
>>
>>3434016
Painkiller: 2GHz single core. Havok everywhere
>>
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>>3433984
not all hertzes are created equal. your dumb old 3.2ghz core i3 is significantly slower than a modern 3.2ghz dual core broadwell pentium, which runs doom4 fine. http://cpubenchmark.net/compare.php?cmp%5B%5D=739&cmp%5B%5D=2267
>>
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>>3434025
So uh yeah I need to get a processor that doesn't lag behind my gtx950. What's good and cheap?
>>
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>>3433147
>>3433960
>want to look up doom 2016 news out of curiosity
>stumble upon the dedicated general on doomworld
>recall it being a pretty cool place back then
>also recall it being touted as utter shit according to some anons
>eh, can't be that bad
>read first five threads
so that's why I don't register in public forums anymore.
>>
Is there a way to turn off the weapon sway interpolation in GZDoom? Trying to get it as close to vanilla as possible.
Also have no idea how to turn off sprite transparency, which should just be a simple option.

Why is GZDoom missing so many things in it's options that should be there?
>>
>>3433687
Interesting stuff. Thanks for this, anon, I'd been meaning to study how the new overlay system works as well.
>>
>>3433446
Uh... I copied the pastebin contents into the file, but the game crashes with the following error:
Compile Shader 'shaders/glsl/lensdistortion.fp':
0(55) : error C1008: undefined variable "FragColor"
>>
Does anyone know of any recent gameplay mods that work with autoaim/without mouselook? I'm tired of downloading a mod only to have one weapon from the bunch not work with autoaim
>>
File: Screenshot_Doom_20160817_195208.png (70KB, 800x600px) Image search: [Google]
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my god this is so fucking pretty
>>
>>3434265
How did you get this to work? Which build are you using?
>>
>>3434270
Dev build. Jeebus.
Look up GZDoom dev build on google and it's the first hit. Lemme save you the time:
http://devbuilds.drdteam.org/gzdoom/
Pick one of the top, depending on if you have a 64 bit os.

>>3434265
Your brightness is too high. Maybe turn it down or turn up contrast? I dunno
>>
>>3433719
>-Disable weapon bob for layers on an individual basis and control offsets independently.
You got my hopes up until I realised you meant sprite offsets, not bob timing offsets.
>>
>>3434276
Latest devbuild doesn't work. I copied the contents of the retro shared pastebin into lensdistortion.fp and replaced whatever was there.
>>
>>3431576
Sunlust, I fucking dare you.

It fits the idea of Hellcore 2.0 pretty well, can get somewhat tough though.
>>
>>3434283
Without seeing you do it I can't help ya.
>>
>>3434276
it actually looks fine in-game, sorta like in the thumbnail. pretty cool effect all around, defs going to keep it like this for vanilla play

>>3434283
it does though? can you confirm whether or not it's an issue on your end with gzdoom or did you forget having to head to display options -> preferences and
>set sector light mode to software
>turning tonemaps option to uncharted 2
and finally, to get the thing to work
>turn on lens distortion at the very end of the list

or maybe you broke something inside the gzdoom pk3 instead somehow
>>
>>3433446
it's like I'm playing snes doom.
>>
>>3434265
What is this anon?
>>
question

How is the new Quake Campaign? Is it good?
>>
>>3434313
:
>>3433629
>>3433528
>>3433529
>>3433446
>>
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Uh oh
>>
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learning how to make weapons through DECORATE script is pretty fun, but somehow I'm managing to stall GZDoom out when I fire my new creation. I don't see any sort of crash log is there some other way to get debug info?
>>
>>3434306
The only thing I replaced was lensdistortion.fp. I am using the latest devbuild (17th August one).
Here's the error:
Execution could not continue.
Compile Shader 'shaders/glsl/lensdistortion.fp':
0(24) : error C1008: undefined variable "FragColor"
>>
>>3434327
looks like you're using a nullimage when you should be providing an empty one instead. At least, that's the sort of behavior I got when I tried that.
>>
>>3434318
we know nothing yet other than that it's definitely gonna be fun.
>>
>>3434338
I think he means the one that was just released recently.
>>
Are there any mods that don't change the guns or give you the option to just use the vannila ones same weapon sprites, same sounds, everything, but make the enemies more capable? By giving them more abilities and possibly giving them better AI as well? I want an enhanced vannila experience a difficutly level suited to keyboard and mouse controls. I'm the kind of guy who gets 40-60 percent rail accuracy in ql and want more of a challenge.
>>
>>3434329
why is it so bright.
>>
>>3434329
idk but there's always posting your code on pastebin or something and sharing it
>>
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>>3434359
because of the way my monitor's settings interact with GZDoom and its screenshot saving, I imagine. It doesn't look like that when I'm playing.

I figured out how to generate log files, but there's no useful information there, since the game doesn't actually crash, it just hangs until I forcequit. I'm trying to figure out if I've somehow missed a resource or something (unlikely because I fixed a sound I forget to add to SNDINFO and it had no problems when that file didn't exist) or there's an infinite loop in the firing sequence that I somehow missed.
>>
>>3431907
Warframe is also not an FPS.
>>
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>>3434374
Okay, found out about A_Log and managed to spit out some debug messages so I could check the log.

Turns out there was an infinite loop somehow I missed in the missile definition code. Oops.

>>3434389
I mean, it pretty much is. Look at wads like those Resident Evil ones. FPS + 3rd person action can be baaasically the same thing. Except in one you see the gun in front of you and the other you see a whole person.
>>
>>3434402
wait no, the missiles are supposed to loop back to the Spawn label. Now I'm confused again.
>>
>>3434406
put your weapon code on pastebin so we can look at it
>>
>>3434329
>>3434374

If the game is just hanging up and locking until you forcequit, that means there's an infinite 0-tic loop that it's hanging on.
>>
>>3434402
>>3434406
so are you going to share the code or just blog about your problem
>>
>>3432816
Play them on Hard. Watch how much more dangerous Ogres become when they're actively trying to chainsaw you instead of just standing in one spot launching grenades.
>>
>>3434413
> there's an infinite 0-tic loop that it's hanging on.
That's it. Found it.
I had accidentally made the animation 0-tic.

Thank you so much.
>>
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>>3433759
have this instead
>>
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>>3434265

too pretty
>>
>>3434435
The only thing that's off about it to me is that since the gun interpolates as it sways the shader renders it inaccurately. If you could turn that off it'd still be inaccurate, but it might be consistent.
>>
>>3434327
What filter is on that bit of wall on the far right? reminds me of Unreal.
>>
>>3434431
That Keen is adorable.
>>
>>3433923
Dissovolution of Eternity has worse level design for sure and less creative extra weapons, but you do get your own multi-rockets and MIRV grenades which tend to make things pretty easy due to the common ammo and sheer damage.

You can also rocketjump further with the triple rockets if you've got enough health, which is fun.
>>
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I'm using the retro shader.
Is it supposed to change the world lighting every time i step into a sector with different brightness?

Outside the circle
>>
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Inside the circle
>>
>>3434460
>>3434464
the true doom experience.
>>
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>>3434448
>implying anyone is more adorable than Ranger
>>
I just realized - why do so many of id's games have atrocious movement code? Doom has shoddy wall-sliding code which allows you to double your speed on axis-aligned walls and flat-out leave the bounds of the map on non-aligned corners, Quake (1-3) has strafe-jumping and an *entirely different* wall-sliding speed bug... Was Carmack just that laser-focused on rendering?
>>
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[Slopping sounds]

HOWM
>>
>>3434540
[constipated grandpa noises]
>>
>>3434540
i hate those things
>>
>>3434540
>Pick up grenade launcher
>Zombies appear
>>
>>3434540
mmmmMMMMMMM
>>
>>3434540
I have a deep, burning hate for anything that stands up after I kill it.
Oddly enough, I was fine with them in LoK: Soul Reaver, however.
>>
>>3434573
If it stands back up, you didn't kill it hard enough.
>>
>>3434573
good thing zombies are already dead so you never "killed" them in the first place
>>
Hilarious that so many people in this thread are being wowed by the prospect of playing Doom in 320x200
>>
>>3434585
welcome to /vr/, where we unironically believe lower res looks better
>>
>>3434585
They aren't playing in 320x200
They have a shader that makes the graphics looks like they are.
>>
>>3434576
>>3434582
This sounds like things a zombie would say in an attempt to damage-control
>>
>>3434585
>by the prospect of playing Doom in 320x200

Well, I mean, that's not what's actually happening.
But if that's how you want to take it, then okay?
>>
>>3434585
everyone's being ironic about it
>>
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Cooking up some hot non-photorealistic tech with the metallic reflections. The trick is that they aren't actual reflections, just static images mapped to the camera's view.

>>3434585
With OpenGL lights and non-sheared mouse look, and also Decorate and ACS unlike Chocolate.
>>
>>3434609

looking good so far
>>
>>3434595
>>3434603

niggers, it literally downsamples the world view to 320x200 pixels. i'm not sure what sort of autism you're playing at.
>>
>>3434646

Thanks, you too.
>>
>>3433446
Actually, if you're going to play in 16:9 then change 320 to 428. I think it looks a little better but I haven't looked side by side.
>>
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Not sure about this
>>
>>3434661
I'd probably move that number up, unless you plan on having something in the space between the gems and the number.
>>
>>3434654
Actually it turns out I set it to 480, not 428. 428 gives me weird pixel bleeding that I don't know how to solve and 480 gives me less of that.

What a mysterious shader.
>>
>>3434194
Yeah, Doomworld's newfangled doom sections are full of kids.
>>
>>3434679
old men in the classic general and kids in the doom4 general. and never the twain shall meet
>>
>>3434661
Could we have context on where in the screen everything is?
>>
>>3434703
on the hud

:P
>>
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>>3434703

I'm thinking the big subweapon icons is a real problem here
>>
>>3434646
whatever you say, DG
>>
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kek, you keep at it, champ
>>
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https://www.youtube.com/watch?v=bLbQ6qoeWgY
>>
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Quick, vote your favorite monster

http://www.strawpoll.me/11018175
>>
>>3434741
Arch-vile, cause they can make for very exciting gameplay scenarios, often forcing you to change your tactics.
>>
>>3434735
>27 views
Is this your video, anon?
>>
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>>3434708

Hmmm
>>
>>3434585
Why is this so hilarious to you? Some people have nostalgia for Doom's original resolution.
>>
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>>3434708
move the icon into the center like in Ghosts and Goblins

Voila
>>
>>3434792
it's graf
>>
>>3434735
this is comfier than expected

the text-to-speechish voice and what he's actually saying are both excellent
>>
>>3434735
>>3434823
he's like rich evans and mike stoklasa and microsoft sam all rolled into one
>>
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>>3434708
>>3434787
Everything looks so unrelated to each other, different sizes and colour palettes(or lack thereof)
Also, have you tried lining everything along the top of the screen like in most retro platformers?
>>
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>>3434806

Hm
>>
>>3434838

I put the blame of the size issue on SBARINFO being a cunt, the raw images I've been working with adhere to a pixel grid, and then everything gets fucked up in game because of my resolution.

Putting stuff on the top of the screen isn't an option because of pickup messages, plus I've heard from some people that they don't even look up there during gameplay.
>>
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>>3434839
looking good
>>
>>3434841
>they don't even look up there during gameplay
I often don't look up much at all on my computer, that's why I put my start menu up top so that I can put things I want to look at on the bottom of the screen, like more Internet. Don't really look at the sides either.

Doom's HUD really is unmatched, aside from perhaps Doom 64's HUD.
>>
>>3434841
>plus I've heard from some people that they don't even look up there during gameplay.
Those people are dumb and stupid.
>>
>>3434851

Shivers isn't terribly quick to the draw
>>
>>3434839
the vertical bar looks jarring compared to everything else. if you're gonna do vertical bars, have them all be vertical.

it looks like the gem bar would fit in nicely at the right side of the ammo bar, if you pushed the ammo bar to the left just enough (to keep it all fitting within 320x200)

the stuff on the left not lining up with the stuff on the right, and the size differences of the two subweapon boxes (and their ammo count) makes it feel unpolished

also why's there just a dark gray line running through the health bar
>>
>>3434839
BARS ARE FOR STUPID IDIOTS USE CIRCLES AND HIEROGLYPHS
>>
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>>3434853

To be fair this is all mockup shit I'm slapping together using GIMP. I haven't started putting it in game just yet.

The dark gray line on the lifebar is supposed to convey it's a glass tube.
>>
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>>3434856
glad to see you've liked some of my suggestions

that last one i'll offer is that you should space the health and armor bars a bit further apart to mitigate the height difference of the bars on the left and the bars on the right
>>
>>3434871

That's the plan when I start getting all of this in game.
>>
>>3434856
we have a_overlay and you aren't putting the hud right on the sword?
>>
>>3434874

I'm not using those fancypants features of the newer GZdoom. I want this to run on Zandronum 3.0 as well
>>
>>3434875
you are one of like two zdoom modders who isn't using a dev build

(thank fuck)
>>
>>3434880

Most of the shit the dev builds add are all just cosmetic fluff, there's SOME good shit they've added, but it's such a hassle for people to run it that I personally feel it's not worth putting players through that hell just for the sake of wanting to play around with new visual shit.
>>
>>3434880

I was originally aiming for 2.8.1 compatibility with my project, but then came +ROLLSPRITE and +FLATSPRITE and, well, frankly those are something I have been wishing for an eternity.

I probably won't be going much further cutting-edge than that, though.
>>
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>>3434880
hey, i don't use a devbuild

but my work is largely shit, so who cares
>>
>>3434841
>Putting stuff on the top of the screen isn't an option because of pickup messages
custom pickup message positioning when
>>
>>3434874
Wow, A_Overlay would make what I'm doing way easier. And it would allow me to still have weapon bob for the hands while the shoulder cannons stay static.
>>
>>3434882
What's so good about these two for modders? What are the possibilities?
>>
>>3434907
Rollsprite and Flatsprite could be used, for example, to set up objects like wood planks leaning on a wall, or a slanted roof overhang, or any sort of similar thing.
>>
>>3434691
the doom 2016 general is fine. what they should do is a major overhaul on the population in the forum userbase to nuke shitposters and flamebaiters for good.
>>
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>replacing Doomguy's brass knuckles with bare fists
>>
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>>3434981
>Weapon set has full replacements for everything else
>Except the fists which use the same old bare hand

I prefer gloved punching sprites at the very least.
>>
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This is still really hard.

The idea here is the HUD changes on what weapon you have equipped
>>
>>3435016
Cool enough idea. Why's it hard though.
>>
>>3435020

Because trying to make art that doesn't look like dogshit is tough.
>>
>>3435021
I know it's because you're the artist, but I think they look pretty cool. I like the sword HUD better though.
>>
>>3434741
Cacodemon for sure. I actually get sort of happy when I hear one of the hissy bastards show up.
>>
>>3435016
So is this HUD a reference to another game or is it in relation to a particular mod? I'm out of the loop here so I'm curious as to what you're going for exactly.
>>
>>3435064

It's a new HUD for GMOTA.
>>
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>got a good idea for the beginning part of a WAD
>try to make it look like a huge monster was just killed at the start
>create footprints
>broken down door
>realize there's no corpse decoration for the baron/hell knight
>>
>>3435078

you can make one easy.
>>
>>3434985
I just like the idea of Doomguy actually having a melee weapon of some sort. I mean, even back to Wolfenstein days B. J. had a combat knife.
>>
>>3435078
>there's no corpse decoration for the baron/hell knight

wait, what?
>>
>>3435078
Just use the corpse of the baron / hell knight. Pretty easy to whip up an actor in DECORATE that uses the right sprite. Either that or just have the baron/hell knight crushed by a ceiling when the level starts (or at least before the player gets to it)
>>
>>3435080
ok

>>3435085
thanks, im kind of new to this thing
>>
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>>3435016
If the HUD is weapons specific have you given any thought to making the HUDs match the weapon's colors a bit more closely? I tossed this together really quickly for the gauntlet and it's sort of what I mean. Giving the overall look a bit more cohesion.
>>
>>3435096

That's not a bad idea, I might go for some slightly darker grays but I don't want to make the HUD blend in or be hard to read.
>>
>>3435098
Definitely; of course at the end of the day the only thing the user needs to be able to instantly see is the amount of ammunition he has left. As long as those numbers can be seen quickly and easily, you're good.
>>
>>3435083
there are corpse items for cacodemons, players, troopers, demons, lost souls(!), imps, and sergeants. but not for doom bosses, or any of the doom2 monsters.

the maps that might benefit from baron corpse objects (e2m8, e2m9) instead have dead barons on the wall textures.
>>
>>3435105

well the little row of bullets along the top there is actually ammo for your primary fire, the number is for your subweapon.
>>
>>3435107
Oh that's cool, is the first missile at the top there an example of expended ammo? The one that's all greyed out? Are the three thingies at the bottom something as well, or just decoration?
>>
when making a level do most of you guys like, improvise? or do you draw out a quick design on paper or something?
im kind of stumped here
>>
>>3435121

Yeah, each bullet drops down and grays out as you fire, the things at the bottom are magazines and indicate an extra full row of bullets.
>>
>>3435124
Sounds neat, looking forward to how it comes along
>>
>>3435123
I start improvising at first and when I get inspired and have a few things in mind I start to draw shapes on a paper.
>>
>>3435123
Usually just start from the first room and build my way onwards. I try to start with a coherent theme for the map first though, and stick to it pretty closely if I can.
>>
Saturn Doom.

Oh wow.

Why do I have this game again ? The only way it doesn't lag is if you're staring at walls.

Oh yeah, apparently it has new levels, same ones as on PSX, but good luck getting there at 10 FPS.
>>
>>3434452
>>3433923
Honestly I enjoyed both add-ons a lot, more so than the original game.

I like how in both they kept the conceptual level design of Quake, but grounded the levels in more "realistic" environments, things you can relate to and get immersed more easily.

But yeah Scourge of Armageddon has better level design. IIRC a lot of the levels were made by Levelord, no wonder I like it so much.
>>
>>3435135
Saturn Doom's development was complicated: Carmack barred the programmer from using the Saturn's (kinda crappy) 3D hardware to avoid texture swimming etc., so everything had to be rendered in software. The programmer loved the challenge, but the end result doesn't play so hot.
>>
>>3435123
I think some forward planning is necessary otherwise you just end up making a room then a corridor then another room then a couple more corridors and ending up with a boring disjoint sectional map.
>>
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Barely finished, but I want some second opinions.
>>
>>3435160
looks like socks
>>
>>3435161
no u
>>
>>3435160
lemme play it
>>
>>3435160
Looks boringly linear and sectional. Need more loops, line of sight between nonadjacent areas, and interconnection.
>>
>>3435139
The Laser Cannon was fantastic, probably one of the more interesting iterations of the Plasma Rifle I've seen.
>>
>>3435168
after I sleep I'll upload it to like filedropper or some shit
>>
>>3434839
if you go for the vertical ammo bar, you should mirror it, it'd make it more readable
>>
>>3433147

so...has anyone noticed that glaring mistake in the doom logo?
>>
>>3435251
the D and the M dont match up with the OO properly?
>>
>>3435256

Yes and no.

The O's are the one that don't match because they're swapped. Check both the classic and the new Doom logo and you'll see it immediately
>>
>>3435262
disrespectful
>>
>>3433995
I've had no trouble playing Doom 3, Duke Nukem 3D, Far Cry 3 & 4, etc, on console, it's a matter if a game has good controls for the system.
>>
thumbs are for guiding mouse movements, mouse4 and spacebar
>>
>>3434843
Aw man das cute
>>
>>3435350
Personally I think most of these work fine for singleplayer.

Except Far Cry 4 but that's because of those damn birds

In multiplayer they all blow it though.
>>
>>3435351
What about mouse5, C, and V?
>>
>>3435448
those don't exist
>>
>>3435448
index finger, it's too easy to hit space if you try to flop your thumb over it
alos mouse5 is the ring finger's job (atleast on my mouse)
>>
>>3435560
My navigation buttons are on the same side.
>>
which ones are mouse 4 and 5
is 4 the back button and 5 the forward button in a browser?
>>
File: 1368514384037.png (8KB, 535x412px) Image search: [Google]
1368514384037.png
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>>3435579
Yes.
>>
>>3435587
Right
Under X11, mouse 4 and mouse 5 are the scroll wheel
>>
>>3435604
okay then mouse 6 and 7
>>
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Boobs.gif
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>>3434843
>>
>>3435160
But in another pass and another extra room (secret maybe) and you've got yourself a MAP01
>>
I'm trying to figure out a solution for making rockets/grenades that throw enemies into the air when the rockets explode.

But from what I can tell, the only code pointer that applies thrust to another actor is A_VileAttack and that every monster would need something in their pain subroutine that reacts to a damage type in order to change their vertical velocity. Is there something I'm missing? I'd rather not have to make special cases for every enemy if I can help it so this will seamlessly work with wads that add custom creatures.
>>
>>3435670
A_RadiusGive a CustomInventoy that does a ThrustThingZ on its Pickup state

if you need more details, I can give them to you, but you should be able to go from there
>>
>>3435670
http://zdoom.org/wiki/A_RadiusThrust try that out
>>
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brrrrrrrrrppppppppppppppp
>>
>>3435139
>I like how in both they kept the conceptual level design of Quake, but grounded the levels in more "realistic" environments, things you can relate to and get immersed more easily.
I dunno, I've gotta go with Romero in that less realistic environments allows for more fun gameplay because the designer is free to go with whatever instead of having to make it look 'real' or 'plausible.'
>>
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>start playing doom64
>find out ssg doesn't even have a reloading animation
>>
>>3435785
After you get it, don't even bother using the normal shotgun.
>>
>>3435774
Sounds like a bullshit statement because there are so many more variables influencing "fun gameplay" than the nebulous concept of "real" or "plausible" in an abstraction of reality.

Making an environment unreal or unplausible won't make it more fun, and sure it will change the paths available to create fun gameplay but you already have a plethora of ways to create fun gameplay without explicitly going down an unreal / unplausible path, so much that if someone genuinely believes that their ability to create fun gameplay is being stifled by a "real" or "plausible" environment, then they're just shit at making videogames.

I'm 100% not saying that unreal or unplausible, absolute nonsense, or Lovecraftian worlds or level design can't be fun or aren't interesting, I love those qualities, but to tout them as THE pathway to "more fun gameplay" is absurd and, ironically, restrictive.

But perhaps Romero meant nothing more than Fiction vs Non-Fiction because I would consider Doom and Wolfenstein to be plausible with their consistent world logic, even if demons "aren't real".
>>
>>3435803
but the less restricted you are by realism the more freedom you have to do whatever you want.

it doesn't mean that realistic things can't be fun.
>>
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meh
>>
>>3435803
He was pretty specific in his wording.

>ROMERO: My preferred type of level design is Abstract. Realistic design is not as interesting in my opinion. I would rather explore a place that is unexpected, unconventional, and highly creative. Abstract level design permits all of this. Realistic locational design puts so many restrictions on what you can do that I don’t ever go there. I have no problem designing a level around a known archetype, and it’s really fun to see where I can take it, but the idea of the archetype and incorporating known elements are the only restrictions I like on me.

https://qexpo2016.com/tronyn-interviews-john-romero/
>>
>>3435817
Cute looking first map, anon. Give a link and I'll give it a play through.
>>
>>3435817
>not a big square with revenants everywhere
are you even trying?

seriously tho put up a link
>>
>>3435682
oooh, good idea. Thanks a lot.

>>3435683
I'll check this out too, thanks!
>>
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I'm bored
>>
>>3435768
yes
YES
>>
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>>3435843
>>3435823
https://mega.nz/#!5I9DFbxY!jJLRdnfnYv4hVKUkmztjwsrt6caF97FHnhCPMO8SbJQ

there, the link should work.
>>
>>3435843
>>not a big square with revenants everywhere

you called? https://my.mixtape.moe/zrfnud.wad
>>
>>3435774
It's not all black or white like this. I said "conceptual but grounded in reality".
They still didn't limit their design because of a realistic intent, it's just that mixed that with pieces of architecture and textures that can remind more easily of either real world, or cultural pieces that a player can relate to more easily.

For me the levels in the 2 Quake add-ons are like Duke Nukem 3D city maps in that regard.
If you look at the design of those city maps, they wouldn't make any sense in a real world environment, they're still completely conceptual Doom-like levels (and so are they in the Quake add-ons, just in 3D), except that contrary to Doom or Quake you'll find set pieces that you can more easily relate to.
>>
>>3435876
Is this a speedmap? Because it's really short, no offense.
>>
>>3435898
>Because it's really short, no offense.
Please don't tease anon over his penis size
>>
>>3435803
>the nebulous concept of "real" or "plausible" in an abstraction of reality.
help i'm inhaling ALL THESE PENISES
>>
>>3435880
thanks for killing my computer
>>
>>3435903
Simply epic
>>
>>3435876

Cute. Definitely work on the layout, though, it's extremely linear.

>>3435898

You saw the images he posted, right?
If so, why are you surprised?
>>
>>3435909
We haven't needed those in, gosh, eight years. My HTC is running it just fine.
>>
>>3435909
how can you live with a computer that can't even handle 1700 skeletons
>>
I bet that if Amiga didn't die, we would be able to handle 1700 skeletons.
>>
>>3435876
Decent first level, but could use more ammo pick ups.
>>
File: Screenshot_Doom_20160818_150321.png (122KB, 1280x720px) Image search: [Google]
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>>3435876
This imp is stuck, all he can do is moonwalk and scratch.
>>
>>3435898
it's some shit i whipped together out of boredom. My other wad was more well received

>>3435903
:^(
>>
File: 1467334006010.jpg (476KB, 800x800px) Image search: [Google]
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>>3435917
>>3435918
guess i shouldn't have spammed BFG shots then
>>
File: Screenshot_Doom_20160818_150452.png (128KB, 1280x720px) Image search: [Google]
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>>3435876
I don't think that was intended, the opposite door has a green wall up top.
>>
File: Screenshot_Doom_20160818_150624.png (100KB, 1280x720px) Image search: [Google]
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>>3435876
Missing some textures, also I see the "Hall of Mirrors" I believe it's called effect on the walls inside if I look at just the right angle. This is the imp surprise room.
>>
>>3435876
Bug Report: Map was too short. It was pretty comfy though, big ceilings.

Also the green armour at the start isn't defined as a secret even though I think it's supposed to be one.
>>
>>3435932
>>3435928
>>3435939
>>3435942

yeah i rushed it to get a basic concept. I'll improve and add onto it some other time

also idk how to make secret sectors in gzdoom builder
>>
File: forget the hearse.webm (3MB, 1024x576px) Image search: [Google]
forget the hearse.webm
3MB, 1024x576px
>>3432552
its pretty fun
https://a.pomf.cat/asyfvz.webm
>>
>>3435942
Also the chainsaw.
>>
File: DXdKj.jpg (48KB, 720x480px) Image search: [Google]
DXdKj.jpg
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>>3435949

>webm
>>
>>3435974
>anime posting
>>
File: 1453038114988.gif (974KB, 750x600px) Image search: [Google]
1453038114988.gif
974KB, 750x600px
>>3435982
>arrowposting
>>
File: naked.png (2KB, 49x79px) Image search: [Google]
naked.png
2KB, 49x79px
>>
>>3435992
>Bonerposting
>>
>>3435993

Woah dude, this is a blue board.
>>
File: Untitled.png (845KB, 854x551px) Image search: [Google]
Untitled.png
845KB, 854x551px
>>3435982
>not anime posting
>>
>>3435949
>that webm

holy shit that looks fucking crazy
>>
Sketched a random gun-ish shape with no plans and really the lack of planning did me in. Lack of art skills don't matter, if only I had a concept to guide my strokes.

Well that's enough drawing from scratch for this year.
>>
>try running demonsteele
>console is flooded with "ZDOOM DOESN'T SUPPORT EXECUTION OF CONSOLE COMMANDS FROM SCRIPTS"
>it otherwise seems to work
am i doing anything wrong
>>
File: Screenshot_Doom_20160818_132728.png (745KB, 1360x768px) Image search: [Google]
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745KB, 1360x768px
Opinions on Stronghold?
I like it but for some reason it keeps crashing on this level on the 7th wave
>>
>>3436080
don't get that on my end

which version of zd are you running
>>
>>3436132
2.8.1, straight from the site
i'm not that familiar with zdoom either so i'm really confused
>>
File: 1437954240421.png (155KB, 500x281px) Image search: [Google]
1437954240421.png
155KB, 500x281px
give me the most anime mod there is
>>
>>3436168
load demonsteele with swan fox or touhou doom
>>
File: Screenshot_Doom_20160314_221455.png (399KB, 1366x768px) Image search: [Google]
Screenshot_Doom_20160314_221455.png
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>>3436168
ere
>>
>>3436168
swan fox, or demonsteele with touhou doom
>>
>>3436108
it's cool
lost of monsters to shoot
good music
overwhelming on anything but easy-solo
works with gameplay mods suprisingly well
beat it with Project MSX and Dakka (cheating my way out of the occasional bugs)
was fun, felt triumphant
>>
File: Screenshot_Doom_20160817_224447.png (323KB, 1366x768px) Image search: [Google]
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this looks more retarded than it is
>>
File: 1470009464614.png (317KB, 1024x600px) Image search: [Google]
1470009464614.png
317KB, 1024x600px
What WAD is this from?
>>
>>3436197
Doom RPG, looks like.
>>
>>3436198
Where can I get it?
>>
>>3436205
http://forum.zdoom.org/viewtopic.php?f=19&t=33292
>>
>>3436237
Thank you.
>>
File: 1463109536785.png (294KB, 500x612px) Image search: [Google]
1463109536785.png
294KB, 500x612px
Where the fuck do I play multiplayer Quake? All the servers I'm finding are damn near empty or just empty in general.
Am I missing something here?
>>
>>3436250
you're missing players
>>
>>3436108

looks something that would fit perfectly with dreadnought
>>
File: 1461832779059.jpg (81KB, 419x480px) Image search: [Google]
1461832779059.jpg
81KB, 419x480px
>>3436250
You motherfucker
>>
>>3436272
Wtf, I meant to reply to >>3436254
>>
File: doomhack3.png (80KB, 638x478px) Image search: [Google]
doomhack3.png
80KB, 638x478px
>>3436168
>>
File: krak shooting.webm (1MB, 1360x768px) Image search: [Google]
krak shooting.webm
1MB, 1360x768px
>>3436168
>>
>>3436025
and now it looks like a tube with hamster teeth
wait... that reminds me of an old story...
>>
I remember some anons mentioning that the Doom 64 chaingun is better than the original one, but how?
>>
>>3436337
it's more aesthetically pleasing
>>
>>3436343
Anything gameplay-wise?
>>
>>3436346
no
>>
Would G/Zdoom work if I only want to play coop?
>>
>>3436358
it's possible but most people can't figure out multiplayer in g/zdoom
>>
>>3436363
nobody plays zdoom multiplayer because nobody improves it
nobody improves it because nobody plays it
it's a wicked cycle
>>
>>3436372

also if someone manages to create a multiplayer module for G/Zdoom most of the Zand and Zdaemon fanboys and devs would flip their shit

it would be ironical if bethesda decides to make their own Doom client using G/Zdoom SRC with multiplayer for Their launcher


>Any Doomslayer skin yet?
>>
>>3436337
it looks and sounds better
>>
So how do I start a zandro samsara game? Pls help a dumb anon out.
>>
>>3431861
>>3431862
>>3431897
>>3432157
Look at who's writing it. You fell for his ruse.
>>
>>3436507

I have no clue who "Darth Clark" is.
>>
>>3434843
now I'm curious

How exactly does Cacodemon fly?
>>
>>3436535
hot air
>>
File: ArmyofDarkness.png (595KB, 914x784px) Image search: [Google]
ArmyofDarkness.png
595KB, 914x784px
>>3436170
>Swan Fox with Demonsteele
>mfw it works
>>
>>3436648
cool meme picture, dude.
>>
I've played Community Chest 3 and 4. Are 1 and 2 good?
>>
>>3436707
Haven't played much of 2, but 1 isn't that good.
>>
Create a new thread already you fucks.
>>
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>>3436725
make me
>>
File: IDE2Ita.png (73KB, 500x333px) Image search: [Google]
IDE2Ita.png
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>>3435982
>he doesn't anime post
>>
>>3436651
>>3436725
nah

go to sleep instead
>>
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>>3436740
>>
File: 1447811315247.gif (156KB, 500x500px) Image search: [Google]
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>>3436783
I'M GONNA FUCKIN' POST ANIME
>>
>>3435670
>>3435682
>>3435683
I'm trying to do something similar but it's pushing enemies based on the position of the explosion and the centre of the monster. Annoying that A_Explode only really pushes horizontally..
>>
Is there some unwritten rule that when you have a public restroom in your wad, one of the toilets has to be full of blood or shit?
>>
>>3436863
that and a shitty jump scare where an imp attacks you from behind while you're looking in the mirror
>>
>>3436863
yes
>>
>>3436863
Nukage in the toilet works too
>>
>>3436337
It shakes your entire world when you fire it.

Fuck I remember the first time I found one and unleashed with it I was literally like "WOAH"

Go play Doom64EX and find out for yourself, I think you get the chaingun around map2 or 3
>>
>>3436337
>>3436352
It shoots faster and it has screen shake.

The shotgun and SSG also shoot faster in Doom 64 than in Vanilla.
Plasma rifle is slower because console limitations.
>>
>>3436863
Why would you make a toilet and NOT have it filled with blood and shit?
>>
>page 10 and no new thread
>>
>>3436905
b-b-but muh arbitrary conditions
>>
casual reminder that instead of complaining, you could be the one making the new thread
>>
>>3436905
And then half the thread will be bitching if you do it wrong
>>
>>3436923
I don't want these complainers in charge of making new threads
>>
>>3436923
I don't save images anymore so I never make threads, maybe someday 4chan will let you start a thread without an image.
>>
>>3436928
then make it yourself.
>>
>>3436932
I'd be bad at it.

>>3436930
Would make /v/ a better place. no more fake tweets
>>
>>3436936
just copypaste the op post, replacing the last thread number with this one.
>>
>>3436863
yes, and have a demon "using" one of the stalls
blame duke3D
>>
>>3436942
Ya but you gotta do the news stuff too and a funny pic
>>
>>3436927
Just like rock n roll

It's so bitchin
>>
>>3436982
>>3436982
>>3436982

New thread
>>
>>3436740
I want to fuck that.
Thread posts: 716
Thread images: 176


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