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HIPS AND TEAR

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 592
Thread images: 156

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DOOM THREAD / RETRO FPS THREAD - Last thread >>3580769 → (Cross-thread) →

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/hzDnLpct (embed)

SO YOU WANT TO PLAY SOME...
Doom: https://desu-usergeneratedcontent.xyz/vr/image/1467/42/1467421002740.png (embed)
Doom download: https://yadi.
sk/d/469ydBaLndVCJ
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1476/78/1476783249877.png (embed)
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw (embed)
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg (embed)
Thief: https://desu-usergeneratedcontent.xyz/vr/image/1456/09/1456095399293.jpg (embed)

== 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 (embed)

== /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 (embed)
http://pastebin.com/aiEgdB3K (embed)
>>
=== NEWS ===

[10-28] Ghosted 2, a mod for Doom that's like that Slenderman game where you look for pages while he tries to get you
https://www.youtube.com/watch?v=Uj_ogrQyISM

[10-24]
Green Arrow, a new Wolf3D mod based on the Arrow comics and television show
http://www.moddb.com/mods/green-arrow/downloads

[10-22] The Dreamwell Enigma: Barlington Estate - map for Blood
http://www.celephais.net/board/view_thread.php?id=61367

[10-22] Dracula's Castle, halloween map for Duke 3D
https://forums.duke4.net/topic/8996-rel-draculas-castle/

[10-22] https://www.reddit.com/r/Doom/comments/58h59q/announcement_ask_me_anything_with_id_software/

[10-16] ZScript to replace DECORATE at some future point
http://forum.zdoom.org/viewtopic.php?p=946680#p946680

[10-15] Zip of Duke3D files needed for EDuke32 plus addons >>3562192 (Dead) →
https://mega.nz/#!PMNmSa4Z!Wf02HdeRo2FPLBrwMrLzukrNxcom0IMLs-2e8bdaoAs

[10-15] PortaDOOM alpha 1 >>3561827 (Dead) →
https://mega.nz/#!jtphlA4b!WoCJ1hUuZJi9ZZ17D7UJ1XJ8-D7X65Fk40pnp69-f8Y

[10-14] Johnnydoom (aka BDJ) updated to v20b
http://forum.zdoom.org/viewtopic.php?t=47229

[10-13] Spooky fonts from Pinball Of The Dead >>3557997 (Dead) → >>3558021 (Dead) →
https://mega.nz/#!J4UyAY6I!2xa3LhzgpXN73iUbsD2onOhq0gyaoxCfORB1XAj1Ghc
https://mega.nz/#!Q4NV2TBD!hJcuIxRJYEK7yHAG9vqW0GermpKsAGsTwx3ilp2HP2g

[10-13] DUMP 3 released >>3556983 (Dead) →
https://www.dropbox.com/s/sc9seej72ikajky/DUMP-3.pk3?dl=1

[10-12] Trailblazer v1.4 released
http://forum.zdoom.org/viewtopic.php?t=47494
https://www.mediafire.com/?f9qegp1j4749wi6

[10-12] Samsara v0.3666 Released
http://forum.zdoom.org/viewtopic.php?p=945777#p945777

[10-11] Anon map release: ASSREAL (2 maps - updated) >>3554464 (Dead)
https://mega.nz/#!chxQ3JzK!pkyXmRCgBHhC5rxfqw8GipPlEE7lOHbtsAVsfwUCi3g

[10-11] Anon map release: spacedadstation (updated) >>3554356 (Dead)
https://www.dropbox.com/s/5frggjl87fobthh/spacedadstation.wad?dl=1

===

To submit news, reply/backlink to this post.
>>
>>3588176
looks like you forgot to put D4D 2.0's trailer that was posted in the last thread.

https://www.youtube.com/watch?v=M6_PwTUSa4I
>>
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HIPS AND TITS YOUR BREASTS
>>
I have all the image frames for an animation, how do I create a sprite do use in GZDoom Builder. I just want to create some ambient decoration
>>
>>3588185
>doom 4 for doom
But where is Doom 3 for Doom?
>>
>>3588206
*to use
>>
>>3588207
Right here pal

https://www.youtube.com/watch?v=Jr2rFSfiRaM
>>
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>>3588193
>>3588175
>that feel when I'll never be a cute cyberdemon with an uncontrollable desire to be rip and tear'd by Doomgirl
Also I'm trying to play Doom not fap you fucks, stop!
>>
>>3588212
cringe.
>>
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>>3588175
>Not HIPS AND REAR
>>
>>3588210
I remember playing a doom3.wad back in the Skulltag days that turned out to be something about a smileyface player avatar.
>>
>>3588175
What's the word on that Hexen Souls wad?
>>
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>>3588217
This, you fucked up OP.
>>
>>3588217
>>3588239
>implying rear rhymes with tear
>>
>>3588217
>>3588239
>GRIP AND STARE!
>>
>>3588206
you need to use Slade 3 - it will edit your wad.

Then you need to create a DECORATE lump (a text file) in your wad defining your new actor

something like

Actor MYLAMP 123445
{
States
{
Spawn:
LAMP ABCDE 1 Bright
Loop
}
}

Look up decorate lumps on the zdoom wiki
>>
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>>3588175
I'd let her touch my BFG 69000
>>
>>3588175
>That waist
Ow.
>>
>>3588210
Isn't there one for EDGE that uses good sprites? I remember seeing a D3 pinky sprite that wasn't a high quality rip.
>>
when will an anon host some multiplayer?
i don't have friends.
>>
>>3588269
Jesus he really let himself go.
>>
Is it cool to put ghost monsters in a level, or would people not know what's going on and get frustrated?
>>
>>3588398
Do you mean the vanilla bug where resurrected enemies that were crushed corpses can noclip and can only be killed by splash damage?
>>
>>3588185
Japs took notice too.
http://www.gamespark.jp/article/2016/10/28/69572.html
>>
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>>3588416
Which one of you was this?
>>
Can I use items and enemies and such from the Quake 2 expansion packs when I make my levels in GTKRadiant?
>>
>>3588413
yeah
>>
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>the shell casings landing on the floor are as loud as the shotgun itself
>>
>>3588450
There's an easy fix for that.
>>
>>3588437
It can be good, as long as you stick to using zombies and imps. No one wants to deal with ghost barons and what not.
>>
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So this is probably a really basic question but how do you draw vertices without the sectors being filled out automatically? This is about the six millionth time I've shot myself in the foot for not knowing how to do this and it's immensely infuriating.
>>
>>3588425

paging @doom_txt
>>
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Fug still messing around WinRottGL

Is there any way to achieve a 1280 x 720 resolution with it?
>>
>>3588175
2 weeks of slaying hell demons.
i bet her cooter is STANK
>>
So Unloved is part of the Steam Spooktacular Sale. Is it any good?
Also, does that one horror mod work with the original mod?
>>
>>3588583
The standalone version of Unloved on Steam is awful. Just stick to the Doom wad.
>>
>>3588176
Aracnocide - The Hives of Madness Version 2 is complete. Some minor graphical mishaps in the first level have been fixed in this version, as well as the addition another level, the so-called Underhalls. Seeking refuge from the onslaught of the arachnids and gnats, our hero finds what appears to be an abandoned factory, but he soon finds that it is no factory. Nuclear waste dumping, inhumane testing, deserted military installations and a terrifying mutant ecosystem await below 16 Betruger Ave. It uses the 2MuchBrown texture pack (https://www.doomworld.com/idgames/graphics/2mbrown) as well as Aracnocide itself (https://forum.zdoom.org/viewtopic.php?f=19&t=50299) Feedback would be much appreciated.

https://mega.nz/#!XssAhDTC!16fg3fmsdURcIBUdu6FYZg9nuGHynS4gGfuyPQS8X0E
>>
fuck
>>
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>>3588627
Why the fuck did the pic not attach?
>>
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>>3588628

anon I have questions.
>>
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>>3588639
go on
>>
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>>3588643

jesus wept. What are you DOING
>>
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>>3588643
good god anon
>>
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>>3588648
>>3588650
>>
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>>3588653

WHAT DID DOOM EVER DO TO YOU
>>
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>>3588656
It was awesome.
>>
What is the best recent WAD to give a whirl?
>>
>>3588660
Eternal released a new mapset recently called End Point if you dig his style.
>>
>>3588664
Listen, I don't know what that means.
But I am not well versed with the hip lingo or who is big or not.
But thank you, I value your input friendo and I'll bet your maps are solid as well.
>>
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>>3588639
>>3588648
>>3588650
>>3588656

http://allfearthesentinel.net/download?file=randoomv1_1.wad

http://allfearthesentinel.net/download?file=randoom_addon.wad

http://forum.zdoom.org/viewtopic.php?f=19&t=48872

pic related
>>
>>3588668
Eternal is a russian Doom mapper that's been making maps for years who's famous for his particular style that's almost trademark him at this point. End Point is a recent set of 8 maps he made.
>>
>>3588674
Thank you friend, I have downloaded it and have died almost immidiately, perhaps when I am sober I will return and actually play it.
May your shotguns strike true my friend, it is unfortunate i cannot give you anything, other than the recommendation to play Mount and Blade if you haven't.
>>
Here's a dumb question again

Johnnydoom sez i gotta set the User Interface Scale to 0 in the HUD options, but i can't find that setting in the options. What gives? Using GZDoom by the by.
>>
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>>3588690
It's under HUD options.
>>
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>>3588690
>Go to options
>Go to HUD options
>UI Scale should be somewhere at the top
>>
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>>3588696
>>3588701
>>
>>3588706
Update yo gzdoom nigga
>>
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>>3588708
>>
>>3588715
You're welcome nigga
>>
>>3588676
Please don't post drunk anymore, anon.
>>
Quick question, Zandronum or gzdoom?
>>
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>>3588803
Zandronum is essntially just for multiplayer

GZDoom is great for almost everything singleplayer, so just use that
>>
>>3588803
Zandronum is mainly used for multiplayer things while GZDoom is for single player. Under the hood they're quite similar.
>>
>>3588803

Do you play multiplayer or play singleplayer?
>>
>>3588185
Im worried that this will ruin the mod. What I liked about it was it's balance and it seems to be nonexistant now with 2.0
>>
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>>3588804
>>3588805
Thank you.

In an act of desperation to avoid having to redo my entire configuration (or just laziness), I found out that my Zandronum config file appears to work for gzdoom. Now I just need to fix the issue with Brutal Doom making gzdoom throw an error on launch.

>>3588813
Both. I'm not worried if I need both programs, since they don't really require much space.
>>
Are there any maps that are harder than nochance.wad on UV? That map sadism on steroids.
>>
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Please tell me this was the hardest map of the wad.
>>
Is Sgt Ender someone from here?
>>
>>3588841
literally who?
>>
>>3588861
Some nobody who felt he needed to make a PSA on why he hates slaughtermaps at doomworld.
>>
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>>3588870
Sounds like my kind of guy.
>>
>>3588874
hence why I figured he might be from here. Theres always nobodies here who make PSAs about shit they hate.
>>
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>>3588175
wew lad
>>
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>>3588653
na na nana na nana na na, katamari doomacyyyy~~~

>>3588841
sgt. ender is someone who got permabanned from zdoom forums for throwing a hissy fit about doomworld admins making fun of him and giving him a custom title that pushes his posts off the screen

he is literally too stupid and immature for the zdoom forums

ponder this
>>
>>3588883
By the very nature of an anonymous board there's little way to confirm that faglord is from here unless he's IRC circlejerking or tripfagging.
>>
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Wow, that game was dogshit. Kaiser would have been better off porting something like Blake Stone instead of wasting time with this.
>>
>>3588837
Not even close bbe
>>
>>3588906
>IF MY POSTS WERE WORTH READING, YOU WOULDN'T HAVE TO SCROLL TO THE LEFT

Also, is that 540p with an obnoxious amount of AA?

>>3588908
Sometimes I wonder if that guy who only makes videos with his own custom source port is kb1 on Doomworld, as both have neat ports which they refuse to upload.
>>
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>>3588930
>Also, is that 540p with an obnoxious amount of AA?

i shrunk it down from 1080p for the internet
>>
>>3588937
No wonder it looks so good, that's effectively 2X Supersampling AA.
>>
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>>3588653
>>
Write an essay on E1M1 and why it's the greatest introductory level to a first person shooter.
>>
>>3589009
no.
>>
>>3589009
This isn't school, anon.
>>
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>>3589009
do your own homework dipshit
>>
>>3588803
ZDoom
>>
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Messing around with PLAYPAL, going from light blue to dark teal in the blue range makes a nice effect, feels Super Metroid-y for some reason.
>>
Anyone knows what weapon gameplay mods make the game just as hard as it is vanilla or harder? Most of the ones I tried seem rather overpowered
>>
>>3589076
complex doom if you follow the pistol-start-every-level rule.
>>
>>3589076
>Weapons

Psychic is a funny one, depending on the mapset. As the mod is designed around powers and an upgrade system with blood tokens, getting powerful takes a good while because the weapons have unlimited ammo but are rather weak as-is. It edits enemies for blood token drops though, but you don't really need a tougher monster mod to counter-balance it.

Also, any powerful non-RO weapon mod + Colorful Hell usually ends up with most player deaths usually being out of surprise or a black/white monster replacing something in a very inconvenient location. The former is usually the case with any monster mods though, you can get some very nasty surprises.
>>
>>3589076
Hideous Destructor makes the game very hard.
>>
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Spellcross guy here.

I had an idea, there was an old game I created called "Neonworld" which involved fighting orange enemies in a TRON-inspired world, and I thought it might be great if I remade the game as a stand-alone DOOM wad. Here's a 5-minute mock-up preview of what it can look like, do you think I should go ahead with the style?
>>
>>3589214

I like the orange things, they remind me of the Evil Dead Necronomicon
>>
https://www.youtube.com/watch?v=t4sSqAqGnaU
>>
>>3589228

Well the concept were the enemies were all different faces of squares. There's a gas-mask flamethrower one, mini-squares, a chaotic evil one that has a deadly melee attack and so forth. The base world will just be one big grid, but there be decorates and texture varietys if developed. Not sure how to create original sound and music though
>>
https://twitter.com/DUSKgame/status/792386211038031874

looks like someone needs help with shotguns
>>
>>3588176
Golden Souls 2 Halloween Demo Trailer.

https://www.youtube.com/watch?v=CRVUzkPbmWQ
>>
>>3588597
Here's a video demonstrating map01. I wonder if I should post this on Doomworld or not.
>>
>>3589294
Fuck, forgot link. I'm retarded.
https://my.mixtape.moe/hfqjud.ogg
Sorry for the shoddy quality.
>>
>>3589291
Great to know he's still working on it. When I beat the original demo before it I got massive blue balls and wanted more.
>>
>>3588835
Anyone?
>>
>>3588883
>Theres always nobodies here who make PSAs about shit they hate.
message boards have people post their thoughts? you don't say
>>
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you know the drill

post your wips, post your sprites, post your maps, post what you're working on
>>
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>>3588597
Alright, post has been made. Shit on it as much as possible. I think I made a huge mistake.
https://www.doomworld.com/vb/wads-mods/91404-aracnocide-the-hives-of-madness-wip/
>>
>>3589389
Here's a posed pic from my .wad. Of course, you'll never get a picture like this while playing, but I think it's fine.
>>
>>3589009
https://soulsphere.org/apocrypha/e1m1/
>>
>>3589379
Theres a difference between posting your thoughts, and making a PSA about your thoughts.
>>
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>>3589389

Made a geeky room in the apartment building for the zombie doom remake mod.
(it's not quite finished yet)
>>
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Finished Arcane Dimensions yesterday. Now I need more Quake. Are the expansions worth it? What about the fan levels? I played one or two vut is far from the excelence of AD
>>
>>3589009
>>3589403
https://www.youtube.com/watch?v=rV6HlBa88js
>>
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>>3589389
Slowly been working on this. Nothing special, but whatever. I think I'm getting better a D64 lighting.
>>
>>3588930
>kb1
i wish the dw mods would force kb1 to choose between actually sharing this supposed personal source port he has been working on for literally over half a decade, or getting banned
>>
>>3589438
he'd die before giving it up.
>>
>>3589438
That would be blackmail and unfair.
>>
I've been out of the doom loop for a good two months now

have I missed any important drama? Any important news? Is mordeth out yet?
>>
>>3589452
nothing has happened.
>>
>tfw no megawads that utilize staple custom monsters like cyber pinkies, bruiser demons and other memebarons, diabloists, etc alongside normal enemies in an intelligent way instead of all of that stuff being relegated to monster randomizer stuff 5ever
>>
>>3589465
kdizd :^)
>>
>>3589465
valiant?
>>
>>3589474
Valiant is ass. I know it's a controversial opinion, but there's no variety because it's just dehacked style replacement memes instead of actually using sourceport features to have a larger cast of different types of monsters. It's just like playing some shitty monster replacer mod or something.
>>
>>3588817
>Now I just need to fix the issue with Brutal Doom making gzdoom throw an error on launch.
http://www.moddb.com/addons/brutalv20bpk3bloodtxt-patch-gzdoom-22 have fun anon
>>
>>3589481
>meme

surprising how a simple word can completely invalidate an opinion
>>
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>>3589481
>dehacked style replacement memes
>>
Hexen: Beyond Heretic, more like Running: Beyond Headless Chicken
>>
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That doesn't even fucking look like Doomguy.

You had one job.
>>
>>3589609
gren armer es dumdude
>>
>>3589481
It uses MBF styled dehacked which is a lot more advanced than regular dehacked. And it uses this instead of zdoom stuff, because skillsaw wanted it to be compatible with prboom+ -cl 11.

Besides, it adds more monsters than it replaces. The only real absences are hell knights and barons, and considering how much more interesting the custom ones are, its no real loss. So your complaint about a lack in variety is a bit silly.
>>
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>>3589389

Wew lad.
>>
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Holy shit you guys I was looking up GZdoom tutorials and I came across this.

https://www.youtube.com/watch?v=ia_TZLcQ840

Is this....real? Is this guy for fucking real? I've never wanted to bully someone so hard in my life
>>
>>3589628
It still replaces instead of adds. There's no point to custom monsters if the normal ones are replaced by them, because then the custom monsters become just normal monsters because everyone is custom monsters. There's no variety.

I've started to hate it how everything has to be made compatible with less advanced sourceports, leaving mostly only obscure shitmaps to take advantage of stuff like the ability to have a wide bestiary. Mappers won't even consider it because muh compat levels. Having increased amounts of different monsters in a wad isn't even any drastic stuff like scripted events that would break the classic Doom format, so it's literally just "muh compat".
>>
>>3589648
yes, he is autistic irl.
>>
>>3589650
recording / sharing demos has been a consistent thing since 1994, so maybe zdoom should have thought twice about just abandoning them altogether.
>>
>>3589648
yes

welcome to omegalore, my friend
>>
>>3589648
Yeah. He's kind of like the Chris Chan of the Doom community from my understanding.
>>
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>>3589389
>decide to make a quick map for this https://www.doomworld.com/vb/wads-mods/90643-aquatex-mapping-experiment-4-maps-completed/
>start working before seeing others work
>make pic related
Continued next post.
>>
>>3589712
>after making good progress, decide to check out the thread
>see this
>tfw desire to commit suicide grows at rapid speeds
>>
>>3589650
>I've started to hate it how everything has to be made compatible with less advanced sourceports, leaving mostly only obscure shitmaps to take advantage of stuff like the ability to have a wide bestiary.
>Having increased amounts of different monsters in a wad isn't even any drastic stuff like scripted events that would break the classic Doom format, so it's literally just "muh compat".

The reason prboom+ compatibility is often sought after by doomworld's mappers, is because doomworld has a decently sized demo recording community. Theres also the fact that many of these mappers feel theres no point restricting compatibility to zdoom and derived ports over minor unnecessary things, because believe it or not, not everyone uses (g)zdoom for classic gameplay.
>>
>>3589648
Oh my god, why don't people try to help him sound less autistic? I mean god damn. I feel bad for this kid, living in a fucking safety padded world that won't help him improve himself.
>>
>>3589712
>>3589713
>Jealous of detailing
Nigga if your map plays well only fags will care about your detailing. Frankly only fags care about detailing anyway, just put some effort into texture choice and room geometry and you'll be fine.
>>
>>3589721
It's not just the details though, that map honestly looks like it would play better than anything I've ever made. Besides, the project is made for detailing anyways.
>>
>>3589727
Post map
>>
>>3589736
It's not entirely finished, give me a moment.
>>
>>3589745
idgaf, post what you have
>>
>>3589752
You wouldn't eat a flattened lump of raw pizza dough with cold shredded cheese and raw pepperonis would you?
>>
>>3589761
I'm doing that right now, post your map and get some feedback.
>>
>>3589761
It's not food.

It's a map.
Post a WIP
Get constructive feedback.

Use constructive feedback to expand and build on what you've been working on, making for a better experience.

It's not hard to understand.
>>
>>3589761
i would
>>
>>3589761
No but I'd eat a fistful of cookie dough
>>
>>3589778
Fine. I tried to get as close to completion as possible though.
http://s000.tinyupload.com/index.php?file_id=03547400316960990259
>>
what do you mean the horn key
what do you mean i have to go the swamp i was just there and there's nothing i can do without the cave key
there's no horn door anywhere fuck you

this game is driving me insane, ive ascended from wallhumping to humping and attacking walls simultaneously
>>
>>3589802
Okay
>Missing textures the level
But just remember to put your resources in the final version

The Bad
>Very light on ammo, especially in the beginning
>Light on stimpacks, though this is less of an issue
>Huge courtyard with nothing in it
>Missed the blue key, probably from lack of textures
>Double Archvile at the end with no cover is a major fuck you
>Basically no light level variation

The Good
>The corpses before the baron was neat
>I personally like teleport gates
>probably looks a lot better with textures

So here's what I think you should do
>More ammo
>Fill courtyard with imps and demons
>replace first weapon with chaingun, give SSG after trap
>Have more enemies warp out of the gate to indicate danger
>Lots more cover in the courtyard, use rocks or something
>Lock the room with the blue key in it with a blue key door, ensuring the player has to find it before leaving
>Have the archviles spawn into the courtyard, not above it

Also just generally add more enemies. The cave after the teleport trap is begging for darkness + spectres, and many other areas could do with a few more guns or claws.
>>
>>3589838
The Archviles are only there on hard mode, otherwise they're replaced with 2 knights or 4 imps. The platforms that the imps stand on are actually lifts, and the blue key is in one of the tunnels they roam in.
>>
>>3589860
I know that, the archvile encoutner is still ridiculous with near-zero cover and the blue key is still easy to miss.
>>
>>3588486
What?
>>
>>3589863
Okay, I added some changes that you recommended. The archvile encounter was made easier when they were set to ambush. Still need to add secrets and iron out some bugs and mishaps like how the demons in the arena can open the blue door. The textures can be found on the Doomworld thread for the Aquatex project. https://www.doomworld.com/vb/wads-mods/90643-aquatex-mapping-experiment-4-maps-completed/
Here's the map, has nodes now so it can be played in PrBoom+
http://s000.tinyupload.com/index.php?file_id=45218650616899812257
>>
>>3589643
>booty ptoject
>Screenshot_Hexen

term are you up to something?
>>
I just played through 200 minutes of /vr/. Pretty fun stuff. Have you guys done any other community map projects?
>>
>>3589609
Dorkly was a fucking mistake
>>
>>3589650
I agree desu

Any maps out there which fully utilise GZDoom's features?
>>
>>3589982
Not explicitly for /vr/, but all three DUMPs contain stuff from anons.
>>
>>3589934
Should I release it or not?
>>
>>3589997
Sweet, i'll check them out
>>
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If you have a juggernaut, you can make change. I'm all for that. If we could force people to always be connected when you play the game, and then have that be acceptable, awesome.
>>
When adding custom weapons to your wad how do you toggle replacing existing weapons?
>>
>>3589609
It looks like fucking master chief
>>
>>3589934
Got telefragged by a pinky; 0/10
>>
>>3589997
Speaking of, whoever made Felt needs to learn that
>oh no, skeletons!
gets old after the first few times. Great layout with amazing taste in music marred by poor enemy distribution.
>>
Hey /doom/

I always wanted an expansion to DOOM2 featuring new enemies, monsters (etc), and I was planning to make an unofficial pack featuring this, but I don't have the time anymore. Would any of these have worked?
Items:

New Ammo type: "Demon Blood"
Max 50(100)

New Ammo type: "Fuel"
Max 200(400)

---
Items:

New Item: Demon Blood (+2 "Demon Blood")
New Item: Demon Soul (+25 "Demon Blood")

New Item: Chaos Armor (Randomizes armor between 1-300)
New Item: Chaos Health (Randomizes health between 1-300)

New Item: Enhanced Rounds
Upgrades "Pistol" to gain +1health on shots that cause "Pain" on enemy monsters.

New Item: Soul Ripper
Upgrades "Fists" to have have triple the attack range (short range), increased damage and causes enemies to drop "Demon Blood" between 1, 2, 5, and 10 ammo depending on the toughnest of the monster.

New Item: Replicator
Grants 75 bonus armor on pickup.
If you have less than 25 armor, it will automatically "create" 1 armor every 3 seconds for you.

New Power-Up: Haste Sphere (yellow)
Doubles movement speed and attack speed for 20 seconds.

New Power-Up: Shadowform (black sphere)
Creates a DOOMGUY copy with 2000 health as a "friendly monster". The weapon you currently hold it used as the weapon it fires as, and can only shoot up to the amount of ammo you currently held on activation (copy of doomguy is automatically removed if 0 ammo left)

---

Weapons:

Reworked Chainsaw

Chainsaw now uses "Fuel" ammo to use.
Chainsaw now reduces all incoming "normal" damage on use by 60%.

#5.5 Multi-Launcher
Fires 3 rockets at once, pushes DOOMGUY back a bit,

#8 Soul Cube

Uses 2 "Demon Blood" ammo. Restores 1 health on use. Fast Speed

#9 Helltouch

Uses between 1-100 "Demon Blood" ammo. Fires 1 "rail" attack that deals 40 damage per "Demon Blood", always uses all ammo in one attack. Can hit multiple enemies in a row.
>>
>>3589648
It's strange when you're around the same posters for so long you begin to recognize their reaction images.

Everyone already knows about Omegalore.
Common consensus is that he has the knowledge to make great things; however, he's resigned to inserting his forum friends and his weird Dora the Explorer-esque Deviantart creations into the game. It's a huge fuckin' shame since he could be making amazing wads.
>>
>>3588175

Guys, how heretical is it to make to plaster middle textures on a linedef 1 unit away from a wall to create, say, paintings or posters.

They look a bit iffy when you're hugging the walls but I really dont feel like creating patched textures for every single occurence of a painting or poster. I could use decals, but honestly, they dont seem very practical.

Is there an other simpler way ? These are times when I miss good old douk engine where you could put all the shit you wanted on walls and give no fucks.
>>
>>3590028

Monsters:

1. Former Demoman (new zombie monster covered in explosives)

70 health.
Fires a "grenade" that deals 4 missile damage + 30 radius damage.
Explodes if killed or in melee range (think toxic barrel explosion)
Low Density.

2. Leech (small purple tentacle)

25 health
Deals 1-5 melee damage, fast movement.
It's height is very small and can fit through "small gaps" for ambushes.
Leaves a "poison" corpse for 20 seconds after death, dealing 5 AoE damage per second.
Very High Density.

3. Dark Altar (looks light a chaotic version of the "lamp" decoration)

15 health
Spawns "Life Souls" randomly.
Only destroyable through chainsaw/melee.

3.5 Life Souls (blue-reskinned Lost Souls)

50 health.
Does not attack. "revives" dead monsters upon collision, the Life Soul dies in the process.

4. Plasmaguy (reskinned grey DOOMGUY)

100 health
Shoots "Plasmagun" attack 10 shots in a row.
Drops "Cell" ammo.

5. Plaguebearer (mutated human wielding chainsaw)

800 health
Attacks with a "Chainsaw" hit every 0.4 seconds
If the monster enters the "pain state" it will spawn a "Leech" shooting at the target that damaged it.
Enters a "Wound state" if less than 150 health which creates 1 "Leech" every 1.5 seconds up to 5-7 times before automatically dying.
Leaves a Poison Corpse similar to Leech, but 3x the damage and radius.

6. Archnant (Bronze metallic "bigger" Revenant with a Rocket Launcher)
600 health
Fires Rocket Launcher (usual damage)
Melee attacks (Revenant damage)

7. Black Knight of Hell (reskinned "Knight/baron of hell" mostly black/greys)
1500 health
Double the usual damage and missile speed.

8. Psyker (floating "sperm" like monster)
250 health. Flying.
Teleports locally sometimes when moving.
Also teleports if it enters the "Pain State", high chance to enter.
Has a "flamethrower" attack, consiting of short-ranged missiles that Ignore Armor.

More...
>>
>>3589974

I'm working with having Booty playable in other iwads as a gameplay mod, rather than having it be only its own standalone thing.
>>
>>3590062

Last bit.

9. Manifestation of Sin (Giant Flying Cube with tentacles and wire with a similar "Icon of Sin head at the front)

3500 health
"Boss" Monster.
Flight
Has no attack, but spits out "Spawncubes" like Icon of Sin, spawning a random monster upon collison (kills DOOMGUY/monster if underneath the spawn location)

That's it. Other than some new textures and map ideas (which I really liked a few ideas for them), I thought I could share what I would've done, but I'm moving on to others things, so hopefully some useful things come out of this.
>>
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>>3590071
I love that. I was hoping you would.

Now I can just pretend other wads are more planets.
>>
>>3590050
its fine
>>
>>3589414
Give Travail and Honey a try
>>
Anyone into Dark Forces?
>>
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>>3589389
Working on a Dead Simple/Icon of Sin mixup for a mapset with shitty gimmicks
>>
>>3590137

that's a fitting mugshot for them >filters
>>
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>>3589389
It's a museum. Making textures for exhibits right now.
>>
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>>3589389
cool looking stagger anim glitch
>>
>>3589650
>There's no point to custom monsters if the normal ones are replaced by them, because then the custom monsters become just normal monsters because everyone is custom monsters. There's no variety.
Whenever I see people talk about Realm 667 monsters being used in maps the complaint is always that there's too much monster variety.
>>
>>3590280
My only complaint with Realm 667 monsters is when people use bad ones.

>Cyberdemon with double rocket launchers
>Thamuz
Things like that.

That Flame Korax is pretty cool at times though
>>
>>3590289
>is when people use bad ones.
So, all of them?
>>
>>3590292
Exterminator is p cool
>>
How angry was /doom/ that Doom 4 actually turned out to be amazing?
>>
>>3590310

pretty relieved to be quite barbeque
>>
>>3590310
>amazing
Not quite. It WAS good, but not amazing. Still, it's a step in the right direction, so we're happy.
>>
>>3590310
It was shit though.
>>
>>3590310
it was OK

just like other modern fps remakes
>>
>>3590310
I'm pretty disappointed that a lot of people think that a shooter comprised mainly of Painkiller-style encounters is passable for a Doom game. We stray further and further from Romero's light.
>>
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>>3589389
wakey wakey, hands off unmakey
>>
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>>3590354
Niiiice.
>>
>>3590354

the shade of the D4 weapon is noticeably different from the D64 Unmaker
>>
>>3589441
underrated post
>>
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The Riot Controller in Travail is a pretty good although slightly overpowered take on the double shotgun archetype

>fires two shots in quick succession
>each shot is basically a double shotgun shot except it only consumes one shell
>fire rate between each pair of shots is only slightly slower than the double shotgun's
>>
>>3590412
I remember that gun. It was a good gun.
>>
Any cool over/under shotguns that aren't Golden Souls
>>
>>3590310
It's not very Doom-ish but it's okay by itself I guess.
>>
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>>3588176
Quake Map Jam 8 was released two weeks ago. The theme is noir:

http://www.celephais.net/board/view_thread.php?id=61365
>>
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You can also choose New Game to play the original Quake like this.
>>
>>3590468
>>3590469
How moody
>>
Well I saw the lost wad for doom and it was so weird and stupid. Like literally dead dogs and a dead human with gore, REAL CREATIVE LOL.
>>
Also can someone help me please, I have quake 1 through steam and cant get my mwheeldown bound to jump. Please help me :D
>>
>>3590491
Use the Quakespasm source port
>>
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there's something strangely liberating about working on something nobody's gonna give a shit about in 48 hours time
>>
>>3590532
Looks pretty neato
>>
>>3588486
vertices mode and press insert on a point.
>>
>>3590017
fuck you felt was great, but I love killing skeletons so there's that
>>
what's up niggers? havent been here in awhile. you fucks enjoying D4D?
>>
>>3588214
How new are you?
>>
>>3590598

It's okay. Balance issues out the ass.
>>
>>3590348
This. A big part of the original doom was its dungeon-esque mazelike level design and incidental combat. Not even Foundry, one of the less linear levels, truly captured that, IMO.
>>
>>3589650
>It still replaces instead of adds.
>Instead of

Actually, it does both.
>>
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>>3589389
Messing with (or rather attempting) a Super Metroid PLAYPAL, dunno if I'll finish it but it's still neat so far.
>>
>>3589650
I wish there would be something that could replace prboom+ that was more advanced but still classic gameplay oriented, and demo friendly.

Problem with zdoom is that its garbage for demos, and the maintainers don't care. And its so advanced, that it has a lot of non-classic gameplay features, like jumping, and the ability for hubs.
>>
>>3590656
it sounds like you're asking for something that's "more advanced but also more vanilla", and those sound kind of contradictory. what kind of advancements do you want that wouldn't also violently break demo support?
>>
>>3590659
>but also more vanilla

What? That would make it less advanced than prboom+
>>
>>3590659
>what kind of advancements do you want that wouldn't also violently break demo support?

I just want an engine with a more advanced mapping format than boom format (perhaps based somewhat on UDMF), and with some mapinfo features like setting up episode selection, and where exit destinations lead, but without the stuff allowing hexen styled hubs. I also don't want the engine to include things like jumping/crouching.

I know this sounds a bit specific, but I really do wish there was something like this.
>>
https://www.youtube.com/watch?v=dRCtLIpFI5E
>>
>>3590668

That does indeed sound quite specific.
>>
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How would a Lazy Town mod play?
>>
>>3590705
Not very much like Doom I think. Lots of learning how to eat and exercise well instead.
>>
>>3590705
you load the wad then an amber alert is sent out
>>
>>3590705
>We Are Number One And A Half
>>
>>3590684
>skillsaw remakes suburbs.mp4
>>
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>>3590468
>>3590469
>>
>>3590784
>no mipmapping
HOW DARE YOU
>>
>>3590791
What does mipmapping even do?
>>
>>3590794
It makes floors (and distant stuff in general) not look garbled with distance.
>>
>>3590795
Would you mind giving me a visual comparison?
>>
>>3590784
gl_texturemode 3 with gl_texture_anisotropy 16 is the best

No mipmapping is only acceptable when running games at a low resolution since everything is a pixelated mess anyway
>>
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>>3590797
(notice the hung zombies)
with
>>
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>>3590797
>>3590804
without
>>
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Any way to get Colorful Hell to work with Samsara?
>>
>>3590809
no.
>>
>>3590809
Yeah, write a patch.
>>
Is there anything equivalent to, say, (G)ZDoom or Zandronum for Quake?
>>
>>3590804
to me it just looks like the game just filters far away textures.
I think its best without mipmapping
>>
>>3590823
It looks like shit because the guy didn't use 16x AF
>>
>>3590817
Quakespasm for modern/no bugs GLQuake (your main choice for single player).
Darkplaces for "higher quality" textures and lighting systems (dunno if it was based on GLQuake).
qbism for chunky style graphics that look like DOS Quake.
nQuake/EzQuake for QuakeWorld multiplayer today.
>>
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>>3590823
>I think its best without mipmapping
pic related

>>3590824
But I was!
>>
>>3590829
Look at the wall on the left above the lava. Below the zombie closest to the player there's a noticeable seam where the texture goes from being sharp to blurry. It doesn't look like you were using AF to me.
>>
>>3590837
I've got gl_texture_anisotropy "16" in the Fitzquake Mark V config, I'm guessing there's poor engine coding causing there to be a space between mipmap layers (similar to that happens in GZDoom). In case you haven't figured out, AF is useless without mipmapping.
>>
Video of some of the stuff I've been doing for a weapon of uncertain name: https://my.mixtape.moe/ypbxeq.webm

Seems accurate enough to the original version. Now to add an alt-fire...
>>
>>3590846
[shitpost] caleb in samsara when [/shitpost]
>>
>>3590280
>>3590289
>>3590292
I imagine a large part of that is because all the good mappers are doing demo-compatible maps, which leaves the maps that use r667 monsters done by the not so good mappers.
>>
>>3590850
tomorrow but it's the blood 2 version #becarefulwhatyouwishfor
>>
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>>3590857
>>
>>3590759
>implying skillsaw maps are even remotely that slaughtery
>>
>>3590809
Bummer, thanks though.
>>
>>3590857
I'm perfectly fine with that.
I (almost) liked B2 as much as B1
>>
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>>3590863
>>
>>3590864
It's actually a really solid game, ignoring the shitty engine (and the four different hand replacements).
>>
>>3590868
i don't think anything involving lithtech 1.0 can be realistically called solid. maybe gaseous, at a stretch.
>>
>>3590870
That doesn't necessarily make the game itself bad, does it?
>>
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"The Nutshack theme, but whenever they say Nutshack, a random Terry Trap plays" when
>>
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>>3590916
>>
>>3590860
They're not Sunder tier or anything, but it's not like he doesn't like to put out a lot of monsters at once.
>>
what happened
>>
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>>3591004
server issues i would assume
>>
>>3589235

I tried playing Doom 64 EX in preparation and because I like to play close to vanilla the first time though but it crashed whenever I tried to save.
>>
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>>3590310
>>3590348
>>3590607
I had written a ludicrously over explained essay on the doom 4 section back in both reddit and in youtube regarding the decision behind arena segments in the game. Guess I'll try and dig out some.

I feel one of largest changes between Doom 1/2 and the new game would be monsters themselves, which influence the design of the levels they end up in in retrospect. I didn't really expect it, but I observed that most fights even with just imps happen to be highly procedural battles with lots of dodging and chasing. Go up the progression of monsters, and it all ends up similarly. The active monsters limit found in the game actually becomes reasonable as battles with more monsters becomes a case of managing your agility and controling the map, akin to deathmatch, as opposed to the original Doom play styles. That would end up meaning sections of the map become more deathmatch arenas while small arteries between those areas become low key points, with fighting against lesser critters like Possessed and Imps.

In the old Doom, you experience a progressive attempt to sweep the map of monsters - sound blockers and monster hearing promote a gradual progression through level elements and it's almost like an unstoppable waterfall where one action activates another, while in the new Doom, you can actually experience distinct moments of solitude versus intensity. (the bulkhead doors which Doomguy raises, crouches under, and closes again, for one, a very blunt separator of those segments).

cont.
>>
>>3591087
I don't feel like reading that.

Just wanted to let you know.
>>
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>>3590632
And there's the pink range.
>>
>>3591087
For one, playing with a shotgun in the old Doom and going against old Imps and Zombie Soldiers relies more often on spotting and eliminating them as soon as possible - most old Imps and Zombie Soldiers might not even survive long enough for a second attempt to fire back at you as soon as they pop-out from a nearby corner. The original Doom singleplayer maps are, in contrast to this, NOT at all deathmatch arenas (especially when compared to games like Quake, a technical definer of how a deathmatch arena is expected to play)

Thing is: in the new Doom, you are not actually likely to bring an imp down on first shot - it's likely to dodge and run away, and the players are expected to chase it while attempting to ignore the distraction created by other creatures, should they not prioritize their similar tactics. And in order to support a highly mobile gameplay, sections of the map pretty much end up having arena layouts given the mobility and hardiness of every playing entity on the field.

The point I'm trying to drive home is that the new game definitely feels like the old Doom, but to say it is consistently a mirror copy of the original Doom gameplay and action, as we all may know, it's definitely not. But it deserves its name (I actually want to say it 'earns' the name), truly, given its spirit, rather than its actual playstyle. Heck, I think it's fair to say nudoom feels like Doom... it also plays like Quake.

>>3591091
It's okay. I mainly wanted to put this out for anyone else interested.
>>
>>3591091
>waaaaaah
>>
>>3590135
I don't know if it counts as retro since I can't recall the date it was released but I recall playing jedi knight 2 outcast when I was younger. I never finished it even though I loved it
>>
>>3590926
Skillsaw rarely ever makes full on slaughter maps. Most of his stuff more plays like early/mid Scythe 2.
>>
>>3588896
Why is it not DOOM Gal? The opposite of Guy is Gal.
>>
>>3591198
Why not lass? A girl with a Scottish accent would be awesome.
>>
>>3591249
Because it doesn't start with g and has 4 letters
>>
>>3590870
Wasn't Kingpin Lithtech 1?
And KISS Psycho Circus? Shame that was a KISS game though. That fucking band blows.
>>
>>3591285
>Wasn't Kingpin Lithtech 1?
nope, it was quake 2
>>
meanwhile over at /sg/
>>>/vg/158859326
>>
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We ever get an update on that bossifyer link?
>>
>>3591384
Oh. Hm. I never actually played it. I was thinking about setting up a sever for it, but when I found it doesn't go coop I decided against it. The DM just doesn't look fun in the least.
>>
https://www.youtube.com/watch?v=M6_PwTUSa4I
>>
>>3590412
come on, learn your quake history, the riot controller is from zerstorer
>>
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What are some cool megawads to play with Psychic?
>>
Dusk gameplay from a manbaby and manchild.
https://www.youtube.com/watch?v=NLiN9C7HZD8
>>
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am i fucking stupid and are missing something or does thiefmissions.com just not work? im trying to download some fan missions but all of the pages for the missions themselves are just blank
>>
>Download new GZDoom update
>New stuff for curve-tool, oh.
>It's on small bar instead of being its own window
>Can't flip the curve

... I probably should roll back. I can't live without my curve tool.
>>
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what do you call this vision
>>
>>3591470
Youre not stupid, its down and has been this whole month. Hopefully it comes back cause if not tons of shit is just fucking lost, either way for now you can use taffersparadise, ttlg.de and for the post 2014 stuff southquarter for downloads
>>
>>3591480

Some of the new GZDoombuilder features are weird.
>>
>>3591480
>using GZDoombuilder
>not using Eureka
It's like you don't want to be severely limited to the Boom format without any of the cool stuff like deep water while making your maps.
>>
>>3591510
gee, I guess /doom/ doesn't like either Doom 4 nor GZDoomBuilder. such shitters, those guys.
>>
>spend a bajillion years aligning textures
>replay doom1 for fun
>literally every other texture is slightly misaligned, but I don't care/don't notice

I really should be less anal about my texture placement
>>
T-10min

http://www.moddb.com/mods/brutal-doom-64
>>
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>>
Noob here. When I finish my map which has a few realm667 props and monsties do I need to share anything other than the wad file for people to play it as intended?
>>
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>>3588650
>not naming this image "cuckodemon"
you fucked up bad
>>
>>3591545
T-2min
>>
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>>3591503
I can still work with it but seems like a weird oversight.
I am probably gonna see if I can get older version tomorrow. For now I am not that assbothered, since I got a groove on, of sort.

Making a sort of spooky map, perhaps in same vein as that library-map I made for Dump3.
It would be cool if I could release the mapset this year, but I guess that isn't happening.
>>
>>3591487
Invincivisibility
>>
>sunlust
>scythe
>scythe 2
>going down
>alien vendetta

finished all those, what should I try next?
>>
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>>3591560
>>3591545
Where he fuck is it?
>>
is complex doom any good guys
>>
>>3591601
>sunlust

dont bring back those memories....

completing sunlust on UV is one of my proudest achievements.... but I sure as hell would not want to do it again.
>>
>>3591601
It's only a partial, but violence.wad is really well-done and has a nice palette
>>
>>3591619
Depends. Do you like mods that are bloated with redundant content and enemies that kill you in 1 hit even with full armor and and 200% health?
If you answered yes, then you need to be lobotomized. Oh, and yeah, you might enjoy Complex Doom.
>>
>>3588175
>HIPS AND TEAR
>Now all I can think of is an OP with HIP TO TEAR and a picture of Bateman with DG's helmet
>>
>>3591626
>>3591601
The megawad it borrows the pistol from, Valiant, is also good
>>
>>3591487

Semen-vision.

I swear Doom has the worst invuln vision ever, you can't see shit in it.
>>
>>3591646
iirc JDoom just inverted the colors, it hurt my eyes even more.
>>
>>3591619
>coming back to my own mod
>it uses a lot of heavily tweaked r667 monsters
>if I repost it everyone will just assume it's low effort trash and not something I spent dozens of hours playing and balancing
>everyone else will assume I was ripping off CD or HD despite me never having heard of any of them before starting the mod
>tfw
Time to never post my work and keep it all to myself. Yay.
>>
>>3591678
>passively trying to get people to ask about your work
>not fishing for attention like a female saying "I'm ugly"

C'mon now anon. Post that shit.
>>
>>3591545

>T+13

blunder of the year
>>
>>3591684
I'm actually not going to post it until it's done to a standard I approve of. I was just funposting m8. However I do find it a bit sad that a lot of people's mods don't get the attention they deserve due to being "derivative". I mean Doom's been around for 23 years or so, almost everything's been done at least once.
>>
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Playing Doom 64 right now. I don't understand the praises. There are 30 demons tops per level (On the "I own Doom" difficulty), music is scratchy noises and the puzzles often shit the bed and break themselves.

Is it a meme?
>>
>>3591694
>almost everything's been done at least once

I still can't find a wad that has optional objectives that then drastically change things in the next levels; such as locking/unlocking sections of the map, spawning new/more monsters/weapons, and even changing the level completely.

I still need a way to display the objectives to the player, but the actual objectives are already in the levels.
I'd fucking love to see that someone else has done this, so I can go look at their shit to see how they did what, but I haven't been able to find one that has all of this. I know there's one wad where you get refill rooms, or something, from choosing a certain path, and I've seen wads with objectives and optional objectives, but I haven't seen a wad that combines the two to create different outcomes all through out the wad.

The secret levels are only accesable by purposefully ignoring certain objectives in certain levels.
>>
>>3591701
>nintendrones

can you not?
>>
>>3591708
What?
>>
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>>3591701
Damn shame. Great art, and I hear it finishes the story of Doom 1/2.
>>
>>3591704
>I still can't find a wad that has optional objectives that then drastically change things in the next levels; such as locking/unlocking sections of the map, spawning new/more monsters/weapons, and even changing the level completely.
Because that shit is hard yo.
>the spoiler text
Wouldn't it be more fun to just give them a vague dossier or something at the beginning, but little to no feedback on whether or not they actually accomplished the task properly, so as to encourage replays where they try to figure out how to unlock the alternate paths? I mean I find shit like that fun.
>>
>>3591712
>and I hear it finishes the story of Doom 1/2.
It's just like another TNT or Plutonia. Doom 4 confirms that it doesn't end there anyhow.
>>
>>3591697
I haven't played it, but I never understood why people praised the soundtrack so much, it's really uninteresting and mostly boring, no melody.

The way people hype it make it sound like it would be like Diablo or something, but it has no melody or tune at all, it's basically just intermittent noise.
>>
>>3591704
>such as locking/unlocking sections of the map
Not to shill it, but some REKKR maps have different paths/moving switches depending on difficulty level... Not sure how many wads do that, but it's kinda fun to do. Some are more drastic than others so far. Hopefully at least one map will be massively different depending on difficultly by the time we're done.
>>
>>3591720
>but I never understood why people praised the soundtrack so much
Because it's atmospheric, that's it.
>>
>>3591720
>no melody
>it's basically just intermittent noise

It's dark ambient. There are no melodies, only atmospheric noise and spook.
Were you honestly expecting anything different from the genre?
>>
>>3591716
No, Doom 4 picks up where Doom 64 ends. He stays in hell (Doom 64's ending), gets entombed, then alt-UAC recovers him.
>>
>>3591730
>Doom 4 picks up where Doom 64 ends.
...That's what I said?
>>
>>3591716

Doesn't Doom 2016 also say that literally every mod for Doom 1+2 is canon too?
>>
>>3591735
no
>>
>>3591735
no, stop repeating that meme and play the game.
>>
>>3591697
>Is it a meme?

If you have to ask this, then chances are you don't actually care.
>>
>>3591734
My mistake, sorry. I misread that as Doom 4 making them non-canon.

>>3591735
Wrong, it's just stupid circlejerk. Doesn't exist outisde of this site anyway.

The quote to suggest this was "He was sent to the far reaches of hell but fought his way back" from Satan man.
>>
>>3591714
>Because that shit is hard yo.
I am not a clever man and I have already done this for three levels.
>Wouldn't it be more fun to just give them a vague dossier or something at the beginning, but little to no feedback on whether or not they actually accomplished the task properly
That sounds interesting, but it also sounds a little un-intuative. I'm not a terrible mapper, so if I say "disable the toxic refinery" then it should be obvious the river of sludge leading to the complex box spitting out barrels is the target; however, I'm also thinking about some of the more abstract objectives and how that'd make it more difficult to tell if you've done anything.

I don't intend to spell out what each objective will effect, but I did consider just giving the player a few text pop-ups at the beginning of each level for their objectives. Then I start thinking about "what if they didn't remember" and "what if, what if, what if?" Anyway, I'll have the display hammered out when I get there.
>>
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>>3591743
well i mean

I went in expecting something like Doom 2 but with a different art style and that cool gun the Unmaker

didn't really expect this
>>
>>3591746
>I am not a clever man and I have already done this for three levels.
It's really more like a lot of work.

Don't hold their hand, show the objectives and trust that they're not stupid. Give them a radio or something to re-show the objectives list and leave it at that. Also add secret objectives if possible, more secrets = more fun.
>>
>>3591721
>Not to shill it, but some REKKR maps have different paths/moving switches depending on difficulty level...
Psh, nothing personnel kid, but I've got that AND the objective thing.
But for real, it's cool to have things change based on difficulty or performance. It makes wads a lot more replayable.

I also thought of adding computer logs to spell out a bit of the story [it's barely there] or to function as the objective list so a player would have to find a computer to see what they've done.
This idea would tie in later when the villain starts messing with your objectives to fuck you over.

>>3591756
>It's really more like a lot of work.
There's something incredibly rewarding and crushing in designing a really cool, elaborate section only to wall it off for when the previous level's specific secondary objective is completed.
>>
>>3591545
>And on that day Mark was unable to upload his mod due to his inferior third world internet
>>
>>3591716
>>3591730
That's just fan theory, though. There's no outright confirmation, and some things don't line up.
>>
>>3591753
It's moody and atmospheric. If you go in expecting midi metal and the atmosphere of the doom comic of course you're going to be disappointed.

Personally I love the soundtrack and general moodier atmosphere of Doom 64.
>>
>>3591803
BUT HEY, THAT'S JUST A THEORY
>>
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It's always magical coming across a bathroom in a map.
>>
>>3591813
I WILL FUCKING CUT YOU I SWEAR TO GOD
>>
>>3591836
A GAY_ THEORY
>>
>>3591735
No, the fact that the game's set in hell makes every mod canon. Doomguy's just in a different part of hell where things are weird. Hae-Lin is just Doomguy in a strange layer of hell where he becomes a smug anime girl. Brutal Doom is in Brazilian hell. Happy Time Circus is in the domain of some harlequin demon prince or something. Even strange mods like Archie are still in hell, just a really bizarre hell.
>>
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>>3591849
thats stoopid nigga

makes me want to kys.
>>
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>>3591646
Semen vision strikes again.
>>
>>3591859
It makes total sense though. Doomguy is trapped in hell for eternity, killing endless hordes of demons in every dimension of hell imaginable. He fights demons in every layer, every personal hell, any interpretation of hell is present.
>>
>>3591545
Fairy is just uploading it.
HUEHUEHUEHUEHEUHEUEHEUEHEUE
>>
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>>3591870
FAGGOT BETTER DONE IT QUICK
>>
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>>
>>3591868
You can't say Hell works that way, though. As far as the Doom games have shown us, Hell is your traditional fire and brimstone landscape with some fleshy bits and bio-tech thrown in.
>>
>>3591861
>>3591646
>Semen vision
Are you 12?
>>
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>>3591757
>Psh, nothing personnel kid, but I've got that AND the objective thing.
Fair enough. Can't do the objective thing in dehacked though.
>>
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>>3591875
No rips. Only tears.
>>
>>3591907
>>
>>3591721
>moving switches

if this means switches that lower and raise based on difficulty, remember that people can use switches that are in the floor
>>
>>3591945
It doesn't do it that way. Tested for that too, it's fine.
>>
>>3591945
It's not a bug. It's a feature.
>>
FILE SECTION IS OPEN

HERE WE GO>>3591907
>>
How come everyone's suddenly excited about BD64? It was shat on like every time it was ever mentioned, and nobody here's praising any of mark's other works either.
>>
>>3591907

I can't believe he didn't finish it A WEEK AGO and actually is still working on it
>>
>>3591984
IDS OUT!!!!!!!!!!!!!!!!!
>>
>>3591982
I for one am looking forward to playing Firefighter Smoke Diver Simulator 2016
>>
D4D did not come out today too?
>>
>>3592001
I'll come out tomorrow, isn't it?
>>
>>3591991

jokes aside, I'm sleepy as fuck, will probably play it tomorrow
>>
The ambient effects are nice, but damn, they're not doing the framerate any good.
>>
Uh

How do I beat the first level of new BD64

There's a cyberdemon
>>
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>they use Windows 98 in the future
>>
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>347.48mb
>>
>>3592018
Run to the right side, the exit is right after the door.
It's an intro level, I guess you are not supposed to kill all enemies.
>>
>>3592018
Just run for the exit. This level doesn't count kills or anything
>>
>>3592019
You would be surprised at how much NASA shit still uses Windows 95 due it's simplicity.
>>
>>3591982
some people are genuinely excited for it

rather than actually face that some people don't like it, they simply just dismiss all criticism as a hate circlejerk, as nicely demonstrated already
>>
>>3592018
>cyberdemon in the very first level of BD64

B R A V O M A R K
>>
>>3592037
>cyberdemon in the very first level of Ancient Aliens
> B R A V O S K I L L S A W
>>
>>3592030
>>3592026
>>3592030
>See cyberdemon and yuge particle effects
>expect shit
>finish first level
>second level is actually the first level of D64
>game is actually D64 with mechanical improvements and no BD bloat

Not bad mark.
>>
>>3590852
what do you guys mean by demo and compatibility? I'm using realm 667 stuff and I'm confused as to what they mess up
>>
>>3592038
it was shit there and it's shit here
>>
>>3592042
Except the first map of BD64 is an intro map and you are not supposed to kill it.
>>
>>3592046
>you're not supposed to kill monsters

wtf why else do they exist then
>>
>347mb
>almost 300mb of music

You'd think Mark would have fucking learned after that shitty Hell on Earth.
>>
>>3592046
>you're not supposed to kill monsters

good gameplay
>>
>>3592051
It's a reference to the original game's intro.
>>
>>3592036
>rather than actually face that some people don't like it, they simply just dismiss all criticism as a hate circlejerk
how condescending of you.

you don't realize you're replying to a post talking about said hate circlejerk and wondering how can there be people who are excited for it?
>>
Why the fuck is everything in the skins folder?

You don't put your fucking mods in the skin folder!
>>
>>3592046
How else am I meant to get 100% monster completion
>>
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I will never understand why people think this fake sprite lighting looks good when it clips through the geometry like this.
>>
>>3592063
Well

you've got a pistol and plenty of ammo
>>
>>3590234
What is this and how can I get my hands on it?
>>
>>3592063
This map has no intermission screen.
>>
>>3592052
Is he just using a shitty format or what
>>
>>3592068
not him but it looks like the doom 4 doom mod
>>
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>nightmare imps are super fast stealth imps now
Fuck me sideways.

Also, I'm not very impressed so far. Other than the cool ambient effects(which kill my FPS), and the use of those improved N64 reloading animations, it's just good old Doom 64 with Ketchup compability, and new death animations that are very standard looking(just variations of gibbing mostly).
>>
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>300 MEGABYTES OF MP3 MUSIC

people will actually defend this
>>
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Credit where credit is due, I do like the fog on the maps.

The sprite-based lighting can go to hell.
>>
>>3592073
>>3592037
>>3591982
>>3591991

just played it.

IT'S SHIT!!!!!
>>
>>3592076
MP3 support was a mistake
>>
>>3592076

stop crying, I have 2 TB in my PC from 2010
>>
>>3592076
not to defend this or not, but isn't mp3 a smaller file type than wav? Wouldn't be surprised if wav is better in other ways than mp3 tho
>>
>>3592086
Hardware that can deal with it is no excuse for bloat and poor optimization.
>>
>>3592092

is not bloated, they are fucking MP3s, do you realize is a compressed format?

wait, you unironically want them to be MIDIs
>>
>>3592090

MP3 is smaller than WAV, yes, much in the same way an elephant is smaller than a blue whale.
>>
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Ehh, I got bored so I decided to skip to the last(?) map and check out the "cut content" stuff.

Say hello to Tchernob... I mean, the Revenant.
>>
>>3592086
Yes, congratulations, I have 2TB as well. This does not mean 300mb of MP3s is a good thing.

>>3592090
Yes, MP3 is smaller. OGG is even smaller.

>>3592095
You're an idiot.
>>
>>3592102
that looks hideous
>>
>>3592102

Awful.
>>
utter shit and insult to doom
>>
Trying to give it a fair shake, but I'm coming to the same consensus as >>3592073

It's pretty much just Doom 64 with extra bells and whistles, most of which are completely unneeded. It's not awful, it's just...mediocre.
Doom 64 is already fun to play through, don't really need any of this extra nonsense.
>>
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>>3592095
MIDIs can still sound decent you mong
>>
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>>3592103

we are not in 1993 anymore anon
>>
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>>3592102
>Mark thought this looked good

Jesus fucking christ
>>
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Unmaker's rate of fire has been HEAVILY nerfed(without upgrades anyway, I don't know how to summon then yet) and it makes a weird sound when it shoots(like a demonic moan or something).

And the BFG can damage you with it's splash damage, which pisses me off to be honest.
>>
>>3592118
we are playing a console port doom on a source port unsupported by 1993 machines and you think this is a good argument?
>>
>BFG can kill you with splash damage
>>
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>mfw Mark changed Hectic's armor trap from your body mysteriously ripping itself apart to EARDRUM RUPTURING BFG BLASTS
>>
>>3592124

>unsupported by 1993 machines

well, yes?
>>
>>3592132
I remember seeing this in GZDoom64. So not Mark's idea, I guess.
>>
>>3592041
Z/GZDoom doesn't have demo recording, compatibility level means how close to 1:1 stone age Doom the settings are. Being able to not just replace existing monsters but add completely new ones is a feature you need an advanced sourceport for, for example.
>>
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>summon archvile

hm

no, sir, i don't like it
>>
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I was disapointed that this wasn't a flame thrower, but it's actually surprisingly fun to use.
>>
>>3592141
>>3592102

I'm glad to see Mark has finally decided to update Samsara and include Caleb.
>>
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It's also overpowered as hell. I can almost stunlock the mother demon with it. But it IS a super secret weapon according to the pick up text, and it eats through ammo fast.
>>
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>>3592141
>>
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>>
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And then they just turn turn around and nope the fuck out of there in a very comical way.
>>
>>3592142
>>3592151
So is it like a lightning gun or something?
>>
>>3592156
Goddamn those are some very out of place gibs.
>>
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>>3592141
>>3592164
>>3592156
>these fucking edits

oy fucking vey
>>
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>And then you woke up in the future and met a robot with a sexy voice.

>>3592167
It works exactly like a lightning gun, but it gibs everything(of course it does, it's Brutal Doom after all).
>>
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>picked up IR goggles
JFC, Mark.
>>
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Several maps in and I'm not really feeling it.
This is really pretty much just Doom 64 with really questionable additions.

>Bad-looking effects (seriously FUCK sprite-based lighting)
>questionable weapon decisions (BFG with splash damage, nerfed unmaker)
>bad QA (map28 completely broke on me because I used the fist to open the door)
>really shitty additions (300mb of mp3s, guest starring Tchernobog and Cerberus from Blood!).

Oh, and I can't use any loadgames, GG.
>>
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This edit actually looks fucking cool. I somehow doubt mark did it though.
>>
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I remember this code.

This is my code.

Are there any credits?

Hmmmmmmm, nope.
>>
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what were you thinking, mark
>>
>>3592196
Give him a break anon, he's Brazilian. Stealing stuff is in his blood.
>>
>>3592196
just PM him
>>
>>3592196
>>3592205
Do it and post results, a shitstorm would be hilarious right about now. We all know Mark can't take criticism or people asking for credit.
>>
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>>3592196
>>3592205

don't awake the demon
>>
Alrighty, BD64's got some ups and downs.

Pros:
>Looks more like "normal" Doom
>Fixes broken puzzles
>some improvements to level design
>Improved weapon sound effects
>Clearer audio
>Some nice particle effects
>Lacks normal BD bloat
>Improved map

Cons

>Shitty intro map
>Nerfed unmaker
>BFG splash damage
>300MB of music
>Some shitty changes to level design to make it simpler
>Ass ugly revenant and archvile
>Night Vision goggles are shitty
>Light effects are often ugly and kill frames
>>
>>3592210
>>Ass ugly revenant and archvile

Not to mention, the Cerberus is nothing more than a beefed up Pinky who shoots two Cacodemon fire balls at once. Very underwhelming considering he's supposed to replace the fucking Archvile.
>>
I am still waiting for v2 to try this, he was announcing it like several days before even v1 was released. I was looking forward to the "tactical" class. Seems like it was a rushed release to meet the deadline.
>>
casual reminder that mark has a patreon for this
>>
>>3592210
>Night Vision goggles are shitty
Night Vision isn't the problem. The problem is that there's volumetric fog everyhwere that gets cranked up to max opacity when you pick them up.
>>
>>3592046
That's not very brutal then?
>>
>>3592052
Jesus fuck, really? You'd think he'd use something like .ogg to keep filesize down more.
>>
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>>3592189
oh. OH. Oh... can you not? Can you NOT?
How fucking much more terrifying must you make this thing? The face, spider legs, attacks with plasma... wait...
>double chainguns
Hitscan?
HITSCAN.
>bigger than arachnotron
>mrw
>>
>>3592184
>gl_enhanced_nightvis8on (boolean)
>Enables or disables the enhanced nightvision effect which changes how the PowerLightAmp and PowerTorch effects work. If false, they behave like the software renderer and merely give full brightness to everything. If true, however, the light amplification visor shows the world geometry in green and the sprites of monsters and items are in inverted colors; while everything illuminated by the torch lies in a flickering golden light.

>and the sprites of monsters and items are in inverted colors
>the lighting effects are inverted
>the lighting effects are monsters in the code

B R A V O M A R K
>>
>>3588175
>needs
>fucking
>loomis
Never gonna make it.
>>
>>3592223
You'd love Aracnocide anon,
>>
>>3592072
its big effing guns
>>
>>3592245
The author changes the name every 3 seconds so i'm probably still right.
>>
How do I make GZdoom play Roland Sc-55 music? I downloaded a zip file containing flac compressed DOOM 2 music on this site (sc55 duke4 net/)but it doesn't really explain how to get it to work, it just says it's compatible with gzdoom.
>>
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>>3592218
>>3592228

I FUCKING KNEW IT
>>
>>3592259
Doesn't simply dragging the zip to the GZDoom exe work?
>>
>>3588896
>JUST
>>
>ugly ass flares that constantly clip through walls plastered across every level with no option to turn them off
besides that its actually pretty ok
>>
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>>3592243
Forgot image.
>>
This weekend I finished both Doom and Doom 2 for the first time in my life. Truly enjoyable games. Fuck me, I had fun.

Also the first chapter of Quake, because I'm an idiot and downloaded the shareware version of the game. I'm going to pirate that shit.

I can appreciate Wolfenstein 3D, but it's pretty boring and I didn't bother after the first episode.

Got Duke Nukem on my list. Any more? What do? Aside from mods.
>>
>>3592275
There's a download link to the full Quake and its expansions in the Quake pastebin in the OP
>>
>>3592275
Blood.

Play Blood.
>>
>>3592282
>>3592283
Added to the query. Is Hexen considered a precursor of sorts to Quake or is that just uninformed talk?
>>
>>3592275
Try some mediocre 3D titles too like Chasm: The Rift, you'll gain a greater appreciation of Quake and other later shooters.
>>
>>3592286
Whoever said that is probably retarded.
>>
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>>3592275
Have you also finished:

>Quake II GOG version is bretty gud imo
>Quake III Arena there's a public tracker complete with ioquake3 but desu the demo is pretty fun
>Shadow Warrior pirate Shadow Warrior Classic Redux from GOG is very nice and complete
>Unreal Tournament: GOTY Edition again GOG is your friend
>Heretic
>Hexen
>Strife

>>3592286
>Is Hexen considered a precursor of sorts to Quake or is that just uninformed talk?

It's just a meme, they're separate
>>
>>3592265
>ugly ass flares that constantly clip through walls plastered across every level with no option to turn them off
Just turn on no monsters mode :^)
>>
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>>3592294
>>
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is there even a decent source port for Blood or am I left to get memed on by DosBox?
>>
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>>3592291
I have downloaded some of those, but haven't played them yet. Thanks for the detailed list, I knew I was missing quite a few.

Hopefully, I'll have Quake and Quake 2 finished by next weekend.
>>
>>3592196
From which mod did he steal from?
>>
>>3592291
>>3592305
Also, GOG is such a wonderful thing. Holy shit.

I actually feel like paying for the games.
>>
>>3592297
>is there even a decent source port for Blood or am I left to get memed on by DosBox?
No, sorry, there really isn't.

Atari owns the rights to Blood and they are dickheads and won't release the source code, so no source port can be made until that happens.

There is BloodCM, but that is a recreation based on eDuke32 and its sub-par.

The only real way is to have a decent build of DOSBox, bMouse the fix the sluggish mouselook, and possibly DOS/32A to prevent memory leaks running at high resolutions.

That, or real hardware.
>>
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>>3592312
For most of those games, none of the original devs will be getting that money.
>>
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>>3592305
np I've recently acquired quite a massive collection myself recently

retro fps toaster gaming has been a new fetish of mine

>>3592312
agreed, they're doing god's work

they're one of the extremely few companies I feel somewhat guilty of
>>
>>3592313
fucking kikes
>>
>>3592317
I forgot to mention this, and I realize people don't care, but all of this interest was born from the fact that I inherited my dad's CRT monitor.

It's a dumb thing, but it has it's advantages. Just adds to the experience.
>>
>>3592325
good man

you enjoy yourself anon and good luck

you'll need it
>>
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Well, would you look at that. I fixed Brutal Doom
>>
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>>3592343
>brutal doom
>fixable
>>
>>3592343
>Doom 4 mod patches Mark's shit up
world goes round
>>
>>3592343
>red square gun
>>
So I'm half way done with TNT Evilution, currently at the first secret map and looking stuff up I found that there's a bug on this map where the yellow key is missing. Does the wad included in the pastebin have said bug or not?
>>
>>3592367
The yellow key is tagged as multiplayer only by mistake.

If you're on a modern sourceport, just use the console to give yourself the key where it's supposed to be.
>>
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>>3591991
Played it How do i reset the lighting back to normal
>>
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>>3591092
I really like these. I'm always drawn to pals that have more blues and purples.
>>
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>if you didn't grab the book and trigger Chthon to spawn before alerting the shamblers you will have to kill them yourself and use up all your ammo to do, making the rest of the map unbeatable

If the mapper didn't want me jumping off to the sides and doing things in the wrong order then he should have made the lava gaps wider.

Also
>there's only one grenade launcher in the map and it's in a secret area
>you eventually go past a point of no return and can't go back to it

This map fucking sucks.
>>
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>>3591092
>>3592393
I'm not doing well with it currently. Super Metroid has basically 0 brown in it and colours aren't going well together with Doom's default textures at all.
>>
>>3589606
Korax is pleased by your ineptitude, mortal
>>
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now watch me reload this

Watch me crank it
Watch me roll

watch me crank that robocop


superman that demon hoe
>>
>>3591991
who cares? it neglects the major aspect that makes Doom64 what it is: 6 part colored lighting.

Doom64 doesn't need "brutality" it needs new maps, interesting new textures and clever scripting to create a new experience within the doom64 framework. Once doom64EX gets decorate support we'll have a few more options for custom enemies, items, weapons, items, decorations, sounds, etc.

All doom64 needs is good mappers, and there are quite a few on the forums.
>>
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>>3592409
>>
>>3592409
>>3592413
Has there ever been an animation where the shells are just punched directly into the shotgun
>>
>>3592102

>people are willing to PAY him for this kind of stuff
>>
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>>3592404
Whoah.
>>
>>3591991
Can I use gzdoom for this or forced zand
>>
>>3592416
At the very least Combined Arms' shotgun alt fire is basically jamming in four shells at once, not unlike the Postal 2 reload
>>
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>>3592228
>>3592261
WHY THE *FUCK* WOULD YOU GIVE THEM THE MONSTER COMBO?
I'M A COMPLETE SCRUB WITH DECORATE AND *I* COULDN'T MAKE THAT MISTAKE.
>>
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>>3592102
pic related, jesus Mark
>>
>>3592410
>Once doom64EX gets decorate support
I'm pretty sure that's literally never going to happen. D64EX isn't even based on ZDoom.
>>
How would you go about making a level that makes the player uncomforable, on edge, and in a state of creeping panic in the Boom format without resorting to monster spam? Bonus points: how do you draw a player away from the exit despite the sxit being very easy to reach and not locked behind a keyhunt?
>>
>>3592465
Tight dark corridors full of blind turns and spectres. Works wonders in software rendering.
>>
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>>3592465
>how do you draw a player away from the exit despite the sxit being very easy to reach and not locked behind a keyhunt?

how about a series of linedefs that either teleport the player somewhere else, re-arrange the geometry to block them or spawn enemies to block their way?
>>
>>3592468
Would bait and switch work? normal hallway leads to normal room, but a linedef near the hall's end drops the room imto lava.
>>
>>3592473
If you want the player to be uneasy, you can't make the threat to them obvious.
>>
>>3592470
No, I want the exit to be there any time the player wants, but there needs to be something that draws them away from it, not deterring them, but pulling them away. It's going to be a haunted house-like level that you can just leave.
>>
So I edited this Demon quite a bit and I want to know what you guys think.
https://www.dropbox.com/s/lynu3jsvf0e985i/NightmareDemon.wad?dl=0
Just summon "NightmareDemon" and make sure it doesn't see you on the first frame (which breaks what it's supposed to do when it sees you because it skips its idle state and goes straight to See). It's supposed to be a Spectre-like monster for darker areas that can confuse the player.
>>
>>3592393
I'mma save that Trayvon Martin sprite.
>>
>>3592465
>How would you go about making a level that makes the player uncomfortable, on edge
Have a maze-like arena with wide, tall hallways, completely empty besides random dead marines, rubble and gibbed corpses. Entering the maze causes a gate to raise and block the entrance. The player passes through the maze and flips a switch to lower a key at the end, suddenly hearing a Cyberdemon roar!
However no Cyberdemon is to be found in the maze, and the gate is now open. Returning to the locked key door the player finds it utterly destroyed and unusable, having to find another way to continue, as large metal footsteps are occasionally heard through the walls of the map. (in an area solely for the Cyberdemon to wander that the player can't access)
>>
>>3592465
>how do you draw a player away from the exit despite the sxit being very easy to reach and not locked behind a keyhunt?

Place a cyberdemon in front of it.
>>
>>3592478
make the exit obvious from the very start, but also put a 6-key door right next to it with a secret exit, then change the pre-Map31 text to some sort of congratulations.
>>
>>3588176
Blade of Agony release on Nov 13th.
https://youtu.be/0cyO9iq-tjA
>>
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>>3592463
At already has all the basic elements, just with slightly different names. "Thing definitions" instead of DECORATE or DEHACKED, "mobinfo" instead of properties, and "Code Pointers" instead of Action functions.

Shouldn't be too hard to put something together to let us edit these things. The structure is very similair to original doom, which decorate is based on.

Also Doom64EX is back in development thanks to a new dev working with kaiser
>>
D4D 2.0 is out
>>
>>3592571

LIAR! Already?
>>
>>3592563
"Holy Cow", said Duke
>>
>>3592567
>Things
>mobinfo
>code pointers
>DECORATE
No, those are the builtin functions that Doom uses, DECORATE is an entirely different thing that constructs new objects and can use those functions to do it. To make DECORATE work you'd need to pull the entire parser and object structure of ZDoom and slap in into D64EX. Plus you don't really seem to understand that code pointers and functions are two different things. Those pointers point to the addresses where the action functions are stored.

tl;dr you're pretty mistaken
>>
>Running D4D 2.0
>Can't see any of the 3D models still
>Nothing in options seem to have anything to do with it
Is my GZDoom broken?
>>
>>3592589
well some way to edit actors in doom64 EX would be great, regardless of the exact name they give it. Shouldn't be too hard to implement.
>>
>>3592563
The 'deal with it' glasses seems a bit 'there'.
>>
>>3592593
Trust me, it's harder than you think. Way harder. If you want to add a config to change a few things like HP and other stuff like that it's maybe a one day job, but to get anything close to DECORATE you're looking at a very large job.
>>
>>3592593
>>3592597
A key thing to remember with software develop, especially with large projects, especially with game engines, is that when the question starts with "why can't they just", there's usually a reason why they can't just.
>>
>>3592607
Also the words "It shouldn't be too hard to", when said by someone not on the dev team, usually precede something really fucking hard to do.
>>
>>3592597
>Trust me
Somehow I doubt you're intimately familiar with Doom64EX. Kaiser suggested decorate type support was on the cards as far back as 2012, so surely a decent framework would be in place for finishing it.

https://doom64ex.wordpress.com/2012/03/04/doom64-ex-2-2-released-editor-updates/
"One of the biggest features that I will be doing is getting in decorate support which allows users to implement custom actors, projectiles and animations and slopes"
>>
>>3592610
>Somehow I doubt you're intimately familiar with Doom64EX
No but I am intimately familiar with software development, and I do know how game engines work internally. What you're suggesting is a fucking gigantic job and it's not surprising that even 4 years later it's still not done.
>>
DOES ANYONE HAVE A MIRROR FOR THE LATEST GZDOOM?
>DOES ANYONE HAVE A MIRROR FOR THE LATEST GZDOOM?

I'm trying to get it but the entire drdteam website is down.
>>
>>3592614
What version?
>>
>>3592615
2.2 or whichever is the latest. Right now i just have 2.1pre

I just want to play D4D 2.0 please
>>
>>3592619
https://my.mixtape.moe/fuvpfp.zip
Here you go. Just tested it and it works with this version.
>>
>>3592637
thanks my man
>>
>>3588176
Doom Defense trailer.

https://www.youtube.com/watch?v=wHRqq5nsTbs
>>
>>3588176
Doom4Doom 2.0 is out.

http://www.moddb.com/mods/d4d-doom4-for-doom/downloads/d4d-v20
>>
There's something cathartic about pouring hours upon hours into a map and building a huge environment. But on the other hand it's a shame because I feel like doom works the best with short and medium sized maps.
>>
>>3590062
>8. Psyker (floating "sperm" like monster)
250 health. Flying.
Teleports locally sometimes when moving.
Also teleports if it enters the "Pain State", high chance to enter.
Has a "flamethrower" attack, consiting of short-ranged missiles that Ignore Armor.

A 'giant flying sperm' seems like a big break of theme compared to the new human variants and metal revenant, which seem more tech-y or anything. Perhaps make psykers some sort of floating human or large imp?
>>
>you can't pickup anything while in demon mode, not even keys
>if you pick up a rune too close to a wall, you'll get stuck
>can't deactivate it, have to wait it out
>>
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>>3592708
>if you pick up a rune too close to a wall, you'll get stuck

This is because ZDoom doesn't handle morphing into a larger actor very gracefully. For Reelism's Tank Mode, my solution was to just make the Tank the same radius as the standard player - you're hardly able to tell in-game (because you're taller, and all the art and sound sells the idea that you're much larger than you are), but the odds of getting stuck are much, much lower.
>>
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>>3592404
My eyes
>>
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Are there any graphical mods that give doomguy's bare fists gloves without altering the vanilla animation?
>>
>>3592313
Kaiser is actually working on Blood EX. It's one of those "don't tell anyone" kinda things that pops up occasionally on leddit since it looks like his testers can't keep their fat mouths shut.

>who cares? it neglects the major aspect that makes Doom64 what it is: 6 part colored lighting.
Wait. WHAT? Brutal Doom 64 lacks Doom 64's coloured lighting? Is he retarded?
>>
>>3592738
Smooth Doom. It also has an optional black gloves option.
>>
File: Screenshot_Doom_20161031_225245.png (352KB, 1280x720px) Image search: [Google]
Screenshot_Doom_20161031_225245.png
352KB, 1280x720px
>>3592731
My eyes hurt less now I guess.
>>
I'm trying to download the doomiwads from the Tinyurl in the image, but I'm getting
>Error (403)
>It seems you don't belong here! You should probably sign in. Check out our Help Center and forums for help, or head back to home.

Am I being retarded or what's going on? I am signed in to dropbox
>>
>>3592751
>Is he retarded?
Of course he is.

And yes it does lack the doom64 colored lighting. Its all made using gzdoom - colored lights put in with decorate actors. Its becuase he knows how to use gzdoom / decorate etc, but doesn't know how to mod for Doom64 EX which, like we were discussing before, doesn't have decorate support so you can't do custom monsters
>>
>>3592819
Nevermind I just downloaded it from somewhere else
>>
File: ItsLikeImReallyMetroid.png (210KB, 1280x720px) Image search: [Google]
ItsLikeImReallyMetroid.png
210KB, 1280x720px
>>3592795
I hate how redundant half of Doom's browns are.
>>
>>3592751
BD64 is based off GZD64 recreation, which is faulty in many places. Mark topped it off by meddling with colored lighting in many places, making it brighter and adding grating "modernized" lighting effects.

I think Mark messed with sprite sizes, making them smaller, while in original even human enemies seemed taller since camera was on player's chest level instead of a head level. Also soldier sprites shrink vertically when they shoot.
>>
so is the only way to play Doom64 emulation?
>>
>>3592854
Doom 64 EX.
>>
>>3592854
>>3592856
*the only proper way
>>
>>3592854
>>3592858
N64 emulation right now is worse than playing ZBlud.
>>
>>3592854
>>3592856
>>3592858
>>3592859

Actually Doom 64 is perfectly emulateable for several years now. Worked great on my Android tablet :P
>>
>>3591991
It's pretty nice. But then again, it's pretty nice to play D64 at all these days. My N64 died a long time ago.
>>
>>3592867
Almost forgot,
>shotgun reloading animation
Now I know what I missed in D64 and Quake, holy shit.
>>
Is there a console command to reveal the map?
>>
>>3592881
iddt.
>>
>>3592881
There's an option for that in the sourceport automap menu.
>>
>>3592882
>>3592883
Thanks!
>>
What are some wads with lots of revenants and archviles? It's time to get spooky.
>>
>>3592896
everything released after 2003
>>
Too bad this new CSS doesn't have a revenant in the bottom left corner.
>>
File: 1464468569077.webm (121KB, 1152x720px) Image search: [Google]
1464468569077.webm
121KB, 1152x720px
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
AAAAAAAAAAAAAAAAAAAAAAAAAHHH
>>
>>3592903
It's cute enough. I like when 4chan does goofy shit like this. Reminds me of years past with shit like Harmony and Babby.
>>
File: Papyrus expresses concern.png (118KB, 500x548px) Image search: [Google]
Papyrus expresses concern.png
118KB, 500x548px
What the fuck is going on
>>
>>3592909
Must officially be Halloween in the US.
>>
File: 1477266866180.gif (386KB, 592x570px) Image search: [Google]
1477266866180.gif
386KB, 592x570px
>>3592912
this

the spook levels are off the charts
>>
>>3592902
I find modern wads just have lots of enemies over all, no particular over abundance of revenants or archviles. Not even something like stardate which has entire 100+ monster encounters that are just revenants feels like it's heavier on revenants compared to hellknights or imps.
>>
File: not-suspicious.gif (21KB, 100x100px) Image search: [Google]
not-suspicious.gif
21KB, 100x100px
>>
File: 657564.png (223KB, 400x324px) Image search: [Google]
657564.png
223KB, 400x324px
>>3592963

>that one archvile
>>
Any suggestions of what Megawads I should play D4D with?
>>
>>3592896
suspended in dusk
>>
>friend says Doom is literally The Evil Dead In Space: The Game

really made me think
>>
>>3593001
Well the id guys were really big fans of Aliens and Evil Dead 2, the thought being to make a game that's a lot like both.
>>
>>3592996
I started playing it with PRCP. I just abuse the hell out of the infinite grenade and blaster in parts that allow me to. Shitty design.
>>
>>3592872
those sprites aren't his. just sayin.
>>
>>3593005
>Aliens is a metaphor for the Vietnam War
>Doom is based on aliens

So is Doom actually a metaphor for the Vietnam War -- i.e. Doomguy is simply a soldier who suffers from extreme PTSD when all the demons were gooks the whole time?
>>
File: 1477424037821.jpg (76KB, 960x960px) Image search: [Google]
1477424037821.jpg
76KB, 960x960px
>>3592908

I keep waiting for Harmony day to come back.
4chan did it twice and never again afterwards.
>>
>>3593006
shitty mod design or map?

Also what are megawads which generally always go well with gameplay mods?
>>
>>3592996
Im playing CC2.
>>
>>3593049
Scythe because its just fun shooting. I can't think of a mod that doesn't go well with Scythe.
>>
God damn it! Why the hell can't I download D4D v2.0 from moddb? All of my downloads ended in 404 error.
Can someone upload D4D v2.0 to mediafire?
>>
Is there a way to keep this Halloween theme after Halloween ends? Its actually kinda comfy
>>
>>3593113
save export the css template somewhere and just import it in by going to settings -> Custom CSS [Edit]
>>
>>3592186
>300mb of mp3s
I was wondering why the hell it was taking so long to download. Almost as much as Aeons of Death
>>
>hunter's brutal doom -tier loud tripmine in wrath of cronos
This mod is pretty fun
>>
>>3593023
Or it's just a game about a space marine actually fighting demons from hell.
>>
>The main dev of DUSK is the same person who made Fingerbones, The Music Machine, etc
Oh
>>
NEW THREAD

>>3593193
>>3593193
>>3593193

NEW THREAD
>>
>>3592896
100,000 Revenants.
>>
>>3590137
Cool idea actually
>>
>>3590632
Upload this pls I want
>>
i missed the colored walls
>>
File: Mighty Doom Force.png (101KB, 500x600px) Image search: [Google]
Mighty Doom Force.png
101KB, 500x600px
>>3588175
yeah hips are bretty gud
Thread posts: 592
Thread images: 156


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