[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

DOOT THE TRUMPETS OF ARMAGEDDON

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: 690
Thread images: 118

DOOM THREAD / RETRO FPS THREAD - Last thread >>3605474

DOOM/II/ULTIMATE/FINAL/64
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like megamen ~~

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 ===

[11-9] Suddenly a Russian Overkill update
http://forum.zdoom.org/viewtopic.php?f=19&t=29915&p=953003#p953003

[11-9] RIP Malinku, Doom mapper
https://www.doomworld.com/vb/everything-else/91549-user-malinku-was-murdered/

[11-7] Total Chaos, a GZDoom total total total conversion, has alpha release
http://www.moddb.com/mods/total-chaos

[11-7] Someone else is making a Doom 4 mod for Doom, called ''Zion''.
https://www.youtube.com/watch?v=_Evd4teWlJo

[11-5] SYNTH DOOM, anon-made 80s inspired retro music mod
https://mega.nz/#!KlBiAJDC!PuPUNjIjKdqK6NISzhQlWs8I7hUIrIkpvSuOyRnH4uE

[11-5] Moonman, a racist /pol/.wad monster randomizer fork
http://www.mediafire.com/?47bsdg96m9xju8i

[11-2] Warp House - A Shores of Hell inspired GZDoom map with a lot of monsters, secrets and 20,000 sectors to explore
http://forum.zdoom.org/viewtopic.php?p=949685#p949685

[11-2] "Runballs" Doom mod in development
https://www.youtube.com/watch?v=9t1EitY_fxQ [Embed]

[10-30] Doom4Doom 2.0 released - a gameplay mod that brings the Doom 2016 weapons into the classic Doom maps
http://www.moddb.com/mods/d4d-doom4-for-doom/downloads/d4d-v20

[10-30] Brutal Doom 64 released - merging Doom 64 and Brutal Doom (sort of)
http://www.moddb.com/mods/brutal-doom-64

[10-30] Wolfendoom - Blade of Agony trailer, first chapter coming November 12
https://www.youtube.com/watch?v=0cyO9iq-tjA [Embed]

[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 [Embed]

[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/

===

To submit news, reply/backlink to this post.
>>
Its the Doom
>>
That's some pretty good rev cosplay.
>>
consider me agitated desu
>>
>>3610868
>~~ Let's post like megamen ~~
You fucked up.
>>
why is moonman STILL in the newspost
>>
>>3610895
>hating on moonman

you some kind of nigger?
>>
File: VZNFsMD.png (67KB, 612x1201px) Image search: [Google]
VZNFsMD.png
67KB, 612x1201px
>>
File: 1477834864798.png (23KB, 620x800px) Image search: [Google]
1477834864798.png
23KB, 620x800px
>>3610868
>Keeping the shitposter's needless alteration of the op copypasta

derp
>>
>>3610898
Not him, it's simply not a great jokewad.

>>3610908
This is great.
>>
File: reboot2.jpg (801KB, 650x960px) Image search: [Google]
reboot2.jpg
801KB, 650x960px
>>3610908
5/5
>>
File: 8fx9Sue.png (223KB, 335x515px) Image search: [Google]
8fx9Sue.png
223KB, 335x515px
Anybody here more interested in how the engine for Doom was made rather than the actual game? Don't get me wrong, I play Doom all the time, but I'm just more curios about how Carmack found and worked around the limits of the original engine.
>>
>>3610927
Hi didn't work around the limits. He was the one to set those limits.
>>
>>3610929

You don't just make an entire game engine for a game that was such a technological breakthrough such as doom by yourself.

There has to be more to it than that.
>>
>>3610927
>>3610929
Exactly. Rather he had to work around the limits of modern computers at the time to be able to run it so smoothly.

To answer the question, sure, I've always found that stuff to be extremely interesting even if I don't understand half of it since I don't really know that much about game engines and how they're made. Though Carmack really seems to know his shit, at least from what I've heard
>>
>>3610935
He's a coding and engine building savant. A true geek.
>>
>>3610898
It was funny in 2005, and it was kind of oddly amazing to see someone drag it back up from the depths, but the .wad isn't really anything amazing.
>>
>>3610932
>There has to be more to it than that.

Yeah, John Romero helped
>>
>>3610932
Carmack saw what was out at the time and thought to himself "I can do better". And so he did.
>>
Okay, I just got started with Doom properly a couple of days ago. I've looked through all the sticky stuff and the closest I've found to 'essential WADs' is a list of about 1000 mods to work your way through. What, in your opinion, is the BEST complete Doom game ever released?
>>
>>3610986
>What, in your opinion, is the BEST complete Doom game ever
Doom
>>
>>3610986
Icarus and Memento Mori will always have a special place in my heart.
>>
>>3610986
From the original Id stuff, ultimate doom episodes 1-3. From stuff created by the community, definitely Hellbound, Back to Saturn X, Sunlust and Ancient Aliens although I haven't finished any of them yet.
>>
>>3610986
Reverie is the only megawad I liked enough to play from start to finish but even then I only managed to do it once. I think No Rest for the Living is the best set of Doom levels ever but it's only 9 maps.
>>
>>3610986
I played only a bit of Doom on the 386sx which was way too puny to handle the game well, so most of my memories are from when after my dad got an AMD 486 clone and later a copy of Doom II from Computer City. Gotta admit that figuring out the levels was a pain, especially since I didn't really have a decent guidebook (I had and referred to one for the original game pretty often) but the things I learned from Doom 1 helped a hell of a lot with trying to figure out the trickier levels in Doom 2.
>>
File: 1471357964073.png (46KB, 1200x1000px) Image search: [Google]
1471357964073.png
46KB, 1200x1000px
>>3610908
>BJ as the coach
>>
What's a fun gameplay mod for zDoom other than other than Russian Overkill?
>>
>>3611029
Trailblazer (from the same dev as RO)
DRLA
LegenDoom
D4D
Wrath of Cronos
>>
File: 3.webm (3MB, 960x540px) Image search: [Google]
3.webm
3MB, 960x540px
>>
>>3610979
Namely, he saw small viewport and limited capabilities of Ultima Underworld. While Doom engine is a bit more limited in terms of architecture and actual 3D, it works much faster and allows for much more flat vertices and sprites to be rendered on screen, which is why it looked more impressive, and is regarded as the thing that made first person 3D mainstream.
>>
>>3611002
Hellbound becomes a boring slog by map 15 though. While it is aestethically and thematically well done, the gameplay leaves a lot to be desired.
>>
>>3611071
>by map 15

You're being generous.
>>
>>3611065
That OOzie angle looks so damn wrong.
>>
>>3611073
Well, I couldn't bear it at map 22 and just blazed through the rest with fly and noclip just to look at architecture and detailing.
>>
>>3611075
I personally got bored by map10
>>
>>3611065
is that a new lolmerica powerup? I'll never use that weapon again if that's a constant feature.
>>
>>3611080
It's an attachment called "Spontaneous Freedom" you can craft with scrap.

You don't have to craft it if you dont't want to
>>
>>3610870
>moonman STILL in the news
>>
>>3610969
>2005
what.
>>
>>3611071
I do remember getting a bit tired of the length of the levels when I stopped playing but I didn't think of them as boring. It was a long time ago though, might have to look at them again
>>
>>3611053
Thanks. DRLA looks like a good one to play with Colorful Hell.
>>
>>3610986
You mean megawads and mapsets? I obviously can't give you an objective list, but I can list some of my dear favorites from recent years:

>Double Impact (E1 replacement that's INCREDIBLY good, makes the very best of the E1/E2 styles)
>Bloodstain (based a lot around the concept that you need to take cover to survive)
>Back To Saturn X (unfinished still, but extremely competent and breathtakingly beautiful, final ep should be due sometime next year if we're lucky)
>Nihility (still just a "demo" episode, but it's supremely atmospheric and has a solid oldschool Doom aesthetic to it by the use of Alpha and Beta resources, along with clever DeHacked content, it makes the very most out of everything it has)
>Suspended In Dusk (a short little episode made by late mapper Espi, a textbook example of the kind of high quality stuff he made, good looking and atmospheric)
>>
>>3611136
Try separating the art from the artist. Also try stopping engaging in arguments over twitter, it's a complete waste of time
>>
>>3611157
This does not and will not effect my feelings about Doom. Still a total game changer and still one of my most played games (well, mods and source ports of it) week to week.

Just thought that was shitty, and relevant to a thread I hang around 24/7/365. But, I'm here often enough to know that that kind of post won't last long, and lo and behold, it hasn't.

And yeah, it's really, really hard to make a cogent point with the character limit on there, ADHD-soundbyte style stuff, at most.

Back to mapping I go. Actually I'm gonna keep talking about it but I'm gonna talk about it in /pol/, 'cuz, y'know, it's political and all.
>>
>>3610868
Complete doom noob here.

Recently played from Ultimate Doom and Doom 2 for the first time on UV and had a blast.

Didn't savescum, very proud of myself.

Anyway, what else is out there? I read about megawads that are supposedly entire campaigns. What are the best ones that I can try?

Ideally 'more of the same' (not interested in gimmick maps or stuff like converting the game into an RPG or something) but perhaps a bit tougher and also unique/interesting settings and level design.
>>
>>3611168
>Anyway, what else is out there? I read about megawads that are supposedly entire campaigns. What are the best ones that I can try?
read the op.
>>
>>3611168
Try these >>3611002 Maybe not Hellbound but if it strikes your fancy, go for it
>>
>>3611170
Let me clarify. When I said "What are the best ones that I can try?" I didn't mean that I wanted to wade through a mountain of shit in a nebulous OP containing fucking loads of wads without any clear indication of quality to find some gold.

I want to be told the best of the best so I can immediately enjoy new, top quality content.

So, you know "hey, this megawad is basically considered the best one ever made, try it out".
>>
>>3611075
>>3611071
>>3611073
I think it was quite good up until around 20 where I hit my enjoyment threshold.

To be fair though, I was playing with Shut Up And Bleed, where all the monsters are meaner and the arsenal is weird, balance being all over the place, I don't think it's quite suitable for the kind of larger groups of monsters the author likes to throw at you.

The detail and progressive map design was totally my bag though.
>>
>>3611168
>>3611170
Normally I'm all for spoonfeeding a noob, but some of the best ones are compiled in the OP, did you want a bump in difficulty, or was it about right for you?

More exploration, or more combat? Both? Or do you want things that'll amaze you that the damn thing is still running in an engine from 1993?

>>3611174
That reminds me I need to catch up - I haven't even *really* started hellbound. BTSX is *absolutely* a high recommendation though, bit heavy on difficulty but I think you can handle it.

>>3611176
Back to Saturn X, all of them, Sunlust, Scythe, theres really a pretty vast amount of excellent shit for the game. DTWID is overrated outside of 4chan but it is legitimately good (Doom the way id Did), uhh... There's literally dozens, that's why I wanna know more *exactly* what you're after.
>>
>>3611176
>through a mountain of shit
if they're in the OP that means they're /doom/™ approved, the cream of the crop.

it's not just a listing of everything, because there's hundreds of thousands of em.
>>
>>3611029
Project MSX is excellent.
>>
how 2o make map

make map is ez but make fun map is hrad??
>>
File: mapscroll.webm (1MB, 640x480px) Image search: [Google]
mapscroll.webm
1MB, 640x480px
>>3611021
It's a WIP thing that has no official name yet, but the working title is "Firebreak". It's going to be a multiplayer-focused (zandro only in fact) tactical mech/power armor shooter inspired by Terra Nova: Strike Force Centauri. Single player will be generated scenarios like in military flight sim games.
>>
>>3611065
What wad is that map from? It looks familiar.
>>
>>3611238
BTSX E1
>>
>>3611225
I agree, but I believe it only runs in gzdoom.
>>
File: Screenshot_Doom_20161110_215922.png (2MB, 1920x1080px) Image search: [Google]
Screenshot_Doom_20161110_215922.png
2MB, 1920x1080px
My old computer doesn't manage it at a very high framerate, but Total Chaos sure looks pretty.
>>
>>3611254
It's amazing that it's running on the GZDoom engine.
>>
File: Screenshot_Doom_20160704_153400.png (2MB, 1920x1080px) Image search: [Google]
Screenshot_Doom_20160704_153400.png
2MB, 1920x1080px
>>3611256
I how most of the tricks in use works, which doesn't make it any less impressive. It is spectacularly time consuming to make environment art that looks this good in gzdoom.

Baked lighting like pic related goes a long way.
>>
>>3611279
How about the lens flare?
>>
>>3611284
I don't know if the newest gzdoom versions have native support for them, but the old way is to print additive blending flare graphics as hudmessages, or to let reshade/sweetfx or another such injector handle it.
>>
>>3611232
Make a level in your hometown of Poo, India.
>>
File: nrftl.webm (3MB, 960x540px) Image search: [Google]
nrftl.webm
3MB, 960x540px
>>
>>3611029
Guncaster
HXRTC
Project Brutality
JohnnyDoom
>>
>>3610868
>title

I C wot u did thear
>>
>>3611290
wat wad
>>
>>3611337
No Rest For The Living
>>
Does Odyssey 2001 (don't remember exact name) deserve it's cacoaward? I played a couple of maps from one of the guys who did it (like pe1_toxic - again not exact name) and really liked them.

>>3611343
I mean the mod ffs
>>
>>3611346
Looks like Brutal Doom?
>>
>>3611346
JohnnyDoom
>>
>>3611253
Nope! Runs fine and dandy in the alpha builds of Zandronum 3.
>>
>>3611343
Thank, not the guy who asked, but I'm up for more mapsets like this one.
>>
>>3611384
It was the last official mapset for Doom 2. Came with the Xbox 360 version, then the Doom 3 BFG Edition on PC where it got ripped.
>>
>>3611430
Actually it got ripped when it was released on XBLA. There was some godawfully convoluted method to ripping it from the Xbox and caused a stir with the community moralfags.
>>
Anyone here know basic math?
I want to display the player's velocity in km/h as efficiently as possible.

abs(velx)+abs(vely)+abs(velz) should be it for Map Unit/Tic if I'm not mistaken. Assume a map unit-to-km ratio of X or whatever since it can vary with the wad in question.
>>
>>3611245
thnx duder.
>>
>>3611343
Got a download link for the mapset?
I used to have it but i can't find it
>>
>>3611469
>abs(velx)+abs(vely)+abs(velz) should be it for Map Unit/Tic if I'm not mistaken.
you are extremely mistaken. look up the pythagorean theorem, dumbass.
>>
>>3611538
But in doom you actually go faster when running diagonally. I thought doing it properly would result in incorrect data.
>>
Is too much detail a bad thing?
>>
>>3611548
It Depends (TM)
>>
>>3611235
Trained composer here - can I make some MIDIs for you?

I was thinking about something like the Falcon 4.0 theme music, or perhaps Mig-29 fulcrum:
https://www.youtube.com/watch?v=38Gz8EZvnU8

That kind of 90s synth and guitar feel, but if you have something else in mind I can emulate it. Up to you, I can imagine you might want to use the actual Terra Nova soundtrack.

The Terra Nova title music is great, I can do that style easy
>>
File: cyberbully.png (180KB, 1280x960px) Image search: [Google]
cyberbully.png
180KB, 1280x960px
how do you kill these guys again?
>>
File: 1471167776887.jpg (149KB, 1000x1146px) Image search: [Google]
1471167776887.jpg
149KB, 1000x1146px
>>3611560
Shoot at it until it dies
>>
File: protip-icon.jpg (66KB, 600x600px) Image search: [Google]
protip-icon.jpg
66KB, 600x600px
>>3611560
>>
>>3611560
Which guy? The little skull man, or the techno devil?
>>
Did anyone ever get the quake mission packs functioning properly on pc? I've tried a lot of shit already and just can't get them to work
>>
>>3611574
I did but I don't remember how
>>
>>3611574
I think if you're playing on Steam, I think you just run it.
I know I played it earlier this year.
I had to use darkplaces i think to have music
The mission pack would be in a folder named Id1 and hypnotic
>>
>>3611578
remember right now ok?
>>
>>3611580
I'm a pirate
>>
>>3611574
>drop them in quakespasm folder
>quakespasm -game (expansion pack name)

>>3611580
They're the "hipnotic" and "rogue" folders
>>
>>3611584
shit my bad

but I think the Id1 folder is important. i remember you have to do something about the music to get it working in the expansion


My quake folder is a fucking mess
>>
>>3611581
I did this iirc >>3611584
>>
Is it against any rules to take parts of the Shareware maps, modify them, and incorporate them into an entirely new level?
>>
>>3611593
yes.
>>
>>3611542
just because you can straferun faster than normal running doesn't mean you magically get to ignore actual math when trying to calculate a geometric value
>>
>>3611594
What if I remake a part of the Shareware maps while looking directly at its layout?
>>
>>3611597
next time i want to know something i just wont ask then
>>
>>3611593
Regardless about rules, why would you do that?
>>
>doom
>wolfenstein
>duke nukem
>heretic
>hexen
>shadow warrior
>blood
>powerslave
Anything else in this style worth playing?
>inb4 chex quest
I can't bring myself to play it, it looks so retarded
>>
>>3611668
its gameplay is very easy and the levels are really simple but its worth a couple hour playthrough for a laugh
>>
>>3611254
Why are you playing with the crosshair on?
>>
>>3611254
woah what even is this?
>>
>>3611668
playthrough chexquest with samsara

>>3611676
Total Chaos
>>
File: Screenshot_Doom_20160502_192119.png (94KB, 640x400px) Image search: [Google]
Screenshot_Doom_20160502_192119.png
94KB, 640x400px
>>3611029
You can try my gameplay mod if you wish. It's rather non-standard.
>http://s000.tinyupload.com/index.php?file_id=08906478354860062638
[download link]
>http://pastebin.com/6HVieKZa
[manual]
>>
File: 1345011418782.jpg (83KB, 600x600px) Image search: [Google]
1345011418782.jpg
83KB, 600x600px
>>3611673
>>
>>3611663
Familiarity. They come in expecting it to be similar to the original, but quickly find it's totally different. The room I want to modify is the hub from E1M9: Military Base.
>>
>>3611673
Because I like it. Same reason the devs for Penumbra added a little white dot crosshair.
>>
>>3611681

Shiiiit, this is cool.
>>
>>3611692
Thanks. It was an entry to the 64k contest on the zdoom forums. Rushed it out in a few nights so a ton of things are broken.
>>
File: gzdoom 2016-08-25 13-09-24-66.webm (2MB, 800x480px) Image search: [Google]
gzdoom 2016-08-25 13-09-24-66.webm
2MB, 800x480px
>>3611560
Summen
>>
>>3611668
Outlaws
Terminator: Future Shock
System Shock 1 + 2
>>
>>3611668
Star Wars: Dark Forces.
>>
>continue crashing scythe 2 with no survivors with woc
>somehow bugged my metamorphosis and it doesn't work anymore even after map switches
fuck
>>
>>3611668
Kingpin: Life of Crime
A quake 2 engine shooter with a cool setting, surpisingly good AI and very nice level design. Marred by bad gunplay, plot and excessive repetitiveness. What they had planned for it was so much more than what they were forced to settle for.
>>
I played through Doom 1 for the first time recently. Why did they make the Plasma Gun so good? It seems a bit too strong, although I didn't play on the hardest difficulty (please don't bully).
>>
>>3611730
nightmare is a meme difficulty anyway
>>
>>3611730
It has lower damage per second than the rocket launcher (and no area damage at that), and lower damage-per-cell than the BFG with which it shares ammo. It's only the ultimate weapon in a few situations (E4 has relatively many encounters where it's good).
>>
>>3611730
It's not the strongest weapon, but it has no real downsides either.

Compared to the Rocket Launcher
>Bit less DPS but no self damage
Compared to BFG
>Not nearly as much damage potential per cell but risk of overkill is nonexistant
Compared to Chaingun
>Higher rate of fire + damage, more chances to cause flinching

If you don't know what weapon to have out for the challenges ahead and you have it on you the Plasma Rifle is a safe bet.
>>
>>3611739
I didn't really use the rocket launcher much other than Barons and Cyber/Spiderdemons. I just hurt myself with splash and most areas were so cramped it was easier to just use the plasma instead of running to reposition for rockets. I didn't want to use the BFG so I didn't.
It was more fun to use the RL in Quake 1 which I played first, so I was a bit sad. I understand it's a different game though.
>>
>>3611254
Dude fuck this shit. I can't handle nope type games.

I got like 3 mins in and quit, when a figure in the distance kinda just walked through a wall
>>
>>3611758
> I didn't want to use the BFG so I didn't.
It can kill the final boss in a single shot if you're point blank and lucky. It's immensely powerful and doesn't have a chance of collateral damage.

The rocket launcher doesn't really shine much in vanilla doom 1 I agree, but it's vital in doom 2 and custom maps to bring archviles down fast (when just using the bfg on them straight away is impractical or impossible) and against hordes of high-threat monsters like revenants.

In such maps, you'll find the plasma rifle to be fairly lacking.
>>
>>3611681
I'm playing this on my Windows 98 gaming PC at 640x400 and it's the coolest shit I've played since SS1 itself. Is ammo completely uncapped like in SS1, or are the caps just higher than normal?
>>
black warrior looks like an interesting nip mod but it's taking quite a while to download

what am i in for?
>>
What's the best resource for doom mods?
>>
>>3611787
I Don't Know What The Fuck Just Happened But It Was Cool: The Mod
>>
>>3611792

Ah yes, a IDKWTFJHBIWC
>>
>>3611787
Decorate and ACS wizardry and also some pretty good if not a bit janky gameplay.

Some tips for when you play:
Cap your FPS when playing so your character's animation plays smoothly
Press use over corpses to get cash
Double tap a direction to do wicked sick flips
Shotgun is god
EMP upgrade for grenades is ridiculously helpful for the new Cyberdemon replacements
Headshots exist in the game
>>
Is there a more Doom band than morbid angel?
>>
>>3611780
>It can kill the final boss in a single shot if you're point blank and lucky. It's immensely powerful and doesn't have a chance of collateral damage.
Yeah I know it's good, but it just felt cheap to use it.

I'm gonna play Doom 2 soon, so looking forward to that.
>>
>>3611783
Ammo caps should be at the standard doom level. Weapons are generally more accurate however (the pistol mistakenly doesn't use any though), and I probaly fucked up some of the damage calculations so weapons are more powerful than they should be though.

Glad you enjoy it! Myself, I mostly just see all the flaws in the scripting (the interactive displays where written in a single sleep-deprived night before the contest deadline ;_;) and the TEXTURES sprites are the only thing I'm even somewhat happy with. Stay tuned for the mech game I'm posting webms of, since it's a sucessor in code and spirit the same way the original Terra Nova was to System Shock.
>>
>>3611808
>I'm gonna play Doom 2 soon, so looking forward to that.
Know that the level design isn't as good as the first game though. The new gun and monsters are great though, and really shine in Final Doom and various community-made mapsets.

I would try BTSX E1 after doom 2, it being a gorgeous community map pack that actually runs properly in the original doom 2 executable and "could have" been made in that era.
>>
>>3611825
fuck pain memelemental, fuck memevile
>>
>>3611254
How did they manage to make it look so good despite Doom being terrible at rendering models?
>>
>>3611829
Archviles are really fun to fight if the map maker does them right

Elementals are annoying if the map has them in a position where they can infight and spawn a shit ton of lost souls. I dont find them very fun to fight regularly either. It's a good thing you can just hug them and kill them that way.
>>
https://www.youtube.com/watch?v=OzewYyUY0Ks
>>
>>3611559
Sorry, I missed this post.

That sounds absolutely amazing and I'd be honored to have your music in the project. I'd only like to warn you that I have a history of taking my sweet time to complete projects however.

>That kind of 90s synth and guitar feel, but if you have something else in mind I can emulate it.
Nah, that kind of sound is perfect and the Mig-29 track you posted is great. Do you like Front Line Assembly? I think that would be a good source of inspiration.

>>3611836
They baked ambient occlusion into the model texture. Like the Q4 stream protector pic I posted earler in the thread, where I applied the specular, AO and normal maps over the diffuse map in photoshop using a particular order and set of blend modes in photoshop. And a brightmap applied in-engine.
>>
Which source port should I play if I want to play vanilla with higher screen resolutions?
>>
>>3611849
PrBoom+
>>
>>3611849

If 640x480 is enough for you, there's Crispy Doom.
>>
File: cq.webm (3MB, 1280x720px) Image search: [Google]
cq.webm
3MB, 1280x720px
>>
>>3611858
Samsara Chex Quest was great fun, especially when playing as Duke.
>>
>>3611758
>using rockets on cybers/spiderdemons

They are immune to splash damage, though. They only receive direct damage, making it less cost effective than the plasma or ssg
>>
>>3611854
1080p else my eyes hurt. Sorry. ;_;

>>3611851
Thanks, Anon. Accepting other suggestions otherwise I'll go with this!
>>
Do I just drag and drop the mod files on the gzdoom exe?
>>
next stop greentown.
>>
>>3611803
Pantera
>>
>>3611864
End of the line!
>>
>>3611864
>>3611870
FUCKING CABAL
GET OFF MY TRAIN
NOOOOOOOOOOOOOOOOOOOOO
>>
>>3611854
I hate that the crispy doom maintainer refuses to make certain cosmetic shit optional, though. I personally really hate the brightness fade that the menu does. And the recent version has all sound effects play completely, which takes away the "vanilla" feeling to me.
>>
>>3611872
show yourself, buddy
>>
>>3611865
as far as getting their songs used in the game, but I mean morbid angel nails the aesthetic of doom completely
https://www.youtube.com/watch?v=A1-IezRLC2g
>>
>>3611873
you can toggle the sound cutoff in the current nightly build, dunno bout the other stuff.
>>
>>3611881
I only know trey azagthoth played quake a lot
>>
>>3611881
>https://www.youtube.com/watch?v=YYY5WgEMT-I
Unrelated, but this is the only track I've ever come across where I immediately thought of Doom.
>>
>>3611803
>Is there a more Doom band than morbid angel?
I don't know if more, but this is pretty Doom https://www.youtube.com/watch?v=NGQ15_74KBA
>>
>>3611897
osdm is basically doom - the genre
>>
>>3611668
Redneck Rampage!
>>
>>3611841
Nice, I already started a track, but I'll just flick them to you as I go. I'm not worried about how long it takes, I just like writing tracks. I'll work in MIDI if thats alright, its fun to write within those limitations.

email me - my address is attached
>>
>>3611929
E-mail field doesn't exist anymore, friend.
>>
>>3611929
>>3611841
Oh yeah you can't attach emails any more...

hit me at this temp mail:
[email protected]
>>
File: 20161111_175228.jpg (2MB, 4160x2340px) Image search: [Google]
20161111_175228.jpg
2MB, 4160x2340px
So apparently my Vita is hackable, and I can get prBoom running on it.

Guess it's time to dust this thing off and have some fun with it.
>>
>>3611965
is it comfortable to play FPS games on that?
>>
>>3611969
had to configure the buttons to my liking but it came with the analogs already set properly which felt fine.

Also I got a free copy of Borderlands 2 with it when i bought and while the performance was horrible it was pretty comfortable to handle.
>>
>>3611563
>>3611560
I mean, it's not wrong... Kill it until it dies from it
>>
File: 1476158565987.jpg (94KB, 872x685px) Image search: [Google]
1476158565987.jpg
94KB, 872x685px
>>3611969
>analog sticks
the question isn't whether it plays well or not, but whether if it is on par, or worse THAN Android gaming.
>>
>>3611996
it'd probably be fine for simple wads like doom 1 and 2 but i cant imagine playing ancient aliens or speed of doom on it
>>
>>3611996
>>3612001

It's actually harder than I thought it would be.
In BTSXe1 map01 I keep getting my ass kicked by the SSG secret on UV.
I did find out that the dpad is much better for movement and dodging than the analog stick though.
>>
>>3612018
The only comfortably-controlled console FPS I know is Metroid Prime 1-3, and those had a lock on system.
>>
>>3611560
Load up Russian Overkill and put about 5 falcon punches into it while tanking all the rockets it fires at you with your 11515 shields and 3151978 health.
>>
>>3612027
you could also use murica uzis in trailblazer.
>>3611065
>>
>>3611872
GEROSHAY CRUO!
>>
>>3612027
Quad Quadshotguns also work pretty well.
>>3612038
CRUDOX CRUO
>>
File: AtM.webm (3MB, 960x540px) Image search: [Google]
AtM.webm
3MB, 960x540px
>>
>>3612093
>all those rockets hitting the floor
that weapon is too good for you anon
>>
>>3612093
Is that DRLA?
>>
>>3612098
It's like you never played Quake DM - you don't aim at the enemy you aim at their feet.
>>
>>3612108
Accessories to Murder I think, but I didn't post the thing and i haven't played it in a long time.
>>
>>3612093
>>3612098
And he's also running staring at the ground.

>>3612109
But he's not playing Quake DM.
>>
>>3612109
not with that rocket launcher you don't, it hits way harder on direct impacts

everyone complains about that weapon being shitty when it actually has insane ammo efficiency and dps so long as you aim it right. i'd guess they all try to use it like in that webm, where its low and small splash damage accomplishes very little.
>>
>>3612114
>>3612116
guys, guys, banter, I know AtM isn't Q1.
>>
>>3612116
I'll use it that way from now on then. I'm so used to going for splash damage instead of potentially missing a rocket and wasting it. Too much TF2 I guess.
>>
File: 1456351432988.png (307KB, 640x354px) Image search: [Google]
1456351432988.png
307KB, 640x354px
Can anyone explain to me what is so special about JohnnyDoom that it gets special treatment both here and on the ZDoom forum?

I gave it a try, and at a glance its only difference from BD is the grande?
>>
>>3612164
Shit, I meant "grenade", not "grande".
>>
>>3612164
>>3612171
It's not as overpopular, and the creator, so far as I know, hasn't told anyone to kill themselves and stuff.

*shrug*
>>
File: ACS.png (76KB, 1021x945px) Image search: [Google]
ACS.png
76KB, 1021x945px
>>3612164
From what I gather Johnny is a guy starting out that seems very receptive to feedback and criticism. His BD fork might have some neat things I guess?

I will not forget about all this ACS, though.
>>
>>3612176
There has to be a more efficient way to do all that, let me guess, this is some spaghetti nightmare shit
>>
>>3612184
Term told me that modders typically have two Compiled ACS at most or something, in contrast to Johnny's early mistake where there's tons of them making the mod go sluggish.
>>
File: 20161102_120957.jpg (960KB, 2560x1536px) Image search: [Google]
20161102_120957.jpg
960KB, 2560x1536px
Xth for pre-dated memes.
>>
File: 1450219283953.png (238KB, 512x384px) Image search: [Google]
1450219283953.png
238KB, 512x384px
>>3612176
holy shit
>>
Hey, gzdoom keeps starting on my "media" monitor and I can't find an option for switching it to my "gaymen" monitor, and because of their positioning it's really driving me insane.

Didn't do this in the past, I don't want to play at 4k with shit FPS, I wanna play at 1440p with 4089317401293874 fps, c'mon drdteam.

>no but seriously how do
>>
There a sprite/sound rip of this?
https://www.youtube.com/watch?v=cFxWrAqdp4w
>>
>>3612209
vid_adapter x, where x is the display you want
>>
>>3612164
>that it gets special treatment

??????

>and at a glance its only difference from BD is the grenade?

????????????????????

I'm not sure which is more wrong
>>
File: 1478864350601.jpg (119KB, 1024x595px) Image search: [Google]
1478864350601.jpg
119KB, 1024x595px
>>3612176
I too was wondering why it ran like ass with a 6700k and 1080gtx backing up a game engine from 1993...
>>
>>3612230
>1993

Thing is GZDoom is so much more advanced and has gotten to the point where it has pissed off people who are stuck with the older OpenGL 2 versions because newer ones run like shit on their machine
>>
>>3611803
>>3611881
>>3611889

trey actually made a Doom map...and, quite frankly, it is pretty bad.
>>
I have no ammo how do I kill a Cyberdemon?
>>
>>3612190
I genuinely thought that was a bane reference.
>>
>>3612319


and because graf didnt mrmed his ass to make it vulkan compatible yet
>>
File: 1477071014228.jpg (57KB, 760x570px) Image search: [Google]
1477071014228.jpg
57KB, 760x570px
What is your opinion on the new version of Zion?
>>
>>3612356
unplayably bad, just slapping the Doom 4 3d models on the weapons looks horrendous and I can't handle it, D4D did it way better.
>>
File: 176.jpg (112KB, 764x574px) Image search: [Google]
176.jpg
112KB, 764x574px
>>3612361
Am I the only one here who doesn't like D4D or Zion at all?
>>
>>3612378
i wouldn't say i don't like them, but i am entirely indifferent to the doom 4 weapons in doom trend lately
>>
>>3612378
>Am I the only
No, at the moment that you even think about typing this, just know that the answer is no.
>>
>>3612383
I have to wonder if people are aware of how oblivious and dumb they sound when they say this

like, what's rhetorics, who needs those anyways
>>
>>3612383
>people who take "Am I the only one..." at literal face value
It's called a fucking rhetorical question you absolute sperg, of course he doesn't think he's alone in thinking that.
>>
>>3612419
Then what's the point of asking? It's not like saying ''am I really that ugly?'' and expecting others to cheer you up.
>>
>>3612421
Because he wants to hear other people's opinions on it?
>>
>>3612378
I find D4D overrated. I don't like how most weapons don't feel like their original counterparts in some ways.
>>
>>3612441
Once they brought in dual super shotguns you should have realized they weren't going to try and emulate Doom 4 100%

The Hell Knight and Baron of Hell sprites are absolute shit
>>
>>3610898
I smell a 10th grader
>>
>>3612564

I smell a seat, do you mind taking it?

I'm Chris Hansen.
>>
>>3612562
baron is fine imo because it emulates D4 baron, knight on the other hand is shit because it looks like its from a completely different game
>>
>>3611937
Sent you an email.
>>
>>3612356
Boring compared to D4D.
Also, try shooting a rocket at a wall, then tell me if you still want to play it. Sloppy.
>>
>>3612612
You can toggle a setting to play with the vanilla monsters, so I don't see how that's a problem. Hell, I play with BD's Monsters Only because I prefer that type of pace.
>>
I seem to have accidentally disabled messages in gzdoom, the ones like "you picked up an <item>" in top left

What command can I use to reenable them?
>>
>>3612565
>tfw theres a chris hansen in the doom community
>>
>>3612678
Can't you do it in options?
>>
>>3612327

Punch it until it dies.
>>
File: Screenshot_Doom_20161112_111048.png (297KB, 640x480px) Image search: [Google]
Screenshot_Doom_20161112_111048.png
297KB, 640x480px
Tried replacing the awful upscaled megatexture to some downscaled grass. Things are starting to look pretty sweet. I really need to generate the level geometry from an actual height map though.
>>
Is it normal to drop frames when playing JohnnyDoom? I may not have the beastliest rig ever, but I've never had framedrops this bad before with doom.
>>
>all these asston-of-weapons mods
>and their convoluted configurations
>on the flip side there's these "arsenal" mods; same asston-of-weapons, but globally limits the amount of guns you can carry
Why can't they just implement the limit per weapon slot (i.e. have 10+ shotgun variants, but slot 3 can only carry 2 or 3 and you have to drop that old shotty to pick up the shiny new one)
>>
>>3612748
this is pretty much how it should be in fps games, crysis did it right because you had weapon categories and you could hold only two pieces per category.
>>
File: Screenshot_Doom_20161112_120215.png (204KB, 640x480px) Image search: [Google]
Screenshot_Doom_20161112_120215.png
204KB, 640x480px
damn, that wasn't even hard.
>>
>>3611523
it's in the BFG version of doom 3
nerve.wad
>>
>>3612757
So how does stuff like this work? Is it just an extremely high amount of individual blocks, or a true slope?
>>
File: $heightmap_119.png (147KB, 1025x1025px) Image search: [Google]
$heightmap_119.png
147KB, 1025x1025px
>>3612775
They're true vertex slopes. What I did was take a grayscale heightmap image and apply it to a plane divided into a shitload of triangles in blender with the Displace modifier. Then I simply exported it as .obj and used gzdoom builders .obj-to-geometry import function.

This is the image used for that pic.
>>
>>3611084
Moon Man was an old YTMND fad. It's actually really old.
>>
>>3611863
uh I'm not sure, I only play doom wads, never really tried any of these crazy looking mods in this thread though that look like almost an entirely different game
>>
>>3611584
When I try to run quakespasm this shit pops up - "couldn't load gfx.wad" what do I do?
>>
>>3612782
but the ytmnd thing was something completely different to its ''resurgence''.
>>
Why does the OP say WolfenDoom releases today when the creators have been saying Sunday?
>>
File: masters of doom audiobook.jpg (198KB, 940x358px) Image search: [Google]
masters of doom audiobook.jpg
198KB, 940x358px
Worth reading/listening to?
>>
>>3612870
Yes, it's a good read.
>>
>>3612870
>narrated by Wil Wheaton

why tho
>>
>>3612562
>>3612612
>person gets called up to work on thing based on other more popular thing
>'i thought popular thing sucked so I'm making my own stuff from the ground up to '''enhance''' the experience'
>it's shit
like pottery.
>>
>>3612678
press F8
>>
>>3612892
While a huge cuck in person, his adult voice is by no means bad to listen to.
>>
>>3612787
no worries, fixed it
>>
doot
>>
>>3611584
I still can't get the expansions to work, when I launch quakespasm it just takes me to standard quake, do I have to run them by console or what?
>>
>>3612943
You need to run them via prompt commands. Either run a command prompt in the Quakespasm window and go quakespasm -game hipnotic/rogue (hold shift and right click to get a "make command prompt window" option.

Or you can make a shortcut and add the commands after a space in the target path.
>>
Downloaded zdoom and started playeg Hexen. Amazing how good and playable it still is.
>>
File: 1472196445508.jpg (16KB, 426x390px) Image search: [Google]
1472196445508.jpg
16KB, 426x390px
>>3612965
Come back when you've finished the first hub.
>>
>>3612968
I'm about halfway through that I think, I opened 5 of the 7 doors so far.
>>
File: 1211813.png (20KB, 324x315px) Image search: [Google]
1211813.png
20KB, 324x315px
Why did they have to add this guy? The game was perfect before this shit
>>
File: 1478607187959.jpg (38KB, 250x248px) Image search: [Google]
1478607187959.jpg
38KB, 250x248px
>>3612975
Literally the reason why Episode 4 is guttertrash.
>Let's make an enemy that bounces at you very fast and constantly and when it dies it basically does explosive splash damage to you if you're near it

Guy who designed it needs to be punched in the taint.
>>
File: 1475389954614.jpg (89KB, 728x546px) Image search: [Google]
1475389954614.jpg
89KB, 728x546px
>tfw memed into playing Wolf TNO
that was distilled carcinogenic extract in its purest form mixed in with a couple of black mamba venom drops in a martini glass for good measure. what a crock of fucking shit.

does RTCW have mods? if not, please recommend me a couple of doom mappacks to wash this shit aftertaste with. I'm craving some techbase themed maps with high difficulty levels ala Mutiny.
>>
>>3612983
The hell's bad about it?
>>
>>3612983
>playing modern shooters
>>
>>3612986
Like D44m?
>>
>>3612975
yeah and it looks so bland
>>
>>3612984
you'd do a much better job at asking me what things did I like. had you done that, I would've replied with one being something that appears just once in the game and never again afterwards, and another ridiculously broken thing which renders combat nil.

>>3612989
both are dogshit but this is by far the worst attempt at a modern day recreation of a classic shooter I've seen as of this timeline.
>>
>>3612989
lol retard
>>
File: kagami.jpg (87KB, 600x600px) Image search: [Google]
kagami.jpg
87KB, 600x600px
>>3612994
>both are dogshit
>>
>>3612994
but that's not shadow warrior
>>
>>3612949
Ty baby, got it working
>>
>>3612986
I enjoy the Far Cry games.
>>
>>3613006
Hipnotic is fun. Rouge is kinda shit.
>>
File: Shub-Niggurath.png (224KB, 1000x912px) Image search: [Google]
Shub-Niggurath.png
224KB, 1000x912px
Lovecraftian quake > Biomechanical quake
>>
>>3612984
Everything about it is garbage.
>horrible boring shit guns
>giant damage sponge mech suit enemies everywhere
>like the core gameplay is really shitty with the shitty boring guns and shit enemy design
>hurr so gritty color pallette
>ditching the corny exploitation B-movie vibe with mechsuit Hitlers, cultists, ancient german death knights, etc from the previous Wolfenstein games for a constant barrage of "dude nazis are evil lmao, dude look at all this grimdark shit lmao, dude jews are geniouses and the best lmao"
>>
>>3613018
Oh, so it's just another shitposting /pol/tard with ''arguments'' consisting ''it's shit because I say so''.

As expected, just hide the post and move on.
>>
>>3612983
>that was distilled carcinogenic extract in its purest form mixed in with a couple of black mamba venom drops in a martini glass for good measure. what a crock of fucking shit.

You've been watching too much AVGN bro
>>
>>3613021
>As expected, just hide the post and move on.
>responds to Special Needs Jones anyways

Follow your own advice.
>>
>>3613018
it annoys me that you didn't mention the combat being centered on a series of boxes you crouch about in the efforts of taking out a guy so that other guys don't spawn in.

the stealth in that game is hilariously fucking retarded, I'm pretty sure it got shattered for that one aspect alone.
>>
>>3613027
What does that matter? It's a single reply and it's pointing out that it's just a shitposter.
>>
>>3613013
uhh one more thing, how do I get back to playing the standard quake? and also the command window says it doesn't recognise my command window but changed the game to mission pack 1, and I've tried all the commands I could with rogue but it didn't change it
so just to clarify, what I do is, I start up quakespasm, I enter the console and write "quakespasm -game rogue" ?
>>
>>3613038
let's entirely overlook the fact that he shat on your favorite thing and you're about to have an autistic breakdown because of it

I'd want the meanie gone, too
>>
>>3613046
>how dare you notice that he's just shitposting since he just said everything is shit without explaining why and complained about jews
I sure got told.
>>
>>3613021
>/pol/ bogeyman
I knew some faggot will try to pull this after I called out the game being completely up it's own ass and super serious, which is a retarded 180 tone change from the rest of the series.

>>3613029
The stealth mechanics weren't even bad compared to how you have to fight a gorillion armored robots with an assault rifle, a shotgun and a laser pointer that has to be recharged at a fuse box after every shot.
>>
>>3613056
>I can't overlook meaningless insults
God forbid I don't and feel like pointing things out, is that so bad? why is that so wrong? That way nobody else has to reply.
>>
>>3612994
How exactly is nuDoom dogshit?
>>
>>3613042
shit nevermind figured it out, I was supposed to run quakespasm-sdl2.exe
>>
File: Screenshot_Doom_20161112_165618.png (240KB, 640x480px) Image search: [Google]
Screenshot_Doom_20161112_165618.png
240KB, 640x480px
Map is now a piece of real-world poland textured with sand. Also got a cool digital scope thing working (smooth and accurate, unlike the one in doomshock I might add)
>>
How do I fix saving with quakespasm? My saves just don't register, when I go to "load" there's nothing
>>
>>3613173
run in admin mode?
>>
>>3610868

BLADE OF AGONY: CHAPTER 1 IS NOW RELEASED!

http://boa.realm667.com/index.php/download

>cue cheese

"You are B. J. Blazkowicz, the greatest spy and biggest risk-taker the Allied forces have ever known! Take on the might and fury of the Third Reich as you blast your way to victory! Do battle with the diabolical Adolf Hitler, who is twisting science and the occult in his pathological mission to conquer the world! The fate of all free peoples hangs in the balance - failure is NOT an option. Your standard issue cyanide capsule should be used at your own discretion! Good luck, you'll need it!"
>>
File: Alien Yam.png (159KB, 400x600px) Image search: [Google]
Alien Yam.png
159KB, 400x600px
>playing some mod
>some HUD elements don't fit in 800x600
>change it to wider resolution
>now those elements fit but others look cropped and vanilla HUD looks stretched and ugly
Is there any way to fix these things? What resolution do you guys use.
>>
>>3613089
ey try this disposable, I lost the old one:
[email protected]

I have 2 tracks underway for you
>>
>>3613089
Looking nicer and nicer. How big is the map? Get any of that sector shading kicking?

Wonder if there is a way to smooth blend the sector shading...

Your mod is making me want to work on a mech game in ue4... something like titanfall, but more focused on mechs. Maybe with a power distribution triangle and the ability to eject... ah well. Maybe later.
>>
What's the deal with your runes disapearing in quake? I lost all my runes at some point in episode 3, I don't care that much because I got them all back by console but it's still pretty weird since when you start a level in quake after death it's an autosave that has all your equipment that you brought from the previous level unlike in doom where you start with a pistol
>>
>>3612972
The 2nd hub kinda sucks hard. It's fun in mp tho.
>>
>>3613270
640x480
>>
>>3612986
>Not playing Verdun
suit yourself
>>
>>3613314
literally what
>>
Can someone recommend some weapon wads for Scythe 1 and 2? Preferably something not melee focused that changes monster behavior.
>>
>>3613053
The "laser pointer" instagibs the Uber units once they start becoming common and it's not like it is useful for anything besides such high HP targets

I didn't really like the game either but surprisingly it wasn't because of HP sponges

The biggest annoyance to me was having to pick up each item manually.

Some of the guns were alright but there was no real enjoyable encounter to me until towards the very end of the game. I also didn't like all the pauses in action for the story.
Also the last boss sucked and died so fast
>>
>>3613317
https://www.youtube.com/watch?v=kWp-7XH3080
Its not retro, but the subject matter is
>>
>>3613332
>six gorillion world war 2 games aren't enough, let's make another one
>>
>That bullshit lightning rod at the end of one of the scourge of armagon's castle levels
fuck you, I didn't even save the entire level
>>
>>3613053
>which is a retarded 180 tone change from the rest of the series.

Have you played only the original games?
Ever since the franchise went 3D, it's been pretty grim-serious.

It's not a change I like, but it's been that way for a loooooong time.
>>
>>3613335
>World War 2
u wot m8. Its an authentic WW1 game son. Those are rare
>>
>>3613335
>no korean war games
>>
>>3613281
I sent you one using the same service now. Hope I did it right.
>>3613286
>Looking nicer and nicer. How big is the map?
..6 square kilometers. Using a scaled down player character.

>Get any of that sector shading kicking?
Nah, haven't found anything yet. Starting to worry that my best bet is asking some of the programmers in the community if it's something they'd be interested in, since I think a gzdb plugin like that could be useful for many projects.

>Wonder if there is a way to smooth blend the sector shading...
Only way I can think of is hard coding it into a shader somehow. But I think sharp borders will actually look more appropriately retro in any case.

>our mod is making me want to work on a mech game in ue4
Do it!! But try to distinguish your game from all the other mech games out there.
>>
>>3612718
Hmm... Can you run a script that changes areas that were in certain color range in the original megatexture with an appropriate regular texture?
>>
>>3613016
Quake 1 still has biomechanical stuff, though. Ogres have grenade launchers melted onto their arm.
>>
>>3613406
and that's basically it unless you want to count the zombie marines
>>
>>3613423
well i mean, they exist too

grunts and enforcers are still people, just with their brains all fucked-with and the pleasure centers wired up to give 'em hardons when they kill people (unlike zombiemen and shotgunners who're already dead)
>>
>>3613428
>grunts and enforcers are still people
shambler pls go
>>
File: GL_TEXTUREMODE_NEAREST.gif (84KB, 900x750px) Image search: [Google]
GL_TEXTUREMODE_NEAREST.gif
84KB, 900x750px
>>3613438
>>
File: ada.jpg (307KB, 1062x820px) Image search: [Google]
ada.jpg
307KB, 1062x820px
>UUURRRGGH
>>
>>3613441
It's weird, the knights are so out of place in the bestiary
>>
File: ranger's fucking invisible.png (19KB, 683x536px) Image search: [Google]
ranger's fucking invisible.png
19KB, 683x536px
>this thread right now
>>
>>3613448
no
>>
>>3613449
>responding at all
>>
>>3613445
They're a stopgap between stuff from our world, turned into monsters (Grunts, Enforcers, Rottweilers) and stuff from worlds unimagined and unexplored (Shamblers, Vores, Scrags, etc). You could probably lump the Ogres in one step after them, or maybe before- obviously less humanoid, but with distinctly human technology attached.
>>
File: whrrzzzz.png (21KB, 142x107px) Image search: [Google]
whrrzzzz.png
21KB, 142x107px
>>3613446
whrrzzzzz
>>
File: (cant wake up).jpg (33KB, 261x248px) Image search: [Google]
(cant wake up).jpg
33KB, 261x248px
>mfw using the Wraithverge for the first time
>>
File: tumblr_ogjplgYgnm1rrwdyco1_1280.jpg (535KB, 1280x1697px) Image search: [Google]
tumblr_ogjplgYgnm1rrwdyco1_1280.jpg
535KB, 1280x1697px
Found this while browsing. Hunter's a cool character.
>>
>>3613463
huh? What is this from?
>>
>>3613464
looks like hunter from quake 3
>>
Is there anything more satisfying than firing the BFG into a huge crowd of demons? I'm playing through Doom 2 for the first time (Ultra-Violence, I hear its the best difficulty to play it on) and I find myself enjoying the big, open maps the most for the sheer numbers of enemies and the carnage that follows.

How does Final Doom rate? I'll probably play that once I'm done with 2.
>>
>>3613476
Final doom is the same as doom unless you mean the level packs like evilution and plutonia, both of the packs are pretty boring actually
>>
File: magdalena-radziej-hunter-010.jpg (999KB, 1920x2545px) Image search: [Google]
magdalena-radziej-hunter-010.jpg
999KB, 1920x2545px
>>3613463
BIGGER
>>
>>3613451
So shub-niggurath gathered his forces like mental did?
>>
>>3613335
>he doesn't want to shed the blood of saxon men
???????????
>>
Unreal is retro right?
>>
>>3613537
yeah, first one has a really dank atmospheric singleplayer, feels like you're in predator planet
>>
>equinox and beyond reality are still in the doom infopic
puked a little tbqh
>>
File: ScreenshotSaturday.png (239KB, 800x600px) Image search: [Google]
ScreenshotSaturday.png
239KB, 800x600px
WHAT'RE YOU FUCKING WORKING ON?

Post your sprites, your maps, your codesnippets, post what you've been working on.
>>
>>3613560
word
someone should really go through equinox's levels and add some more ammo and make it actually playable
the effects and new skins are pretty cool
>>
>>3613571
I wish I could make doom content I'm just a player. anything I code is more suited to /agdg/
>>
>>3613576
screw that, how about changing lvls to something less slaughter-y
>>
File: Screenshot_Doom_20161112_223405.png (695KB, 1920x1080px) Image search: [Google]
Screenshot_Doom_20161112_223405.png
695KB, 1920x1080px
>>3613571

Accidently made a daily dose room. (Zombies TC remake)
>>
Favorite weapon?

Nothing beats the shotgun for me, everything about it is satisfying as hell, right down to the pumping animation between shots.
>>
File: 1478653298997.jpg (61KB, 926x654px) Image search: [Google]
1478653298997.jpg
61KB, 926x654px
>tfw no MF DOOM doom wad
>>
>>3613614
SSG in smooth doom with gibs turned on. Gameplay-wise it's exactly like the normal super shotgun, but it's so fucking ridiculously satisfying to use.
>>
>>3613583
thanks doc
what is this btw?
>>
>>3613614

In vanilla? A tie between the normal shotgun and chaingun.
>>
>>3611840
I wonder how a Ultra Greatsword would look in first person...
>>
>>3613579
post it anyway, african
>>
>>3613621

Well, as mentionned in the original message, it's a remake of the old 95 Zombies TC... It was more or less an adaptation of the original Dawn of the Dead (and Day of the Dead in the later levels) movie. I'm adding some new modern features and "upgrading" the levels (Quotes because, to be honest, sometimes I feel I'm hurting the gameplay more than I'm helping, as a whole, I'm not sure I know what I'm doing. But I'm having fun.)
>>
Where do you guys get your mods from?
>>
>>3613630
ZDoom forums, Wadseeker, this place and random conversations.
>>
File: 1753878-dissolutionwrath.png (122KB, 320x320px) Image search: [Google]
1753878-dissolutionwrath.png
122KB, 320x320px
How are you supposed to dodge this motherfucker?
>>
>>3613638
Shoot at it before it shoots
>>
>sounds suddenly lagging occasionally in GZDoom
it was working fine a few days ago what might have caused this?
>>
What are some WADs that would go well with this: https://www.youtube.com/watch?v=6-JHmV5LMLM
>>
>>3613660
monster hunter ltd
>>
does heretic have any good weapons mods? no guncaster doesn't count.
>>
>>3613660
dissolution
>>
File: 1448935959575.png (257KB, 776x681px) Image search: [Google]
1448935959575.png
257KB, 776x681px
More ice shit for you guys

>>>/wsg/1391054
>>
>>3613665
there are none. most of them feel like a vanilla expansion.
>>
>>3613684
Are you the same guy who was bitching about D4D a few threads ago?
>>
>>3613671

Oh, shoulda replied to >>3613571

My bad
>>
>>3613668
>dissolution
looks good, downloading now
>>
>>3613671
I love the sounds as much as the visuals.
>>
>>3613693
no.its just that all the heretic weapons mods i played where.
>alt fire with the wand to shoot bouncing projectiles
>the phoenix staff can now shoot rapid fire small fire balls.
and so on
it's kind of boring.
>>
>>3613705

To be fair I'm just ripping and mixing a lot of sounds from other vidya. But as long as people like it, I'm okay with that.
>>
>>3613709
I guess you're sol then. And why not guncaster?
>>
>>3613725
pillowblaster said it himself that its now more of a doom mod than a heretic mod.

we need something like d44m for heretic just for the weapons mod.
>>
>>3613671
Is that the chu chu sound from wind waker?
>>
File: 56868868.jpg (23KB, 179x228px) Image search: [Google]
56868868.jpg
23KB, 179x228px
>spawns fiend infront of you
>door locks behind you
simply epic
>>
>>3613746

Yeah it is.

>>>/wsg/1391125
>>
>>3613665
that quake one is pretty cool, it comes with optional texture replacements and skyboxes
>>
File: 1451863855130.jpg (53KB, 1280x720px) Image search: [Google]
1451863855130.jpg
53KB, 1280x720px
>>3613671
>steal the chu-chu sound from gmota for one of my own monsters
>never actually heard it used by any other creatures
>watch this

shit is surreal
>>
>>3613787

What did you do? Download GMOTA and just go through the files for stuff? You weren't aware of the skuttles?

You know there's times I think I should replace the brood slime with something that summons lost soul-tier monsters instead, seeing as lost souls are a little on the uncommon side when placed in maps
>>
>>3613793
I've played through some of GMOTA but I never ran into the skuttles, at this point I'm waiting for the overhaul before I revisit it

I came across the sounds while crawling through various WADs looking for SFX and they were perfect.
>>
>>3613746
I think the red one is also using the whelp sounds from wow.
>>
>>3613815

I grabbed the dragon sounds from neverwinter nights, if memory serves right
>>
File: 1476789282065.gif (2MB, 200x200px) Image search: [Google]
1476789282065.gif
2MB, 200x200px
>>3610908
Oh fuck, I lost everything at Bone Flamenco.
>>
>>3613821
then apparently wow uses sounds from NWN for 90% of their whelp mobs.

http://www.wowhead.com/npc=42042/ebon-whelp#sounds
>>
How is romero doing these days? Is he still rich?
>>
File: john romero's mum.png (412KB, 593x579px) Image search: [Google]
john romero's mum.png
412KB, 593x579px
>>3613840
he plays with his mum.
>>
File: doom4.webm (3MB, 1024x576px) Image search: [Google]
doom4.webm
3MB, 1024x576px
Why do people say Doom 4 is slow when you can move even faster than the original games?
>>
File: 213535837.jpg (28KB, 601x508px) Image search: [Google]
213535837.jpg
28KB, 601x508px
>>3613862
>tfw can't run doom 4
>>
>>3613862

I don't think I've heard anyone bitch about the speed after the game came out.

That being said I feel the original doom games have a better flow to them
>>
>>3613862
Man, i admit, i've only seen a few gameplay videos, but that asthetic just really jives me. Just feels like there's not enough color, or it's just tinted weirdly, cant really put my finger on it?
>>
>>3613862
Before it came out people saw what was shown off first. Which was the multiplayer, which was slow as fuck. Upon seeing that they wrote the game off and haven't looked back.

Also whats with all the points and shit?
>>
>>3613881

Arcade mode, it was added recently, it further trims out the story shit and removes the need to upgrade weapons, you're just given whatever weapons you'd have up to the level you play on and they're fully upgraded.
>>
>>3613862
I liked Doom 4, but those glory kills are still stupid as hell.
>>
blade of agony plays like total ass
>>
>>3613898
>overhyped tormentor667 project has disappointing gameplay
stop the presses
>>
>>3613897
Good thing Glory Kills are completely optional at least.

And completely pointless once the Siphon Grenade comes into play.
>>
>>3613902
I liked TUT&T.
>>
>>3613867
yeah I can barely run doom 4.

1080p lowish medium settings(mostly low) I get like 38-48 fps on average
>>
>>3613827
>>3613821
both nwn and wow borrow heavily from a fantasy stock library
>>
>>3613879
I'd say the color pallet wasn't diverse enough. I like the game a lot, it did a good job in terms of gameplay, but the colors were quite samey.
>>
>>3613862
Definitely a problem with flow and pace, it never picks up and it never gets spikes like the original games, also level design never allowed for player movement fluidity. It is pretty great still.
>>
>>3613924
Morrowind too. What's worse is they all have a soundtrack by Jeremy Soule.
>>
File: blud.webm (2MB, 426x240px) Image search: [Google]
blud.webm
2MB, 426x240px
>>3613571
Editing Nashgore for more subtle blood.
>>
>>3613946
Jeremy Soule's got some really good music, but he really only knows how to do one thing.
>>
>>3613335
>verdun
>ww2

Wew, lad.
>>
File: Dragon6.png (172KB, 1280x421px) Image search: [Google]
Dragon6.png
172KB, 1280x421px
Really? Why? I can understand the egypt locations because the yellow king n shieet, but why this guy?
>>
>>3613881
I don't know why they put so much effort time and marketing into the multi.

Don't get me wrong, it's in no way bad, but it's not Doom, it's like a pared down Halo for the new generation + some metal tracks/demons.

SP/Arcade and to a lesser degree snapmap are Doom as FUCK though.

Did they ever full on add mod compatibility? Or, more accurately, allow modding?
>>
>>3614008
Why not?
>>
>>3612778
Haha! So simple!

>shows post to female
>loses virginity on the spot
>>
File: dragon.gif (29KB, 320x200px) Image search: [Google]
dragon.gif
29KB, 320x200px
>>3614008
My guess is that id was gonna put dragon in the original Quake, but didn't have the time to fully implement it or whatever, so Rogue probably thought it would be cool to have it as the final boss of DoE.
>>
>>3613270
1024x768
>>
File: Screenshot_Doom_20161112_223559.png (479KB, 1280x720px) Image search: [Google]
Screenshot_Doom_20161112_223559.png
479KB, 1280x720px
Here's a thing I made real quick. I ported Hexen's fighter over to Doom, and also a few of Heretic's weapons, just to fill in the gaps because he only had like 4 weapons originally. Why? Because Baratus is awesome, that's why.

http://www.mediafire.com/file/v38j5av3peqibtl/HexenFighter_for_Doom.wad
>>
>try Hexen 2
>get stuck trying to find out what to do next half the time
I'm bad at videogames.
>>
>>3614058
Hexen 2 is so much worse than 1 when it comes to confusing "puzzles"
>>
>>3614061
Basically just really bad level design, dropped the game because of it
>>
File: 1477717043768.png (110KB, 466x492px) Image search: [Google]
1477717043768.png
110KB, 466x492px
>>3614058
>Hexen 2

Interesting, I totally somehow forgot this game existed.

Is there any particular source port that works best with it?

Given that it is a Quake-based game, I would assume that perhaps Quakespasm might work. If you don't mind, what is your setup?
>>
>>3614030
>he says, posting on a retro video game thread on a saturday night/afternoon
>>
>>3614061
The only thing wrong with Hexen 2 is that damn Egypt portion.
>>
Thoughts on return to castle wolfenstein? Is the single player good?
>>
quake 5 when?
>>
Can anyone recommend some cool Quake map packs/mods other than Arcane Dimensions?
>>
>>3614154
func_msgboard's Map Jam 2 has some proper good shit. Just skip the first map and you're golden.
>>
>>3614091
glHexen2
>>
>>3614150
It's pretty damn good.

The story and characters aren't masterpieces or anything but I think it's pretty good by Wolfenstein standards.

The gameplay is great fun. There's a few stealth levels, and they can be tricky, but you'll figure them out.
>>
>>3614161
Thank you
>>
>>3614058
dont be afraid to consult the walkthrough.

Its not an easy game. at all.
>>
File: 1458015569804.png (1MB, 557x605px) Image search: [Google]
1458015569804.png
1MB, 557x605px
>Almost a year without playing Project Brutality
>Feel like playing it again
>New version has a patch that gives the player the vanilla voices

Thank Jesus Christ, God, Satan, and everything in between. I can't even describe how much I hate Brutal Doom Guy's voice.
>MWAAAHHHH CHAINSAW! DUH GRET CUM UNICATURR
>UUUUUUHHHHHH, I LIEK IT! [intelligible]
>*Orgasm sounds when health is bellow 50*
>>
>>3614220
I really really like that picture
>>
File: rpg character designs.jpg (81KB, 540x553px) Image search: [Google]
rpg character designs.jpg
81KB, 540x553px
>>3614150
I recall thinking the catacomb levels were the lizard's tits back when the game first came out. difficulty becomes retarded in the later levels though, and by a wide margin at that. even the most basic hitscan enemy becomes an insufferable bulletsponge able to stand up to at least 3 Mauser shots straight to the head, I'm not making shit up. the game really shits itself over in regards to pacing nearing its end. You'll definitely be creaming your pants when you get to fight the super soldiers and the X thingies though, in a good way.

I'm ashamed to admit though it wasn't until much later that I realized about the knife, luger, machinegun and minigun from wolf3d being in the game I also have to voice out that one anon's thoughts on TNO being reeeeeally lackluster in comparison to it. It's still an okay game by itself though.

>>3614015
snapmap truly has come a long way. there's rumours about a PC exclusive map SDK coming sometime later (info a buddy of mine gathered from an intern at Quakecon months ago), and the removal/expansion of its limitations at a later date, but I'm moved by the kind of stuff people are capable of putting out with it as of now. being able to crank out some pretty neato things working within the limitations of the engine is the spirit of doom itself.
>>
File: SOLWA0.png (5KB, 70x74px) Image search: [Google]
SOLWA0.png
5KB, 70x74px
>>3613571
I'm giving my mod some much-needed soul https://my.mixtape.moe/zntocg.webm

>>3613665
Samsara is fully compatible with Heretic.
>>
File: kgqzrs.jpg (417KB, 960x1280px) Image search: [Google]
kgqzrs.jpg
417KB, 960x1280px
*****NEW RETRO FPS GAME LEAKED FROM CYBERDREAMS****

This is a game made by cyberdreams that was cancelled, however it remains almost in its entirety, it keeps crashing when i try to start a new game but it'd be much appreciated if anyone could help me figure it out. read more here.

http://u64leaks.tumblr.com/post/135403734258/reverence-pc-prototype-leak
>>
>>3614270
you're about a year late, but this is still nice to see making the rounds
>>
>>3614270
>new
Not really, dude.
>>
File: ss+(2016-03-02+at+09.02.35).jpg (37KB, 592x538px) Image search: [Google]
ss+(2016-03-02+at+09.02.35).jpg
37KB, 592x538px
>>3614270
It has come to my attention that this is infact from last year and i'm fucking stupid.

still though check it out
>>
File: Screenshot_Doom_20161113_004810.png (377KB, 1280x720px) Image search: [Google]
Screenshot_Doom_20161113_004810.png
377KB, 1280x720px
>>
File: my eyes.png (124KB, 283x280px) Image search: [Google]
my eyes.png
124KB, 283x280px
>>3614291
>>
File: Screenshot_Doom_20161113_005547.png (391KB, 1280x720px) Image search: [Google]
Screenshot_Doom_20161113_005547.png
391KB, 1280x720px
Just the way Romero wanted it to be
>>
>>3610870
>>3610868
Is there any way I can ONLY pull the enemy sprite/sound/attack style replacements from the Moonman mod .pk3? I literally only want that, because it's just funny for me to play with my favorite wads. I don't want any weapon replacements or player characters or HUD themes, or player sound replacements. I would like vanilla doom + nogs. Is this possible? I've already removed the door replacement graphics and the replacement HUD with SLADE, but I'm not sure how easy this is going to be, or if I'm going to be gutting entire scripts to trim the fat.

Any advice, /vr/?
>>
File: 1478133159597.png (81KB, 466x486px) Image search: [Google]
1478133159597.png
81KB, 466x486px
Good god this is frustrating, forum after forum of no luck

Would anyone happen to know to input command lines in Hexen II with the GLHexen2 source port?

Anytime I try to set -width 1280 and -height 720 with -bpp 32, it just returns with "unknown command" when according to the command line list in http://www.quakewiki.net/archives/console/commands/hexen_2.html they're supposed to be acceptable.

Even +mlook isn't recognized...
>>
>>3614327
>GLHexen2
https://github.com/svn2github/uhexen2/blob/master/docs/README

try these commands, sourceports don't always use the same commands as the original game, as you are trying to do.
>>
>>3614323
>>3610870
>>3610868
Nevermind guys, I deleted the playerclass entries out of the pk3 and removed the #Include entries for players, weapons, and WEAPONSPAWN and it seems to be vanilla again. Gonna keep deleting and thin out the mod for future use.
>>
>>3614270
>NEW RETRO
thats an oxymoron
>>
File: untitled.jpg (27KB, 503x139px) Image search: [Google]
untitled.jpg
27KB, 503x139px
>>3614329
I appreciate linking a well-written guide, but the listed commands are the same and I still receive the same error after more trial and error

How else would you approach this problem if you were in this situation?
>>
>>3614360
Oh I'm sorry, my goof on that one. I'm not really sure why it wouldn't take it if that's the engine you're running. Are you running this within the game? Or outside the game? I know on other engines, the game doesn't understand certain commands related to the display and such, they have to be called when the game is launched, either via script or added to a shortcut (Windows). Have you tried using the in-game menu to set resolution though?
>>
File: 1477674770490.jpg (41KB, 291x398px) Image search: [Google]
1477674770490.jpg
41KB, 291x398px
>>3614367
It's alright, I don't blame you. I'm actually very thankful of your help.

>Are you running this within the game? Or outside the game?

Within the game. After launching GLHexen2, I press the Esc key to reach what hopefully is the command line terminal for the game.

>...or added to a shortcut (Windows)

I don't think I've tried the Windows shortcut method, primarily because from past experience it tends to just simply stretch the screen to put instead of actually adjusting the resolution. At this point I might give that a go as an absolute last resort, but it tends to make games look too horrid to be playable, in my opinion.

>Have you tried using the in-game menu to set resolution though?

Yes. Oddly enough, even the in-game menu to set resolution lists all of the compatible resolutions such as the desired 1280x720, but it cannot be toggled directly and it even explicitly states to use command-line inputs to change resolution.

A bit of an oversight really, resolution and controls are among the first things always configured in any FPS.
>>
File: Unreal1997dragon.png (127KB, 329x214px) Image search: [Google]
Unreal1997dragon.png
127KB, 329x214px
>>3614048
Unreal devs didn't go along with theirs, either. Because it looked like shit
>>
really makes your chaingun fire rapidly

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

https://www.youtube.com/watch?v=wAROdQOTaDw&list=PLTP2K4U1d1_ypnCaXm9AtTijlk6JfhsVY&index=10
>>
File: ween.jpg (285KB, 1000x1000px) Image search: [Google]
ween.jpg
285KB, 1000x1000px
>>3614220
>God, Satan, and everything in between.
>>
File: 1462698486998.png (1MB, 1280x800px) Image search: [Google]
1462698486998.png
1MB, 1280x800px
In Hellbound's Map 6 "The Woods", what's the deal with this area?

There's no monster. No trap. No trigger. You jump down there, then you go to a teleporter to get back up.
>>
So why is zandronum filled with STUPID fucking mod servers? Not a single vanilla gameplay server

>hurrr explosions!!
>hurrr 1000 weaponz
>hurrrr shitty new monsters!!
>>
File: 1405713881310.png (66KB, 198x169px) Image search: [Google]
1405713881310.png
66KB, 198x169px
If I know jackshit about DECORATE, will I notice any substantial difference when ZScript hits? I'm looking at the wiki and it looks almost the same.
>>
>>3614682
Because vanilla is piss easy if you bring in even one other player.

If you hadn't noticed Zandronum community just wants something that is prone to killing players more often, or they make it so everyone is stupidly overpowered.

Nothing in the middle.
>>
>>3614696

There's gonna be more steps in making states and shit but ultimately it'll be the same

>tfw your mod will now be working on deprecated old code

fuck
>>
Okay, so I know that this is a basic bitch question, but..

WAD's for custom maps and PK3's for any kind of gameplay modification? I still don't understand how the two are different. Can you store maps in a pk3?
>>
File: Screenshot_Doom_20161113_085638.png (1MB, 1280x768px) Image search: [Google]
Screenshot_Doom_20161113_085638.png
1MB, 1280x768px
At least BOA looks good.

I found the supply chest but can't open it, how do I open it?
>>
>>3614717
A PK3 is just a renamed ZIP file. PRBoom+ can't open them and can only open WAD files. PK3s are more for GZDoom.
>>
>>3614729
>filters
>chromatic aberration
end thyself
>>
>>3614729

I normally don't get on people's tits about filters but what the hell is that mess anon
>>
>>3614729
that mesh thing on the staircase doesn't look very good.
>>
>>3614735
the standalone version defaults the filter to hq2x or something like that. no idea how that anon can stand it
>>
>>3614734
>>3614735
>>3614741
I use the standalone version and changed nothing.
>>
>>3614767
you should turn down the filters, maybe even turn them off completely, hq filters are cancer
>>
>>3614729
That came out? Neat.
>>
>>3614729
At least provide a link
>>
>>3614729
Find the key. There's a secret switch hidden in one of the rooms.
>>
Guys I'm tired of the standard Doom weapons, what WADs/TCs have the most satisfying new weapons?
>>
Is it possible to make an unlockable difficulty setting in GZDoom, and changes to the level itsellf tied to difficulty settings (i.e. level script checks for difficulty)? I want to change skybox and make certain scripts to activate only on the second playthrouhg on a new difficulty that would make the game more difficult not only by increased monster count, but also by changing the level progression (and altering atmosphere to be more grim and making some spooky events to happen).
>>
>>3614842
Combined Arms is not perfect but it has some fun stuff. Accessories to Murder is alright, the SSG replacement stands out the most.

Psychic is a weird one when it comes to the weapons part.
>>
>>3614842
>>3614850
I like DAKKA by Ijon.
>>
>>3614682
>Not a single vanilla gameplay server
I just loaded it up and noticed 12.
>>
>>3614853
I keep forgetting that mod, it's fast. Was a compatibility patch ever developed for the latest Dakka + Colorful Hell
>>
>>3614853
I like that mod. It feels strong though kinda balanced weirdly.
>>
File: file.png (1008KB, 1600x900px) Image search: [Google]
file.png
1008KB, 1600x900px
>>3614729
It sure does.
>>
Was daikatana ever modded to be functional and playable?
>>
File: 1.png (3MB, 1600x3600px) Image search: [Google]
1.png
3MB, 1600x3600px
>>3614884
The authors however seems to have forgotten about innate AR correction, so the textures intended for square pixel display (Nazi flags, clocks, pictures) appear throughout the whole thing alongside with normal AR objects.
>>
>>3614887
There was a user made patch that put in widescreen support, FoV adjusting and shit like anisotropic filtering. It also made it that you could turn off AI companions during gameplay so you don't need to wait for their stupid asses to get to the exit.
>>
How do I play custom maps with quakespasm? I fucked something up and whenever I launch quake it launches scourge of armagon and I can't change it to another map through console
>>
>>3614905
Right click your Quakespasm shortcut and remove the -game hipnotic part of the string.

Launch game, open console with ~, type 'map x' where x is the name of the map, you don't need to include the .bsp at the end.
>>
>>3614909
>Right click your Quakespasm shortcut and remove the -game hipnotic part of the string.
Where is the "-game hipnotic" supposed to be? I've checked the properties and didn't find anything
>>
does arcane dimensions work properly for everyone else?
>>
>>3614927
Get quake injector desu, and you can skip all the retardation
>>
>>3614927
Are you getting a message that says it can't find the autoexec file? That doesn't matter. Just start a new game with it loaded up and Arcane Dimensions should work totally fine

>>3614930
>Java bloat
No way. Manually running Quake mods is easy as pie.
>>
>>3614940
>java bloat
is that a problem?
>>
>>3614895
ok
>>
Best quake map?
>>
>>3615046
I've noticed most custom maps by czg and sock are pretty good.
>>
anyone else just playing wads that add new shit? It's like I had enough with the main game already
>>
>>3614729
Is BOA any good tho?
>>
What do you add to the player class to make them fly and hover around the place?
>>
>>3615134
+nogravity?
>>
>>3614382
Anybody?
>>
>>3615046
Anything by kinn or than
>>
>>3614382
Thats command line parameters. Attach them to shortcut.
>>
wew lad, arcane dimensions adds so much new shit, is there anything else like it for quake?
>>
>>3615187
stuff that uses drake mod adds and changes stuff, "something wicked" is a good one to start with
>>
I think I'm going to make a detour from my mod development and try code some vehicle physics (starting with a tank). I have some ideas on how to make it work with slopes and stairs in a visually satisfying way.
>>
>>3614220
How do you get default voice?
>>
>>3615101
If you want to play a slow-paced stealthy WWII shooter in the image of Medal of Honor -- yes. Don't go in with the typical DOOM mentality. This is all about atmosphere.
>>
Should thief be played on nightmare?
>>
File: waypoint.webm (282KB, 640x480px) Image search: [Google]
waypoint.webm
282KB, 640x480px
Got a context menu and waypoint system working.

Any waypoints and map markers will be shared between teammates who are connected through radio (risky, you show up on the map of every enemy) or line-of-sight IR (safe).

When you fire a guided missile for example, you'll get to choose any of these waypoints as a target, or whatever a teammate of your choice has his crosshairs over. So one player could be the scout and paint enemy targets while the rest fire missiles or guided mortar grenades from out of sight.
>>
>>3615276
I mean expert
>>
>>3615276
>>3615280
yes. You're doing yourself a huge disservice if you play Thief on Easy/Normal.
>>
Also, the distance fog in that picture is a custom shader applied to the sand texture, because the built in fog doesn't support a density low enough for a map of this size.
>>
>>3615278
This is a doom mod?
>>
>>3615276
Hard is the best difficulty
>>
>>3615284
It runs on zandronum 3.0, but there isn't/won't be any doom resources in it.
>>
>>3614895
I do that shit all the time too. I had to scrap an entire monster because it wasn't proportioned well enough, and ended up looking like shit.

It's just one of those steps people seem to forget.
>>
>>3615283
Does that allow for different skies/light levels? Does it play well with other textures?
>>
File: 897897456312.jpg (11KB, 140x140px) Image search: [Google]
897897456312.jpg
11KB, 140x140px
Why are there zombies in a stealth game?
>>
>>3615328
>Does that allow for different skies/light levels
Yup.
>Does it play well with other textures?
I think it should be possible to write one that works well enough with most textures, but the current one looks kind of bad with saturated green grass for example.

It might be a good idea to scale the r, g and b applied depending on distance with the unmodifed rbg values of the texture, for example.
>>
File: Bob3.jpg (26KB, 451x359px) Image search: [Google]
Bob3.jpg
26KB, 451x359px
>>3615339
>tfw enemy continues chasing you underwater
>>
>>3615339
Because you have to hide from them. If you want less zombies play Thief 2.
>>
I think I might host a themed speedmapping project this week. Let me know if you guys are interested. Feel free to suggest themes, though I already have one in mind.
>>
>>3615368
Hell yeah i'd be down to do a speedmap.
>>
Where do I get the IWAD pack?
Link in the FAQ is dead.
Torrent sites don't have them.
>>
>>3615402
Nevermind i found the other link
>>
>>3614895
I don't get what this is supposed to signify.
>>
>>3615101
i would not say i'm a fan of it.

in fact, i would say i've hated every minute i've spent playing it.

i am but one man, though, so it would be best to try for yourself.
>>
>>3615412
Upper 2 screenshots: things that are supposed to be round are not, because whoever put them there forgot about AR correction.
Bottom 2 screenshots, stuff with correct AR correction, in the same place.

This means that whoever made the textures, nd those who placed them there forgot about Doom's AR, while one that made models did remember it.
>>
>>3615101
It's not Doom, It's not Wolf, it's not even RTCW.

BOA is it's own indeendent thing on Doom engine. And that thing is not to everyone's taste. As for me - I didn't like the balance and shift from run-dodgeprojectiles-shoot to shoot-takecover-shoot playstyle you see everywhere in modern games.
>>
>>3615368
how about album covers? not necessarily metal ones, just something that can be recognized as an album cover themed map
>>
>>3615339
don't play thief, it's honestly bad, I can't see a single good thing about the game other than the fact that it was one of the first 3d stealth games
>>
>>3615429
you're asking for a barrage of ITAOTS memes aren't you
>>
File: 1430744704_front.jpg (922KB, 1024x1024px) Image search: [Google]
1430744704_front.jpg
922KB, 1024x1024px
>>3615429
This always reminded me of doom
>>
>>3615418

...

¯\_(ツ)_/¯
>>
>>3615447
o==[>==E=A=T=A=D=I=C=K===>
>>
>>3615436
more like something that anon here posted >>3615441 there is plenty of similar material, with Sepultura-Arise being most iconic one to do imo
>>
>"Gamer With Dignity"
wew
>>
>>3615429
Definitely an interesting theme. If this speedmapping project goes well I might make a follow-up using that theme, we'll see.
>>
>DUSK is being developed by David Szymanski

Well, that's certainly unexpected.
>>
>>3615495
Too bad it's made on Unity.
>>
I'm trying to find a Fractal Doom wad to download, but links are dead everywhere, someone here have some working link (or can upload it) ?
>>
>>3615508
Cities Skylines was made on Unity and you don't hear people bitching about that
>>
>>3615508
nothing wrong with unity
>>
>>3615518
Unity on that kind of a game 99% of the time means no moddding.

He could've easily done exactly the same thing on DarkPlaces, and everyone would've been better for it.
>>
>>3612778
This is magic to me. I had no idea you could do that.

>>3615508
It really isn't since its bad reputation is not the engine's fault.

That he uses Unity however, is not surprising.

It's nice to see a developer try a different genre. So far his entire output (that I am aware of), was the type of stuff that some people derogatorily call walking simulators.

>>3615524
Not every game needs modding.
>>
>>3615524
modding is doable, just look at Receiver
>>
>>3615524
>He could've easily done exactly the same thing on DarkPlaces
nope

>means no modding
i'm seeing modding discussion right now, someone named zombie is working on adding a console via mods
>>
>>3615368
Beginner mappers allowed? With beginner I mean "created a bunch and knows how to do stuff but never published a map before"
>>
Could the reason i'm getting alot of slow down on mods with particles be that my computer is "gunked" up? Do you think clearing my registry and such would help so that I don't get frame drops in complex and brutal doom?
>>
>>3615552
no.
>>
>>3615554
really? I have an r9 series card and an fx 8350. I know they're bad but really? Would actually drop frames in DOOM of all games? That hurts man.
>>
>>3615545
Yeah. I'll post the guidelines either late tonight or early tomorrow.
>>
>>3615559
just shorten particle lifetime or lower the amount, mods tend to overuse them and it can get dangerous on slaughtermaps
>>
>>3615559
1) Check for available RAM. Don't run web browser and games at the same time.
2) Check if there's anything else actively working on your PC, like Torrents, eDonkey or anything else (those things can ruin performance by constantly accessing HDD if set up incorrectly)
3) Check if you have set particle limits to "none" - that ruins performance on all machines.
>>
>>3615570
>available RAM
6128mB with nothing open, is that shit? or good?
>>
>>3615571
Should be enough.
Post screenshot that depicts slowdown (use "vid_fps 1" command)
>>
>>3615572
in go2it on complex doom when the mancubi shoot and it's in my face it drops to 12fps, when I dont have particles in my face im at 90fps.

On any map when i have particles in my face it drops to at least 30 fps
>>
>>3615575
try same place on 1.8.10 or Zandronum.
>>
>>3615532
What's the newest version of that? How many guns? Last I saw was a glock, 1911, and a wheelgun.
>>
>>3615576
Okay so, on go2it complex doom with z& I have good frame rate unless I put on god mode (just for test) and have a bunch of monsters fill my face with particles then it drops to 30-40fps

Is this to be expected on any machine?

Render: software
Everything set to sprites instead of particles
>>
>>3615592
Try on hardware.
>>
How do I turn in Doomshock?
>>
>>3615597
http://pastebin.com/6HVieKZa
The creator made a guide to it.
>>
>>3615593
i get overall much better frames 400 instead of 200 when not in combat. When I go into open areas with lots of enemies and use complex dooms super bfg however it still drops to 40 fps especially if theres a few cyber demons doing their complex doom exploding death animation.


I just find it odd how I can go from 400 fps to 40fps something doesnt seem right.
>>
>>3615617
Post links (or upload somewhere) the stuff you are using.
>>
>>3615618
>stuff you are using
as in?
>>
>>3615623
Not in the ass.
Onto a file hosting.
>>
>>3615625
I know, do you mean all my hardware?
>>
>>3615627
the mods.
>>
>>3615627
Yes, upload your RAM for us. We haven't had a good RAM download available since the early 2000s
>>
File: specs.png (38KB, 782x561px) Image search: [Google]
specs.png
38KB, 782x561px
>>3615632
Oh.

Comlpex doom v.23b
Plutonia.wad - map 32 - Ultra violence
Zandronum v. 2.1.2-r150718-1029

keep in mind when it drops to 40 fps its just for a second untill the cyber demon death animation finishes or the super bfg animation finishes.
>>
>>3611071
Fuck I was bored by MAP03. It looks great but the whole thing plays like shit.
>>
File: file.png (1MB, 1600x900px) Image search: [Google]
file.png
1MB, 1600x900px
>>3615638
I dont get lower than this.

i7 3770
GTX 660 Ti
16Gb RAM
>>
>>3615658
Guess my computer really is just shit. Thanks for your help tho man. Last time I go AMD thats for sure. I'm sure the 8gb of RAM doesn't help either.
>>
>>3615675
AMD always been running OpenGL like crap.
>>
>>3615680
Even in software rendering it's just not good. I shouldn't be dropping frames in a 20 year old game. Even if it is modded.
>>
>>3615680
It doesn't help that Graf outright refuses to do any optimization for AMD hardware, even refusing people who offered to send him hardware to work with.
>>
>>3615682
I have a 1080gtx with a mild overclock. Second most powerful card in their range.

I lag on some mods for Doom.

This is all.
>>
>>3615181
Thank you, this works
>>
>>3615682
>It doesn't help that Graf outright refuses to do any optimization for AMD hardware
I think he doesn't actually own any, making it difficult to do such optimiziations.

AMD is known for it's relatively poor support of opengl as well if I'm not mistaken.
>>
>>3615221
There's a new patch that comes with the new version on Moddb. You load it on top of PB and it changes your voice back to the vanilla one.
>>
Why is UV considered the default difficulty?

If thats normal then you can't really have a hard mode unless you play nightmare which is just not fair.
>>
>>3615762
because id considered it the default difficulty.
It's still for all intents and purposes hard mode, but it's a shame there's a mindset of "If I can't beat it on UV I can't beat it" (I find myself thinking like this at least). Maybe if we have more people like ribbiks explicitly telling people that HMP is the default and UV is an extra challenge things will change.
>>
Is the Fiend the ultimate evolution of the Pinky?
>>
>>3615718
Yes, that's right. Last I'd heard he was still running a GTX 560 or something from that generation and had no AMD hardware whatsoever. People have offered to send him AMD cards, even an entire rig I think so that he can test with it and optimize for it and he has refused them.
>>
>>3615762
>Why is UV considered the default difficulty?
All difficulty really changes is enemy count and maybe a very small handful of items/decorations for vanilla

So you get more gameplay by picking UV
>>
>>3614008
DoE is less lovecraftian and more about Ranger kicking the asses of various mythologies. A dragon makes perfect sense here.
>>
>>3615804
Annoying as fuck
>>
>>3615584
As a hardcore gun nerd, I legit don't understand the appeal of that game.
>>
File: Quake's_Guardian.png (97KB, 679x820px) Image search: [Google]
Quake's_Guardian.png
97KB, 679x820px
What was his fucking problem?
>>
>>3615827
People like reloading
>>
Why isn't Duke's funky shrink ray in Samsara? As much as I love the explosive shotgun, I would've preferred something from the original game over it.
>>
>>3615839
where is the explosive shotgun even from
i feel like ive played the game its from but i dont really remember
>>
>>3615839
at the time, it was nearly impossible to get working in the engine.
the earliest recreation of it for samsara was devbuild zdoom only, which would have been pointless for samsara.

>>3615842
duke nukem 64.
>>
>>3615842
I *think* it's from the N64 version
>>
>>3615842

I'm pretty sure the explosive shotgun was an asspull, the sprites are from Duke 64 though
>>
>>3615847
>explosive shotgun was an asspull
nope

and it was even more op in duke 64
>>
>>3615775
I've always thought of UV as hard simply because HMP is the middle in the menu.
>>
Does anyone have that mod of Smooth Doom made by some anon that added more Doom 64 reskins for the guns?
>>
>>3615827
It's fun.
>>
>>3615368
Is limiting the project to Zdoom compatible formats too limiting or too broad?
>>
File: kana1.png (238KB, 1280x720px) Image search: [Google]
kana1.png
238KB, 1280x720px
>>3610870
This is pretty neat, adds Kana character support.
http://ux.getuploader.com/SgW/download/89/kanalang.zip

Wonder if we'll see more Japanese stuff due to it.
>>
>>3615893
Zdoom formats should be fine
>>
>>3615918
Alright, just need to assemble the stuff. How do you combine several texture sets into a single one?
>>
>>3615916
>>
>>3615916
That's cool. Just needs the menu fonts now, then I can pretend to be Japanese like the worthless weeb piece of shit that I am.
>>
>>3615926
use slade
>>
>>3614270
The game installs and starts just fine but the colours are completely fucked. Does anybody know how to remedy this? Playing on Windows 7.
>>
>>3615942
On second thought, I'll let you guys get the texture sets.
>>
Is there a list of actor names for Doom 2? I need to replace several decorations.
>>
>>3615962
http://zdoom.org/wiki/Classes:Doom
>>
>>3615963
Thanks.
>>
>>3615916
very interesting and useful

i am japanese myself, so this is helpful to me
>>
Should I put my first map out there or no? Maybe wait till ive created a bunch before I actually release one?

I know nobody wants to play someones first map.
>>
>>3615916
>>3615991
Looking at the documentation for this thing looks like making strings with Japanese text might be difficult. Here are examples from its readme file:

Left = output text
Right = text you see if you look at it outside of doom.

: ショットガン = dOZst@y
: スパイダーマスターマインド = rf[eq@- jrq- jeys@
: チョップスティック = aOZA[rwEZh
: シーフードヌードル = d-A-s@ Q-s@>
: ムゲンバンダナ = ]*@y f@yq@u


>>3616003
I think it's always encouraged to post first maps here, just be prepared for any criticism of course.
>>
>>3616003
I want to play it. Post.
>>
File: Screenshot_Doom_20161114_020445.png (741KB, 1280x720px) Image search: [Google]
Screenshot_Doom_20161114_020445.png
741KB, 1280x720px
January this year I made a map of Quake's e1m1 in doom, I thought a nice way to end the year would be to try making e1m2. Might be nice to see the improvements I've made in mapping this year.
>>
>>3615539
>He could've easily done exactly the same thing on DarkPlaces
>nope.

Why not? He could have even made this on GZ-GPL. The only thing on this game that seems to require a modern engine is the object physics, which is a pretty useless feature in my opinion.
>>
>>3616006
It's not done yet, I was just asking
>>
File: a0e5b.png (89KB, 313x325px) Image search: [Google]
a0e5b.png
89KB, 313x325px
>>3616007
so why do you not speak hebrew?
>>
>>3616019
God dammit, Japan.
>>
File: 52-alt.png (41KB, 468x399px) Image search: [Google]
52-alt.png
41KB, 468x399px
>>3616019
>>
>>3616019
>>3616007
xD
>>
>>3616019

I like you. You're all right.
>>
File: 1470502112612.png (170KB, 500x413px) Image search: [Google]
1470502112612.png
170KB, 500x413px
>>3616019
Holy shit
>>
>>3616019
HAHAHA, OH WOW
>>
>>3616007
>>3616019
FUCKING SAVAGE
>>
>>3616019
https://www.youtube.com/watch?v=b8NDwMqaGWA
>>
>>3616019
[ ] Not told
[x] TOLD
>>
File: 1478133859144.png (30KB, 256x264px) Image search: [Google]
1478133859144.png
30KB, 256x264px
>>3616019
pearl harbor-tier of unexpectedness

hearty chuckle/10
>>
File: 1367960381656.jpg (33KB, 500x465px) Image search: [Google]
1367960381656.jpg
33KB, 500x465px
>>3616019
Fuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuck
>>
>>3616019
>>3616007
can we keep the /pol/ shit out of this thread please.
>>
>>3615870
http://www.mediafire.com/file/trk7yt4v9egtrnv/SmoothDoom-WeaponsOnly.pk3

this one?
>>
File: 1477177263598.png (48KB, 199x268px) Image search: [Google]
1477177263598.png
48KB, 199x268px
>>3616064
Yeah, that's the one. Thanks man.
>>
File: image_14.jpg (91KB, 640x472px) Image search: [Google]
image_14.jpg
91KB, 640x472px
>>3616064
those 64 shotguns are absolute fucking sex
>>
So what are the rules for that speedmapping thing going on? I don't see them. Are we still doing album covers?
>>
>>3616084
Haven't released the rules yet. The theme isn't album covers, but I've written that one down for potential future speedmapping projects. The question is, is it really speedmapping if you have six days to work on them?

Anyways, if you guys want I can release the rules and officially start the project right now.
>>
>>3616090
>six days
That's a bit much IMO, I usually say 2 or 3 is best.
>>
>>3616092
It gives people enough time to make their maps shiny. Assuming most people use ZDoom formats, they'll need the time to give their maps features to justify the format.
>>
>>3616097
>detailing speedmaps
Man I just don't know anymore
>>
>>3616104
How does 5 days sound then? This is the first time I've ever hosted a mapping project.
>>
>>3616097
You should cut it down to 1-2 days.
>>
>>3616105
I'd agree with >>3616107, 1-2 days is fine.
>>
Blindly try to make E1M1 without referring to any references, and see how close you get.
>>
File: Screenshot_Doom_20161113_181326.png (216KB, 1600x900px) Image search: [Google]
Screenshot_Doom_20161113_181326.png
216KB, 1600x900px
>>3616109
I think i did it wrong
>>
Two Days it is then.
You have two days starting now to create your maps. I will compile the maps together, do a quick check for any issues, share it with you guys, then release it on idgames. Maps can be in any format as long as they run in Zdoom, though Boom format is much preferred. Maps will not be included if they break the theme, don’t confine to the time limit, or lack an exit.

The theme is Woodlands, Ruins and Crypts. Some things you may want to look up and into:
>run-down shacks
>ancient castles lost for centuries
>long-decayed early modern architecture consumed by the wilderness
>Lovecraftian New England

Textures and Resources:
There are three custom texture sets you may choose from: Celtic Shrine, Mansion Plantation, and the Gothic Textures. Additionally the tech column, evil eye, and floating skull decorations will be replaced with the first prop from the following sets on Realm667:
Tech column: Dead/Swamp Trees
Evil eye: Marble Brazier
Floating skull: Bushes

Monsters:
The WolfSS will be replaced with the chainsaw zombie from Realm667, and the dead lost soul will be replaced with an arrow shooting trap. Prohibited monsters are the Arachnotron and Spider Mastermind. Use of the MBF dog as an enemy is encouraged.

Textures can be found here: https://www.doomworld.com/afterglow/textures.shtml
The enemy pack is here: https://mega.nz/#!OstkxLDI!8RKZn4Nt1zL4vr1C5zZqPJaP66q5uiw-xWcPvUVJ9iY

Send your submissions via email to [email protected]
>>
File: 1460981148615.gif (2MB, 384x216px) Image search: [Google]
1460981148615.gif
2MB, 384x216px
>>3616019
wew lad
>>
>>3616134
>the enemy pack
*the things pack
>>
>>3616134
>maps that basically require extra textures and detailing to not look like shit
>speedmapping
BOI
>>
>>3616146
You can indeed make trees with the standard doom textures. They won't look very good, but they're fine. The extra textures are for buildings.
>>
>>3616152
That's not what I mean, woodland is basically the hardest theme to make look good and play well, and it's even harder if you're not loading a bunch of other textures.
>>
>>3616134
Alright. I'll make a map. It'll be ass, but i'll try.
>>
>>3616156
I chose the theme because there are so few maps that are set in forests or have forests in them. I want to see what people do when they're given a curveball setting like this, one that they've rarely seen in Doom. There are more winter maps than there are woodland maps and that never made sense to me.
>>
QUMP fukken when
>>
>>3616184
when you get laid.
>>
>>3616134
Aww man I would really like to try my hand at this, but im still in the middle of my first map and I don't even know how to use the custom stuff. Maybe next time I suppose.
>>
>>3616019
I legit dont get the joke, please cure me of my retardation
>>
>>3616201
da joos run da world
not a super great comeback but pretty funny nonetheless
>>
>>3616194
delet this
>>
>>3616240
hello?
>>
File: Screenshot_Doom_20161114_042406.png (440KB, 1280x720px) Image search: [Google]
Screenshot_Doom_20161114_042406.png
440KB, 1280x720px
>>3616134
gonna give a pro tip to any new mappers trying their hand at this one. If you make you areas dark, people can't see how shit they look. (it might even look like a real forest!)
>>
>>3616256
Collect 8 pages
>>
File: 1463735982522.jpg (212KB, 800x833px) Image search: [Google]
1463735982522.jpg
212KB, 800x833px
>>3616109
I like this idea. I'll give it a shot when I'm home from work.
>>
>>3616293
qt
>>
>>3615220
i think Mark made a few (at least a tank, mech, bike and heli), maybe you could take some inspiration from that
>>
>>3616062
That was pretty beautiful bantz regardless of your feelings on its appropriateness for the thread
>>
>>3616339
>bantz
why do I keep seeing this term everywhere
>>
>>3616367
it's a meme ya dip
>>
>>3616375
wtf i hate memes now
>>
>>3616008
Shame you didn't swipe some textures.

Looks nice though. A bit brown. Maybe not enough contrast
>>
>>3616396
the lighting sucks and he's using a brown skybox instead of quake's blue-purples that contrast against the level interiors

i'm guessing he's editing the map layouts themselves as well (or using floor-over-floor tricks) what with romero's quake 1 rule of "if the level could be made in doom, remake it until it can't"
>>
>>3616407
He's obviously using GZDoom, so room over room stuff isn't too difficult
>>
>>3616396
doom 2's textures are rather limited honestly, doesn't help I'm picking textures that somewhat resemble what it looks like in quake.

>>3616407
the lighting probably also sucks because everything is still at standard 192 brightness because I hold off on doing lighting until everything else is done. I might put quake's sky though, zdoom can do true color textures right?
>>
Are weapons weaker in Duke Caribbean? It'd make sense since they're water guns, but I feel like everything takes twice as long to die. Pig cops shrugging off two shotgun blasts. Assault commanders taking four rockets to kill.
>>
File: Screenshot_Doom_20161114_055435.png (561KB, 1280x720px) Image search: [Google]
Screenshot_Doom_20161114_055435.png
561KB, 1280x720px
>>3616421
wew, answered that question myself rather quick.
>>
File: 1434073933565.jpg (476KB, 800x800px) Image search: [Google]
1434073933565.jpg
476KB, 800x800px
What are the best mapsets to play with Project Brutality? Anything that is a techbase would be sweet.
>>
>>3616447
>Anything that is a techbase would be sweet.
Back to Saturn X episode 1.
>>
>>3616448
Thank you
>>
File: 1434847938655.jpg (14KB, 200x297px) Image search: [Google]
1434847938655.jpg
14KB, 200x297px
>Recently stumbled over Doom Tribute

Holy fuck this is so good. It actually makes Doom 2 maps not be shit and ties it together with cutscenes, intermissions and full continuity from Doom E1 all the way through to the Doom 2 campaign. Boss battles and epic fights with fitting music. Even has a goddamn train level. Fucking amazing.
>>
>>3616464
>makes Doom 2 maps not be shit
>cutscenes
hmmmmm
>>
>>3616134
>Maps can be in any format as long as they run in Zdoom, though Boom format is much preferred
whats the point of Boom compatibility if you put Zdoom as target as well?
>>
File: 1434620406003.jpg (44KB, 500x276px) Image search: [Google]
1434620406003.jpg
44KB, 500x276px
>>3616475
>>
>>3616518
Its 4chan nigga the fuck did you expect.
>>
>>3616464
Just tried it out. Never heard of Doom Tribute before and it's pretty neat. I love mapsets that try to remake the old Doom levels to try and make them look more realistic in a sense.
>>
>>3616535
this
>>
>>3616380
Well memed, friend.

To keep it related and because i'm actually asking - any new fun mods around?
>>
>>3616184
I'm keen. Have never made a quake map before, but have done a lot of doom mapping/modding. Would be interested in trying it out
>>
File: samsara_dukeweapon.jpg (197KB, 512x857px) Image search: [Google]
samsara_dukeweapon.jpg
197KB, 512x857px
>>3615810
I don't think any of the ZDoom developers accept donations of any kind, for better and for worse. Such is hobby projects.

>>3615839
>>3615843
Someone has since recreated it in Zandro3, but I'm not really sure where it'd fit in to Duke's gameplay design in Samsara now that the mod has heavily matured.

Also, I *really* don't want to touch the Duke weapon code any more than I need to. Yeeuch...
>>
>>3616717
That is outdated and clunky implementation of synthfire (well not really, but it supposed to do same thing). It would've look much better and simpler to get around if rewritten up to modern standards.
>>
>>3616729
It REPLACED a clunky and primitive implementation of Synthfire, so I'm told. Whoever wrote this (I keep forgetting their name, sorry) was apparently very, very intent on the mighty boot appearing below the gun, and very very willing to fight the engine tooth and claw to accomplish this, regardless of it being a nightmare to maintain should a bug come up.

As for the modern standards rewrite thing, I wouldn't be able to do all the D4D layering funtimes because I'm still targeting Zandro (Zandro3, granted...) and frankly, I've never implemented synthfire myself so I wouldn't really be able to improve things.

It's one of those things for a nebulous "someone else" (who will never manifest) to take care of, sadly. Until then, I'll just bitch about it.
>>
>>3616736
>very, very intent on the mighty boot appearing below the gun
HUDMSG_LAYER_UNDERHUD?
>>
>>3616496
The only editor native for my operating system is limited to Boom format. That doesn't stop me from adding custom things, they just need to replace something. I can get another computer running that will let me take a look at Zdoom levels though.
>>
hey a question, should I bother with mapping for anything else than UMDF?
demo comp of boom is really nice but ability to spawn anything anywhere at will spoiled me
>>
>>3616832
I like working in boom and vanilla because the limitations require creativity to work around.
>>
>>3611290
I NEED THAT HEALTHBAR MOD
>>
>>3616919
>>>/pol/
>>
>>3616925
>posting about romero in a doom /general/
>"le /pol/ boogerman"
really made me ponder
>>
>>3616928
Even though it's Romero tweeting, it's still not about Doom but about politics. It's already been posted like 5 times before anyway, we know about it.
>>
playtest my map
https://files.catbox.moe/ofannw.wad
placeholder graphics, one secret thats quite easy, I wanna hear your opinions on ammo balancing as I think there is too much
>>
>big mace
Standard fantasy cleric stuff
>staff that shoots venom and steals life force
Uhh
>fire magic
Well I guess they can do it in D&D
>massive unholy cross that shoots ghosts
Wait what

What kind of a priest is this guy anyway?
>>
>>3616949
the best kind
>>
File: parias.png (64KB, 451x383px) Image search: [Google]
parias.png
64KB, 451x383px
>>3616949
A metal album cover priest.
>>
>>3616949
DEUS VULT kind.
>>
File: 3dmech.webm (758KB, 640x480px) Image search: [Google]
3dmech.webm
758KB, 640x480px
Found a free 3d mech model. Unshaded model rendering + low res and no filtering looks gloriously retro.

Eventually it'll be power armor rather than piloted mechs and they'll have a custom movement and shoot-on-the-move system though.
>>
File: gzdoom 2016-07-17 16-21-12-18.webm (1MB, 800x600px) Image search: [Google]
gzdoom 2016-07-17 16-21-12-18.webm
1MB, 800x600px
Here's an example of such a moving/shooting system I made for another guy who ended up dropping his project. Uses advanced decorate features that zandybam can't do however, so it'd all have to be ACS'd.
>>
>>3616919
is romero hispanic?
i didnt know romero was a hispanic surname
>>
>>3617045
i'm pretty sure he has Native roots (Navajo i think?)
>>
>>3617045
>>3617053

his biological father was mexican, his mother has mahican blood

his mother's blood, of course, explains his sweet hair
>>
Why is thousand cuts for quake considered so highly?
>>
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
File: 1478531404463.jpg (46KB, 437x478px) Image search: [Google]
1478531404463.jpg
46KB, 437x478px
>>3617151
>>
File: Meme Hell.png (381KB, 1282x752px) Image search: [Google]
Meme Hell.png
381KB, 1282x752px
>>3617151
>>
what is the optimal amount of dank maymays for a map?
>>
>>3616945
can someone please test this piece of shit and give me feedback on ammo/health/monster positioning?
>>
NEW THREAD

>>3617207
>>3617207
>>3617207
>>
>>3616919
thank you for reminding me to update my filters
for anyone with 4chan x who is interested
/KRkIy/xNeG+SrB3NNlKXJA==/
Thread posts: 690
Thread images: 118


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.