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NON STOP JOURNEY INTO FEAR

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DOOM THREAD / RETRO FPS THREAD - Last thread >>3668091

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

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct

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

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

== /VR/DOOM COMMUNITY ==

IRC
irc.zandronum.com #vr (key in faq)

THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K
>>
=== NEWS ===

[12-10] New Mapset
https://www.doomworld.com/vb/wads-mods/91952-chainworm-kommando-v1-0-released/

[12-10] Colourfull hell got updated to 0.88
http://forum.zdoom.org/viewtopic.php?f=19&t=47980

[12-7] DoomRL source code released!
https://github.com/ChaosForge/doomrl

[12-6] Run For It, a mod where all decorations/projectiles/items grow pairs of legs and run around, was released
https://www.youtube.com/watch?v=LE96VqwW2zs [Embed]

[12-5] Anon map release; Hubris Containment Sector
https://www.dropbox.com/s/n3l6f32py83m3s5/Hubris%20Containment%20Sector%20%28Final%29.wad?dl=0

[12-4] Arcane Dimensions v1.5 for Quake released
https://twitter.com/SimsOCallaghan/status/805343155092680704

[12-4] One anon made a music mod, using OGG format
https://mega.nz/#!3pl0DIIR!xhINj4Ps0m265me6n84Ujc8qjU0OzA8pLudeQEzAXZ0

[12-3] Smooth Doom revived with a bugfix update; plans to add in Doom64 plasma weaponry later
http://forum.zdoom.org/viewtopic.php?f=19&t=45550

[12-1] 'No End In Sight', an Ultimate Doom megawad
https://www.doomworld.com/idgames/levels/doom/Ports/megawads/neis

[11-29] RIP Steven Hornback, former Apogee/3D Realms artist
https://twitter.com/3drealms/status/803363758605299713

[11-27] The Macbook Pro's touch bar runs Doom
https://www.youtube.com/watch?v=GD0L46y3IqI [Embed]

[11-22] Retro Jam 5, a Wind Tunnel-themed map pack for Quake
http://celephais.net/board/view_thread.php?id=61377

[11-19] MetaDoom v2.0 is out
http://forum.zdoom.org/viewtopic.php?f=19&t=53010

[11-19] Custom Gun: The Gun-ening. Done by the Hexen Souls author
http://forum.zdoom.org/viewtopic.php?f=19&t=54303

[11-14] Doom 64-style map textures for Doom 2
http://forum.zdoom.org/viewtopic.php?f=37&t=54248

[11-13] Blade of Agony Chapter 1 release
http://www.moddb.com/mods/wolfendoom-blade-of-agony/news/blade-of-agony-chapter-1-released

===

If you would like to submit any news or your personal map releases here, please reply/backlink to this post.
>>
>>3671524
top kek at pic
>>
cacowards more like cuckowards lmao haha
>>
>>3671563
They're watered down with auto health regeneration and two weapon system. Most modern shooters are made for casuals.
>>
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>>3671524
>>
>>3671563
ADS
D
S
>>
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So what are the exact number of differences between the chaingun and the battle rifle in DRLA? Because other than the smaller magazine size, the rifle just seems completely superior to the chaingun in every way.
>>
>>3671565
So this is pretty much what Doomguy found when he returned to Earth at the end of Doom 1?
>>
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>>3671570
>>
>>3671574
the multiplayer modding scene is dead
dead
200% dead

people are more interested in dickwaving contests than actually making things
>>
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>beating community project on UV

I tried doing that with DUMP 3 and this fucking map buried those chances ever happening this year all by itself

Honestly I kind of understand what its trying to do with the get shit you need and get the fuck out deal, but getting to the point where you get gifted a BFG and a warehouse of cells is not exactly a cakewalk especially if you aren't save/reloading.

Honestly I really need to get back to DUMP 3 but it loves to randomly eat my savefiles. Maybe I should just changemap thru in order to just say I've played each level.
>>
>>3671631
That's a very nice square.
>>
>>3671525
not even mentioning the cacowards? good job dipshit
>>
>>3671641
Sorry, I forgot that.
>>
>>3671524
What's the original of this pic?
>>
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>>3671634
It's not a square it's-it's a series of rectangles!

(It turns out its not even half the map since you later jump into a big ass slice of hell and cut through it and you finally get the BFG after half an hour of killing and dodging hellspawn)
>>
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>>3671647
Unexpected vol 1 issue #155
>>
>>3671654
Thanks
>>
Is there a new Doomiwads link yet?
>>
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Heh.
>>
>>3671675
https://www.dropbox.com/sh/fd4bu64t90wy1ro/AADn4r100J_7zns8S5-_a6WBa?dl=0
>>
>>3671568
Ironsights is good for some games.
>>
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reworking something I made a few years ago for a long since abandoned project. Originally it was a 3x3 grid but that looked a little bit like a phone keypad, so it gained the nick-name dial-a-spell. I've now tweaked the system to represent the 8 points of an Octagram. Looks 100x better now.
>>
>>3671720
Reminds me of the numpad spell system from that one first person rogue-lite who's name has escaped me now.
>>
>>3671720
this is how it used to look. the "spells" are the same as they were before - just the user interface has changed.
>>
>>3671731
Arx Fatalis?
>>
>>3671641
Also, he didn't even mention that Doom is 23 years old now.
>>
>>3671742
>mfw I'm 27
I feel old.
>>
>>3671742
>doom is 7 months older than i am
fug
>>
>>3671563
consoles.
>>
>>3671680
Thanks man, started playing and feels nice. Glad there's no setup at all.
>>
>>3671753
Tfw doom is several years older than I am.
>>
>>3671563
http://www.gatheryourparty.com/2015/01/16/what-ruined-first-person-shooters-iron-sights/
>>
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Can you guys recommend me some good wads that feel like more of the base game? Like Doom The Way ID Did and such (I'm already aware of DTWID Lost Levels)
>>
>>3671740
No, it got a sequel last year I think, the name has totally escaped me though. Four character party, turn-based grid combat, rogue-lite elements, first person, and the mage's spell casting was done via the numpad keys in certain combinations.
>>
>>3671720
>>3671737
Reminds me of Drakan the Ancients Gate
>>
>>3671737
i remember this mod!
>>
>>3671805
legend of grimrock?
>>
>>3671819
Yes! There we go. I had never played it myself but watched friends play it a few times, so I didn't dedicate the name to memory.
>>3671737
This set up is definitely reminiscent of the game.
>>
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Needs fanart.
>>
>>3671805
Legend of Grimrock.
>>
Who is your Doom community husbando?

Mine's Term.
>>
>>3671835
Mine is also Term.
>>
>>3671835
Mine's Mark because I love bitches.
>>
>>3671823
Grimrock is what inspired 3x3 grid system. I had played it just weeks before I decided to try to implement it
>>
>>3671835

Yholl is cute!

CUTE!
>>
>>3671835
kegan's fun to riff on
>>
>>3671875
He's also probably fun to yiff on.
>>
>>3671796
No End in Sight
>>
>>3671875
>>3671876

i wanna go medieval on his ass, desu
>>
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>>3669278
>>
>>3671941
what's that from?
>>
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>>3671569
I think the chaingun fires a bit faster, with decent accuracy for its ROF. But yeah other than that the battle rifle tends to have better reload speed and MUCH better accuracy.
>>
>>3671968
Not an FPS.
>>
>>3671997
I wanna guess parasite eve
>>
>>3671827
Kinda surprised she doesn't have any, really.
>>
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>>3671525
Look, I know it's hard to find shit to mention in the news post when nobody responds to it, but you couldn't even mention the Cacowards?
>>
>>3671793
Autistic as fuck.
>>
http://vocaroo.com/i/s0O044zQbjOP

Does anyone know what this is from?
>>
>>3672105
Quake 3 Arena
>>
>>3672112
Ah thanks turns out that the dreamcast quake 3 has its own music as well as music from team arena
>>
Anyone have the latest version of the dump 3 weapon pack?
>>
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>>3671827
reading on the bus on the way to the next map
>>
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>>3671827
making pancakes for breakfast
>>
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That Jaguar Doom source port certainly is coming along...
>>
Whats the formula for killing Imps and the Demons with the shotgun? Sometimes I can get an Imp in one shot, and a demon in 2, or sometimes it takes me 5 shots.
>>
>>3672180

if it takes 5 shotgun blasts to take a pinky you're doing something wrong

it should go down with two, it usually takes three though
>>
I was setting up Chocolate Doom just now, and I noticed that when I move the mouse left and right in Chocolate Doom, my character moves slightly in some direction, mostly backward. How do I disable this? I can't seem to find it in the setup.
>>
>>3672180
In Doom weapon damage is literally dicerolls. Shotgun has a some chance of not killing an imp if not all pellets connect, and has a low chance of not killing an imp even if all pellets connect.
>>
>>3672210
Disable vertical mouse movement in the Setup.

In vanilla Doom mouse was responsible not only for rotating player, but for forward/backward movement as well. Back then people disabled vertical movement via outside utility called "novert"
>>
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>>3672159
>>3672171
>>
>>3672159
>>3672171
cuuuute
>>
>>3672271
>>3672278
tyvm
>>
>>3671984
Chaingun has a base damage of 6, 40 shots, a spread of 6 x 2 degrees, and has a winddown after firing making it slightly more cumbersome.

Battle Rifle has a base damage of 5, 20 shots, a spread of 2 x 0.5 degrees, and no winddown, making it muuuuuch more accurate, as well as slightly easier to switch between. The reload is also somewhat faster.

Consider it a matter of personal preference, as well as being somewhat situational, as to which is better to use. They're kinda sorta meant to be balanced against each other.
>>
>>3672292
what about bulletstorm chaingun vs bulletstorm BR?

also, you're aware of two bulks fucking up the flamethrower, and the random spawner fucking up on handcanons in crates, right?
>>
>>3672341
The stats are more or less the same, but the base damage is increased, and of course, no reloading. the BR will be much better at long range, but isn't as ammo efficient.

And yeah, there's a tooon of bugs kicking around in the public version, it's quite horrifying how many I'm aware of by this point.
>>
>>3671569
Preference, though the halved magazine size might be bothersome for non-Marine classes.
>>
how hard would it be to manually port zdoom features to zandronum like +FLATSPRITE and layered sprites?
>>
Why is eduke32 so lacking in features compared to something like GZDoom? You can barely adjust anything there compared to all the options Doom gets.
>>
>>3672361

I assume it would be dependent on how much you know of coding.
>>
>>3672370
because first there's customization menus and then there's the anal ambidextrous fuck that is GZDoom's compatibility options

the game plays and looks fine as is desu
>>
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Is this supposed to be a path that you can fit in? I can't seem to work my way in there. I saw the one on the other side and managed to get to the switch there, but I couldn't go any further. Crouching doesn't seem to help.
>>
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>>3671779

mfw I'm older than doom
>>
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What a shitty mod.

I hope you like cyberdemons, being out of ammo, and being unable to jump.
>>
>>3672402

I do, thank you.
>>
>>3672402
>and being unable to jump.
this is, like, super-common in maps.
>>
>>3672392

no
>>
>>3672406
That's not an excuse
>>
>>3672179
who gives a shit about playing jaguar doom? what is the point of this?
>>
>>3671563
Halo gave a lot of publishers the idea that consoles were the market for FPSs. And then CoD gave a lot of publishers the idea that mediocrity is enough to be a success.
>>
>>3672402
Don't bother with Doom's custom maps, most people tend to design their levels for the sake of challenge alone no matter how tedious that challenge ends up being.
>>
>>3672402
protip: you're not meant to shoot the cyberdemon.

Also
>wanting to jump in maps that are not designed with jumping in-mind.

Seems more like a case of shitty player to me.
>>
>>3672435
And the worst part is that they're rigged so that there's only one way to play them.

And if you dare to complain, then god help you.
>>
quake mapping project when

trenchbroom is so easy even you numbskulls could make a map in an hour there is NO EXCUSE
>>
>>3671525

brutal doom 64 2.0

https://www.youtube.com/watch?v=AURVFta6NwA
http://www.moddb.com/mods/brutal-doom-64/downloads
>>
>>3672440

I'm willing to learn how to do one if we make a /vr/ pack
>>
>>3672440
Post screens of your work
>>
>>3672435
pwads are typically harder than the iwads because its expected that players that are delving into pwads have already gained gameplay experience and knowledge through completing the iwads. While it is nice to play a more comfy wad once in a while, it'd be very boring if most pwads were the same level of challenge as the iwads.
>>
>>3672439
what you do is play them with Russian Overkill

Then the challenge is more about finding where you're supposed to go next since your last attack just happened to have killed every monster on the map so you can't use living enemies as a compass
>>
>>3672449
i am also a numbskull who can make a map in an hour with it so let's fucking DO IT

>>3672447
you make boxes, you split boxes, you plunk down enemies

you play the map and if you can make the same map in doom, you go back to the drawing board and remake it until it's not a doom map, as per romero's rules
>>
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>>3672441
>kicking
>kicking drains stamina
>chaingun fires faster
>added zombie assault rifle
>chaingun zombies can replace normal zombiemen
>added "tactical" player class that adds reloading, moves slower but can sprint for stamina, has recoil for chaingun and rocket launcher drops over distances
>added DM maps with quake 3 music

saved you a watch

tl;dr it's shit
>>
>>3672452

I'm the unreal mapper of the last thread
>>
>>3672440
>there is NO EXCUSE

I want to map for Doom because I don't play Quake much.
>>
>>3672456

wtf, I hate mark now
>>
>>3672439
>And the worst part is that they're rigged so that there's only one way to play them.

Most pwads never feel like this to me. I'd even argue that a lot of pwads tend to be less linear than the iwads.
>>
>>3672457
unrealed is garbage and unreal is an abomination
bsp or bust

>>3672460
why don't you play quake more
quake is good
quake is fun
quake is best doom
>>
>>3672452

>and remake it until it's not a doom map

so, you have to put a room over a room?
>>
>>3672456
>>3672441

I don't really have any words for this.

I used to joke before that Mark is completely out of ideas and just spinning his wheels, but wow.

Also
>chaingun zombies can replace normal zombiemen
WHY
>>
>>3672463
I mean the options. I always play with jumps activated, and double ammos. Ancient Aliens turn them all off because there's only ONE way to play.
>>
>>3672469

what a shame
what a shame
what a shame
what a shame
>>
>>3672414
It's a gameplay decision. Many maps would break if you could jump.
>>
>>3672465
put rooms over rooms and in rooms and below rooms and throw in some hallways and teleports and bridges and tunnels for funsies, too

and don't put any fucking stupid glowing green sludge everywhere as damage because people will just rocket jump over it and call you a weenie map maker
>>
>>3672471
It's a bad idea. It should be left to the player's decision.
>>
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>>3672464

>unrealed is garbage and unreal is an abomination
>>
>>3672469
Ah, I see.
>>
>>3672474
listen portals and detail textures are cool and all but if you think that shit is tighter than brush based geometry you can go drokk yourself
>>
>>3672473

Thankfully, it is.
sv_allowjump and sv_doubleammo still work fine.
>>
>>3672478

>if you think that shit is tighter than brush based geometry you can go drokk yourself

have you actually touched unrealed ever?
>>
>>3672480
it made my head hurt and my dick shrivel up
>>
>>3672481

it's what I thought
>>
>>3672473
The author designed the maps without jumping and since that is the intented way he makes sure everyone plays it like that.
You can turn it on the options menu still but what use is it really? You will end up skipping 70% of a map.
>>
>>3672483
what i think is /vr/ should make some fucking quake maps
>>
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>>3672485
Start a QUMP, then. Do it. Fuckin' do it. Yeah, you. Fgt.
>>
>>3672486
but i don't have any organizational skills and have yet to convince anyone else to make quake maps
>>
>>3672487
FUCKIN'

DO IT

FGT

IF YOU BUILD IT THEY WILL COME

AND BY THEY MAYBE LIKE ONLY ONE OR TWO PEOPLE

BUT IT'LL BE MORE THAN ZERO
>>
>>3672484
I want to be able to jump if I want to, that's all. Just like codes, I never use them, but I like being able to use them anyway, just in case.
>>
>>3672473
But the very reason why they don't like simply allowing the player to decide is because there are quite a fair amount of players who don't know any better and cheese their way through oblivious to the fact that jumping isnt intended.

And besides, isn't it possible to re-enable it through console anyway?
>>
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Why did I do this
>>
>>3672487

I already say to you I'm willing to make one map
>>
>>3672496

to brag about it on a datamining imageboard?
>>
>>3672492
FINE


FINE

>>3672498
YOU DO IT TOO
>>
>>3672493
>I want to be able to jump if I want to, that's all.

But

you can
>>
>>3672494
Then I'll reactivate it.
>>
>>3672496

I'm reporting you to the caco protection center
>>
>>3672402
git gud faget
>>
I'm not sure why DTWID LE's E1M8 wasn't chosen instead of DTWID's E1M8. I find it much, much more atmospheric and interesting, especially the bruiser brothers arena.
>>
>>3672423
I guess it's just a programmer looking to train himself, it's not that unusual for them to just take on a small and pointless project simply to hone their skills.
>>
I'm playing Quake for the first time.
It's pretty cool but I wish every map wasn't filled with those fuckers with chainsaws that throw grenades.
>>
>>3672591
The Ogres are fun enemies.
>>
>>3672595
Not really.
>>
>>3672596
Yes really.
>>
>>3672596
Sure they are, they are a beast to handle and they're cool as fuck.

The only enemy I wouldn't describe as fun in Quake is the Spawn bouncing blob thing.
>>
>>3672625
>>3672629
Not really.
>>
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dang, mapping for quake is pretty easy.

mapping WELL for quake will be another story...

One of us should just start QUMP for the hell of it. I would but I dont know how to join levels together into an episode or any of that stuff Prefer to let someone who actually knows how quake mapping works to look after the project
>>
>>3672631
>I dont know how to join levels together into an episode

It seems as though people rarely do that in Quake's community anyway. Most map packs I played expect the player to manually set the skill level and load the maps through the console.
>>
>>3672630
gitgudtbhfam
>>
Sup, doomguys?

Yesterday I fired up Quake for the first time in years and the first time using Quakespasm. How do you handle vsync on this? Without it movement doesn't look 100% smooth but with vsync activated I have horrible input lag I am not willing to put up with. Is there a way to have smooth graphics AND no input lag?
>>
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Weird bug in 'spasm.

I remember that to get to this secret you have to jump off a switch. But the problem is, every time I jump, Ranger gets slower after he gets to the edge, and misses the jump completely. When I jump from other places, he does not get slower even if he had no run-up time.
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>>3672473
Too many people don't know that in Vanilla/Limit Removing/Boom mapsets jumping can break the map, let alone if theyeven read the text files of the wads. Mappers disable it through mapinfo, if you know a bit of Slade3 search for the mapinfo file in the wad, and on top under "defaultmap" you can delete the row "nojump" (and "nocrouch" if you want), you should be able to jump then.
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>>3672709
Welp. Somehow, deleting my config helped =\
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>>3672735
You fucking suck, dude.
Have the decency of updating a webm worth it, because if I wanted to see a bad player, I would go to Youtube.
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>>3672738
Not my WebM, I just think it's funny.
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>>3672738

that webm is old as fuck
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>>3672738
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>>3672739
>>3672740
Why upload a bad webm? Impress me. Show me a webm of a guy speedrunning through a level.
Don't show me a retard getting himself killed like a little bitch playing Quack for the first time.
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>>3672745
Where do you think we are?
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>>3672745
>Why upload a bad webm? Impress me.
No.
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>>3672747
Well. It started well, with a haunted house setting that was really interesting.
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>>3672745
>Show me a webm of a guy speedrunning through a level
k
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>>3672759
Nice.
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Found something humorous online:
>So you may have read that the protagonist of Doom (1993) has a running speed of anywhere from 45 to 90 miles per hour (depending on how you calculate distance in Doom maps). But to me the more interesting part is that the escape velocity of Phobos (the moon of Mars where the first episode of Doom takes place) is only about 25 miles per hour, which means that with a good running start, he could have just jumped off.
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>>3672402
>and being unable to jump.
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>>3672464
>>3672478
>>3672481
Get that stick out of your ass, please.
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>>3672629
>The only enemy I wouldn't describe as fun in Quake is the Spawn bouncing blob thing.

I thought they were a great challenge.....good as a once or twice off.
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>>3672747
lmao
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>>3672745
Because sometimes it can be funny to see someone walk into a trap and eat shit.

One of the reasons I like Doom so much is because the monsters are generally dumb enough to do that.
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>>3672773
There's no demons to toast by just running away from the problem
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>>3672794
Well they did sure as shit catch me off guard.
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>>3672808
They were probably intended as a middle finger to speed runners.
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>>3672773
I like to think that the Doomguy isn't just a normal dude but has artificial limbs and is blessed by the angels.
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>>3672773
They made a note of that in the first novelization (something about Doomguy wishing for a landcart to move in, but then thought about it hitting a rock and him flying off into space), also mentioning that whoever built the anomaly on Phobos and Deimos had also left zones with increased gravity (somehow).
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>>3672813
Yep, for whatever reason falling speed in Doom is practically double Earth's gravity.
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>>3672823
That's because the Doomguy has a giant exoskeleton.
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>>3672631
Put a trigger_changelevel with with the key map and put the filename of the next map in the value field.
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>>3672665
Instead of Quakespasm.exe, try quakespasm-sdl2.exe. I hope this works for you. Don't forget to quit the blurry filter of the textures and use gamma x.x if Quake is too bright.

And all these anons bitching about Qump: OPEN A NEW THREAD, FUCK
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>>3672850
huh thanks!

>>3672885
>OPEN A NEW THREAD
where? here? doomworld? are we even allowed to post about quake there?

should I venture on to some scary quake forum?
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>>3672894
http://www.celephais.net/board/forum.php
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>>3672440
I once had a dream about a Quake version of Congestion 1024. I know 1024*1024*1024 is too small for Quake, but you get the idea.
>>
Are GMOTA and Space Pirate still getting updates? What about Hexen Souls?
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>>3672747
kek
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>>3672747
lmao
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>>3672894
I mean /vr/ and call all quakefags here to recruit people fo the project
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>>3672634
Which is a shame because hub maps like in Arcane Dimensions are cool as fuck.
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>>3672634
You haven't been playing much 5 star maps desu
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>>3673003
You got too addicted into it or you just can't git gud?
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>>3673003
It was probably a ruin right away.
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>>3673014
Your dog suck cocks.
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Its out everyone

>https://www.youtube.com/watch?v=PS6SBnccxMA
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>>3672914
>Hexen Souls
https://www.youtube.com/watch?v=eWng9Aj36KQ
https://www.youtube.com/watch?v=VsEcxrV7Rec
https://www.youtube.com/watch?v=OzewYyUY0Ks
Shit, that's pretty fucking dope. I'd love to play a Souls-like mod for something like Hexen, especially if it gets some custom maps built around it. I hope it's still getting developed, some more weapons, magics, and enemies could make this a great mod and it already looks fucking sweet.
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>>3673051
I hope it'll actually be a Souls-like mod, and not "lol permadeath IT'S TOTALLY DORK SOULS AMIRITE"
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I can't wait for the final release of Nihility.
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>>3673046
Time for a confession.

I played Quake 3 years before I could play Doom. So when I figured out that "Doom" was actually the guy from Doom, I shat a brick.
>>
>>3673046

HOLY SHIT THEY ARE SHOWING DOOM 4's ORIGINAL FOOTAGE

Teleporting Imps
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>>3673074
Don't worry, we figured it out.
>>
Killzone > Serious Sam > Moh:AA > COD > shit > Half Life > Doom
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>>3673074
And your mother sucks dogs dong.
>>
Just report the shitstaining /v/troll until the janitor shows up

>it was Bethesda who told them to make Doom 2016 and forget doom 4, carmack and todd didn't liked it
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>>3673052
From the looks of it, it's pretty heavily inspired by the source material and wants to stay true to its mechanics, as shown by the status effects, illusionary wall, parrying, etc.. I honestly think it'd work out really well with further development, the classes could be tuned a bit for Souls combat (make the cleric a proper faith cleric, maybe add a rogue class for dex weapons, pyromancer for pyromancies, and a deprived class), there's plenty of room for the magic system, whether it be true to Hexen's magic or if it takes greater inspiration from Souls magic, and plenty of weapons that could be added. It doesn't need to necessarily be 1:1 with Dark Souls, but taking a lot of inspiration and using content from the game and reworking it for Hexen is really cool as is.
It's certainly a mod that can either be small in scope and just add the mechanics and not much else, just to compliment Hexen's gameplay with new mechanics, or it could add a lot of content in the forms of weapons, enemies, classes, etc. at the cost of the obvious having a lot of content to develop. Either way, I'd be excited to play something like this once it gets more developed.
>>
>>3673095
Same here. Exploring levels in Dark Souls is really fun.

Bosses, on the other hand...
>>
well, carmack and todd left id because they didn't liked Bethesda telling everyone tha the game should return back to its old roots

>the footage of NuDOOM reveal was sick that day
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>>3673108
Really I wonder what doom would've been if not the way it is now, knowing doom 3, quake 4 and rage it would've probably been cucked
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>>3673119
I actually liked Rage.

Quake 4 and Doom 3 were meh.
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>>3673127
And Romero is a good mapper but sucks at leading a team.
>>
>>3673135
>>3673127
>Guys they need eachother
And we dance this waltz for the thousandth time I guess.
>>
>>3673139
We need a guy who knows what makes a game fun.

That means someone who hates DRMs.
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>>3673101
Even if the mod only got mechanics fully implemented in with little combat-related content (weapons, spells, rings, etc.), if it had a full episode of maps built around those mechanics and items, like a mini Souls adventure, that would be some tight shit to play.
>>
>>3673146
Le fast gameplay
DooM is the sonic of FPS-es
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>>3673127
>he imagined it it would be a hellish version of COD.

the e3 trailer was not that bad.
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>>3673147
What worries me is that there's a thin line between something being challenging and something being bullshit. I don't know if I can trust a modder to make something hard but fair.

>>3673150
What?
>>
hah, Id Offices doesn't have Quake 4 symbol statue

also by the look if it, it appears that Tiago fixed the clusterfuck that it was the megatextures for both Wolfenstein and DOOM

imagine if Carmack decided to continue with his plan to replace all models with voxels, how much off a clusterfuck it would be

>>3673139
as if carmack gives a shit about gaming or developing engines nowadays?

Nigga please, he wants to shove it up a rocked on his ass and fly to moon with that armadillo bullshit

>>3673149
It felt like Metro 2033 with Daemons made by Umbrella Corp.


also who let the /v/trolls get inside of /vr/ again?
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>>3673182
Like?
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>>3673046
Holy crap how could a guy that worked on Doom 1 think that would make a good doom game.
He even said it was Doom 3 taken even further. No one liked Doom 3 as a Doom game.

I still respect him though. He should have just worked on RAGE instead.
I thank everyone who worked on D44M it was a great game.
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>>3673186
>faster
>weapons and movement felt better
>more dangerous enemies
>could rocket jump
>could bunnyhop and look around
>good multiplayer
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>>3673182
>superior in every single fucking way.
>bullet sponge enemies
>rocket jumping
>enemies that half damage from certain guns
>rocket jumping
>nailgun runs out of ammo when fired for more than 2 seconds
>rocket jumping
>you have to shoot panels for secrets
>ROCKET JUMPING

>>3673185
i think serious sam led the way for slaughter maps in doom
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>>3673187

Todd Howard and zenimax saved id and DOOM

who ever fucking thought

also, JESUS FUCK, report the /v/trolls, those shitters are fucking all over /vr/ and most of /vg/ General threads today
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>>3673153
>I don't know if I can trust a modder to make something hard but fair.
I actually took inspiration from Dark Souls with my mapping "rules"; basically, difficulty and challenge should yield greater rewards. Secrets would have better weapons, armor, power-ups, etc. for UV, whereas HMP or lower would have more health kits or ammo for secrets than power-ups or weapons, and I generally put more ammo than health in UV (usually spread out in chunks, to give a sense of "make every shot count") whereas easier difficulties had more health packs lying around. I also changed enemy layouts a lot by the difficulty level, to try and make UV stand out more from HMP. All that inspired from Dark Souls level design rules.
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>>3673227
Well, having quicksaves (being able to save at all) kinda ruins the challenge. I dunno, ultimately, it may depends if the player follows the rules or not. I'll wait and see.
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>>3673195
At QuakeCon Marty told everyone about them sending pre-release copies to zenimax employees and he said he got a call from Todd when the said "I just finished the first level and when the DOOM logo came up all I could say was 'fuck yeah...'"
I can't imagine how fucking satisfying that must have been.
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>>3673046
god fuck
>>
>he's still here
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>>3673274
>fails to kill the one possessed that is just standing there
what a crock of shit
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WTF is nu-doom, just a meme name for four? I thought it was a gfx mod like risen.
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>>3673302
doom... four?
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>>3673014
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>>3673041
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>>3673046
Pretty neat, seeing the original footage was cool and it was interesting to hear about the development hell between the years.
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>>3673094
>>
>>3673138
Why are you trying this hard?
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>>3673158
>imagine if Carmack decided to continue with his plan to replace all models with voxels, how much off a clusterfuck it would be
you clearly have no idea what carmack's comments about sparse voxel octrees meant
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>>3673046
these things are pretty cool. they shoulda kept them. Maybe with a new texture.
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>>3673334
yeah, it looks like the original kills were a lot more environmental and dynamic than the "do the animation on the groogy monster standing there" thing that ended up in doom4

>>3673076
i kind of want to play that call of doom thing now, just to see how bad it was
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>>3671524
xx
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>>3673158
i find that milliary chick from the leaks pretty cute, is that just me?
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>>3673334

since "hell on earth" is probably on early concept development atm, they may keep those guys as "possessed"

i Never thought that they would end up keeping Doom 3 Hell Knights
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Who here is playing the only /true doom/?
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I sure love bait...mmm tasty!
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>>3673360

my guess is that she was "crash"
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>>3673090
>actually expecting /v/-occupied /vr/ to make the logical decision instead of responding to the subhuman

I lol'd.
>>
The tinyurl in the "So you wanna play some fucking Doom" pic is down.
Anyone has it for reupload?
>>
I've been replaying vanilla Doom just on Dosbox, and I've noticed that in episodes 2 and 3 there are berserk packs all over the place. Since I've played D44M, I've gotten the urge to always punch-gib every zombieman and imp and slam all the pinkies I see, and it's actually pretty fun. These last 20 years I've gotten so used to all the attack telegraphs that even groups of weak demons get the punch instead of the lead.

When you get berserk, do you actually use it or is it just a bad substitute for the chainsaw?
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>>3673394

we need to make a 2k17 v8, a lot of shit happened.
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>>3673408
>When you get berserk, do you actually use it or is it just a bad substitute for the chainsaw?
I always prefer it over the chainsaw. It doesn't lock you in place quite like the chainsaw does and has similar (or higher if lucky) damage to a direct hit with a rocket.
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>>3673408
Depends. If it's a 1vs1, I use the chainsaw, it usually stunlock the enemy. If it's a crowd, I use the berserk punches.
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>>3673408
I think it actually has a higher damage output than chainsaw

Gibbing low level enemies is pretty fun, especially when the corpse goes sliding backwards
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>>3673408
>bad substitute for the chainsaw
more like the chainsaw is a bad substitute for the berserk.
The berserk can safely take down imps, demons, cacodemons, hellknights and revenants. Zombiemen and shotgunners too but you'll probably get hit by those.
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>>3673046
>they were literally and unironically making Call of Doom: Pure OutRage just like the memes before people starting leaving and Bethesda had to tell them they had to get their shit together

jesus christ how did they lack so much self-awareness to go years in development not knowing that the key was just to gotta go fast while not being full Serious Sam-tier in slaughterfests

I hate the word "Cinematic" so much in video games, if I wanted something """Cinematic""" I'd watch a movie, it should have been all about the gameplay
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>>3673408
>When you get berserk, do you actually use it or is it just a bad substitute for the chainsaw?
I love maps that give you a berserk pack early on, especially if it uses a lot of low-tier enemies. TNT's first map comes to mind; it's a lot of fun to run around and dodge enemies while punching and gibbing them, and it's a good ammo saver. In most maps, I'll usually save a berserk pack for when I'm low on HP so I can get that instant 100%, but if I'm low on ammo or there's a bunch of low-tier enemies around, I'll grab it and punch away.
The chainsaw is good for zombie enemies and pinkies (even though sometimes I'll still get bit by one in a crowd due to the lock-on keeping me in place), and the chainsaw is especially good for killing pinkies one by one to save ammo, but a berserk pack will almost always be the better option since the super punching lasts the entire level.
>>
HTF DO YOU GET THAT FUCKING RED CARD IN NEIS E1M3?!
>>
>>3673460
>but a berserk pack will almost always be the better option since the super punching lasts the entire level.
Realized I left my thoughts half finished; I meant to say, a berserk pack will almost always be the better option since the super punching does more damage and lasts the entire level. Being able to run back and forth while attacking without getting locked to an enemy is also very useful.
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>>3673459

then you realize why Carmack and hollenstead left, and why bethesda told them to get their shit straight and go back to basics

Which glady pissed off carmack and hollenstead

Also Tiago the Crytek guy fixed the shitstorm that it was Idtech mega textures

you can imagine how fucking pissed off carmack would had be when he did that
>>
>>3673462
>getting stuck on episode 1
LITERALLY GIT GUD
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>>3673475
It's a secret and a bullshit one at that. I've found 7/10, rest seems to be some moronic "you jest have to know it brah" idiocy.
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>>3673479
there's a room somewhere to the northeast that has a teleporter that opens up at some point, I don't know exactly when or how because I stumbled upon it while secret hunting.
>>
>>3673046
It's official. D44M did not rip off glory kills from Brutal Doom. They made a quick and unintrusive system out of what was originally a clunky and slow piece of shit.
>>
>>3673482
Not the one with two slits and the megasphere in it?
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>>3673490
Right next to where you got the yellow key, you probably need to find another secret somewhere else to open the lit up wall there.
>>
When I was a kid I've met Romero
>Hey kid do you like Doom?
>Y-yes
>do you wanna see new Doom game?
>Yes
>Hop into my van then
I went into the van and he raped me.
>>
Where the fuck is doom_txt (and the janitor, come to think of it) when you need him?
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>>3673505
So essentially John Romero made you his bitch.
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>>3673501
I guess. Also how the fuck do you open those doors in the 3x3 square section? I managed to open two doors and activate switches, but the last one is locked. WTF?
>>
I once went to ID Software, employes were singing nasheeds and there were ISIS flags everywhere I asked Romero what's going on and he said ''don't you know Doom is a terrorism simulator?'' his hands were covered in blood and I run away and burned my Doom copy.
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>>3673505
I saw Romero at a grocery store in Los Angeles yesterday. I told him how cool it was to meet him in person, but I didn’t want to be a douche and bother him and ask him for photos or anything.
He said, “Oh, like you’re doing now?”
I was taken aback, and all I could say was “Huh?” but he kept cutting me off and going “huh? huh? huh?” and closing his hand shut in front of my face. I walked away and continued with my shopping, and I heard him chuckle as I walked off. When I came to pay for my stuff up front I saw him trying to walk out the doors with like fifteen Milky Ways in his hands without paying.
The girl at the counter was very nice about it and professional, and was like “Sir, you need to pay for those first.” At first he kept pretending to be tired and not hear her, but eventually turned back around and brought them to the counter.
When she took one of the bars and started scanning it multiple times, he stopped her and told her to scan them each individually “to prevent any electrical infetterence,” and then turned around and winked at me. I don’t even think that’s a word. After she scanned each bar and put them in a bag and started to say the price, he kept interrupting her by yawning really loudly.
>>
>>3673514
Obe tiem i meEt josef ROMRO an he say 'noo gam :Daikatana:". geme so bad o gougd me eys oot.
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>>3673517
>all I could say was "Huh"?
>>
hiffwe
>>
https://www.youtube.com/watch?v=-wsQ3xmLt0k
> does playthrough
> bd
> no secrets
Fucking retard.

Please help with this map. Can't figure out 3x3 room, how to get to secret exit and red key.
>>
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>>3673471
what really gets me is the absolute irony behind the Doom 3/Rage dev teams thinking they're breaking new ground with vidya-cineshit crap, at a time when Call of Duty was gaining rapid popularity

Literally the only thing that saved their ass was by going back to elements of Doom 1 and 2 formula, otherwise it would have been ultra-generic and id would be done for
>>
Is there a mod to make blurspheres more useful or replace them?
>>
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>>3673527
>HRUH HRUH HRUH HRUH HRUH HRUH HRUH HRUH HRUH HRUH HRUH HRUH
Christ, what the hell? Did he replace the monster sounds to something else? I'm assuming that sound is supposed to be a dying zombie waiting to be executed/bleed out.
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>>3673517
>>
>>3673547
What the hell is even that noise the zombie make?
>>
>>3673542
Most megawads don't even include them so try to avoid vanilla Doom 2 which is a pile of shit anyway.
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>>3673535

>Todd Howard saved Dewm and Id from certain death
>>
>>3673542
I changed it to an invisibility cloak for rekkr and haven't used it yet. I doubt I ever will

It's garbage for projectile monsters, and only mildly useful for deathmatch or against hitscanners.
>>
>>3673562

Now we must pay the debt by making Hexen in Skyrim
>>
>>3673562
He saved gaming in general from utter shitium.
>>
>>3673564
I started playing Skyrim again, and adding Hexen elements to it would be an improvement.
>>
>>3673348
those weren't actual glory kills. the whole thing was a sort of proof of concept animatic pitch they had, nothing to do with actual gameplay.
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>>3673394
>>
https://my.mixtape.moe/kykaol.webm

Radsuit replacement. Pretty neat effect on opening up suggested by a friend.
Only a couple item replacements left, just need to do backpack, berserk, map, invuln, lightamp, and blursphere.
>>
>>3673394
https://www.dropbox.com/sh/fd4bu64t90wy1ro/AADn4r100J_7zns8S5-_a6WBa?dl=0
>>
Try to play quake from TWO different ports and both say COULDN'T LOAD GFX, WTF?!
>>
>>3673594
Neato
>>
>>3673594
Hey that's pretty good
>>
>>3673605
Does that mean those ports don't actually include THE FUCKING GAME? How fucking retarded is that?!
>>
>>3673613
>Legitimately pretending to be retarded
>>
>>3673613
almost as much as you
>>
>>3673619
>>3673624
Nice shitposts. Anyway, how do you set the resolution in glquake?! Says something about command line, but I'm using fucking windows. Can't even do it in the console. Retarded.
>>
>>3673629
>Says something about command line, but I'm using fucking windows
Have you tried command prompt or cmd.exe?
>>
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https://www.doomworld.com/idgames/levels/doom2/Ports/j-l/legher
Has anyone else played this?
It's very cool visually, not very hard but it has its challenging moments and without going for slaughter stuff. Though sometimes the progression is rather obscure.
>>
>>3673629
shortcut arguments
>>
>>3673632
Is there an easier way? I try editing config.cfg, but that does fucking nothing. Even added autoexec.cfg - still fucking nothing. Also how can I turn off fucking MOUSELOOK?! Who the fuck ever though this was a good idea? What a retarded piece of shit.
>>
>>3673645
Wait, do you have pak0.pak and pak1.pak in the id1 directory in the quake directory?
>>
>>3673645
>REE REE REE
>>
>>3673046
>spending that much time trying to rationalize Doom 4 1.0
>>
>>3673547
That stupid pain sound is in Accessories to Murder as well, I hate it; it sounds like Solid Snake's death scream being played over and over.
https://www.youtube.com/watch?v=xEvJmI7uJ-g
>>
>>3673649
No, just gfx.wad, config.cfg, folders like GFX and SOUNUD and glquake, and some other shit. But the game runs and resolution changes using shortcut arguments. I just don't get how to fucking turn off that retarded mousewalk. How the fuck is it called? Both mousesprint and mousestrafe are off in the settings, but when I move mouse forward CHARACTER FUCKING MOVES WTF?!
>>
>>3673629
The guide isn't very clear on what to actually do in a way that's applicable to all mods so let me elaborate from a newfag to newfag.

Make a shortcut to your source port, and at the end denote the internal wad you want to use and the modded wad you want on top of that. For example, to play pol.wad, which uses Doom 2, you need to put this at the end
>-iwad doom2 -file pol.wad
It's tricky to figure out what game each wad builds off of but that's just three minutes of trial end error.
>>
>>3673660
Try typing +mlook in console.
>>
I want to play Ancient Aliens on Prboom but I can't seem to find the dehacked patch any longer.
>>
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>>3673672
Whoops, meant to respond to >>3673645
Way to look retarded, me.
>>
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>>3673517
This pasta always makes me smile
>>
>>3673673
Well it turns on mlook, but I don't want fucking mlook. I just want vanilla fucking quake - no mouselook NO FUCKING MOUSEWALK FFS.
>>
>>3673690
Goddamn, stop acting like an underage kid if you want some help.
>>
>>3673710
It's the same false flagging troll from a few threads back. Just report.
>>
BTW it's m_forward 0. Not too fucking hard, yet nobody knew.
>>
>>3673726
That's because no one in their right mind uses GLQuake and deals with its janky default settings and lack of options
>>
>>3673729
please be in london
>>
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>>3672747
>>
>>3673595
Thanks, Anon
>>
Is vertical autoaim supposed to be off in quake?
>>
>>3673749
i seem to remember it defaults as off.

I remember the first command I would enter in console was +mlook
>>
>>3673750
I am convinced you don't actually hate filters that much and only want to shitpost.
>>
sorry for hugeposting haven't been in the threads for a while
>>3672810
New game kinda confirms the latter part. Blessed by angels, equipped by a demon.
>>3672813
>also mentioning that whoever built the anomaly on Phobos and Deimos had also left zones with increased gravity (somehow).
Portals = Bending space = Gravity, maybe?>>3673046
This was very entertaining.

I look forward to more Hugo Martin. That guy is so likeable, it's great
>>3673076
They were so dumb though. While I like their model better (the one at 1:18 at least, maybe a different texture than the ones shown lattter) they wouldn't have worked well in Doom 4
>>3673334
I agree, they look baller
>>
>>3673776

Then why did they have a key that enables mouselook when pressed?
>>
The last boss of Doom 5 will be Doomguy himself because he is the demons and he also is a patient in mental ward.
>>
>>3673792
For faggots. It creates more problems than it solves.
>>
>>3673776
Then why did id patch the game to have mouselook enabled by default? And why are the demos being played with mouselook?
>>
>>3673776
Off yourself the game has a fucking rocket jump.
>>
>>3673724
who?
>>
>>3673879
troll attempt, don't give it attention
>>
Music mod that ports the 32X soundtrack in, when?
>>
>>3673046
is doom guy in a tony hawk game?
>>
>>3673904

He was in the PC version of Tony Hawk Pro Skater 3, yeah.
>>
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Late to the party but
>mfw arcane dimensions
Its so fucking beautiful, this is no joke the best looking game of 2016 for me. Also what order do i play this?
>>
>>3674084
https://www.youtube.com/watch?v=Dwt2HcBGpTQ
>>
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>>3673517
>>
I see posting doom related images to go along shitposts is a common practice lately

sure throws people off, yessir
>>
>>3674084
>>3674090

You're a dumbass.
>>
>>3674127
Congratulations, you gave the shitter exactly what he wanted
>>
>>3673952
There is no order, it's just a collection of maps. However, there are four well-hidden runes in four of the levels on the top floor of the main hub and collecting them all unlocks a secret level.
>>
I can't get the yandex dl to work (dead i assume) and the pastebin dl is dead
Anyone got any other core game downloads?
>>
>>3674164
See
>>3671680
>>
>>3673927

PC version was the best one, it had all of the extra skaters

Plus Doomguy and Hexen II Demoness were the best skaters

>https://www.youtube.com/watch?v=Ug9A3P7MLhg
>>
https://www.youtube.com/watch?v=aWMank0GeXQ
>>
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>man, [feature from game] sure sucks/I don't like it because [I don't like game]
>feature(s) is(are) implemented in doom mod almost verbatim, often including sounds and lacking any extra detail
>oh wow this is amazing, surely better than old thing!
>>
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Okay, so I downloaded zDoom and all the necessary IWADs as well a shit ton of mods that I found in the thread op. I love it, but all of the IWADs I've played including doom 1 and doom 2 keep crashing inconsistently. Does anyone have any advice to remedy this? I've looked up my problem on forums and such but there are so many different problems related to zDoom crashes and bugs that they are almost impossible to sift through. Also, keep in mind I'm not a computer genius. I'm just trying to find a way to keep my games from crashing. I have Windows 10 if that helps. Thank you, friends.
>>
>>3674182
Isn't that the same splat sound brutal doom overused?
>>
>>3674195
I see people praising d4d all the while openly disliking d44m itself, it being for having unsatisfying weapons, weapon mods, the chainsaw mechanics, glory kills, and a whole plethora of 'I don't like change' summed up to accompany it. that's that, it's literally those reasons alone that those 2-4 persons list every single time.

in comes d4d, which is literally the exact same shit in stiffer sprite form, even lacking the detail that the actual 3d guns and fleshy feel that the original features do have, even has the same fucking sounds and the guns have the exact same feedback.

it just escapes me.
>>
>>3674218
it's a stock splatter sound effect, so
>>
>>3674219

My guess is that the people who're complaining about DOOM IV and the people who're complementing D4D are two different groups.

I'm sure there's a few assholes who've never played DOOM IV and are just parroting complaints when they wouldn't have a problem if they actually played the game, but I don't think there's that many.
>>
>>3674219
>I see people praising d4d all the while openly disliking d44m itself

I like both.
>>
>>3674219
Yeah. just conveniently leave out the whole Painkiller level design which, obviously, isn't something D4D carries over.
>>
>>3674239
>conveniently leave out
but I'm not even touching upon that in my post. I'm addressing the complaints on doom 4's features that d4d does inherit to a T And that people seem to slip through no problem.

and for the record, I don't get how people can complain about d44m's level design as they themselves flat out mention its focus on streamlined combat and *conveniently* leave aside the complaints about the weaponry and the such. sounds like cognitive dissonance to me more than anything.
>>
>>3674262
>complain about d44m's level design as they themselves flat out mention its focus on streamlined combat and *conveniently* leave aside the complaints about the weaponry and the such

I complain about the level design all the time and I have no idea what you're talking about. You're just seeing what you want to see to draw conclusions you want to draw.
>>
>>3674262

We've got over 100 posters in any given thread.

It's MAY BE POSSIBLE that the poster that doesn't like Doom 4 for reason X is not the poster that likes D4D for reason X.

Maybe.

Just maybe.
>>
>>3674269
>>3674273
I spoke in general, and made mention of an occurrence that happens surrounding a reduced number of d4d's audience, not trying to gauge all into the same packet. it doesn't never happen just because you don't see it yourself, but I have seen comments in that vein before.

I apologize if I wasn't made clear, just wanted to point that out.
>>
>>3674282

Well they're dumb and gay.
>>
>>3674292
wow rude
>>
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>>3674292
would a dumb person know what homosexuality is truly like?
>>
>>3674303

Why are you asking when you would know?
>>
>>3674303

Well, shit, I dunno. This requires thought and investigation.
>>
>>3674303
OP is always a faggot, so logic follows that we simply need to know OP's intellectual level as well.
>>
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>>3674303
how else would a man be simultaneously young, dumb, and full of cum?
>>
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what's up with that guy that always deletes his comments

I always come on here late and it's always there, every thread

does he just post b8 and then deletes it or something? i don't understand
>>
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>>3674331
That's called moderation.
>>
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>>3674331
Unlike many other generals, /doom/ is fortunate enough to have a janitor frequenting the threads.
>>
>>3674219
The only thing I have against Doom 4 is this.
>>
>>3674358
What, you find it weird that you still have to reload manually?
>>
>>3674358
I wish someone would make a small mod to fix that.

It would just need to take the original model and textures, alter it slightly, and then slightly alter the animations.
>>
>>3674361

He opens it without using the lever, by all rights that should probably break the poor shotgun
>>
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>>3674361
In this animation, Doomguy plain breaks his gun open, as if it's held closed by friction and you just need arm strength to open it.

On a double-barrel shotgun, the breech is held closed (like on all guns), what holds it closed is a lock, which you disengage with a latch.

You can't open a shotgun like that by force alone, unless it's broken, in which case it's unsafe to shoot.
>>
>>3674368
>>3674372
Haaa, there's a lock to keep the canon up, okay.
>>
>>3674372
oh good a videogame gun realizm dork, those are absolutely my favorite people and are not at all insufferably tedious
>>
>>3674312
haha i wonder what big burly men smell like after leg day jk
>>
>>3674363
can't doomresex export/import model animations?
>>
>>3674382
if yes, on that same note:

can't someone else do it
>>
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>>3674327
>>
>>3674358
Agreed. But I can overlook it.
>>
>>3674378
nobody gives a shit what you think
>>
>>3674454
and we in turn should give a shit that you don't grant him any validation why?
>>
What tools do I need to create/edit mods?
I am wanting to make some changes to the dump 3 weapon pack.
>>
>>3674536
Probably Photoshop or GIMP to make the pictures, I guess.
>>
>>3674538
What about the gameplay parts? I'm wanting to allow multiple pick ups in a weapon class and remove some weapons that I do not care about.
>>
>>3674543
I'm sorry, I can't answer that, because I don't know. Hopefully someone else will be able to answer you.
>>
>>3674372
but it's not a modern shotgun

it's a shotgun from the future
>>
I finally beat E4M2 today, I've been trying for a while now. After that I steamrolled all the way to E4M6 after taking the secret exit.
Not my playthough, but it's relevant.
https://www.youtube.com/watch?v=zM1Zs4la0Yo
>>
>>3674589
gz only if you did it on uv
>>
>>3674358
My main beef with the game is the eye-killing DOF that happens at those parts.
People bitch about the Reshade I apply to some dry and drab games but holy shit
It's like the game said "your next line will be my eyes hurt" and then I said my eyes hurt, except with my quality of vision
>>
>>3674595
Qué?
>>
>>3673489

>Lose not one, but TWO gaming awards
>One of them was lost in the most depressing fashion after gaining a huge advantage thanks to Nintendo deleting two strong competitors and STILL losing to the only one left
>Now id software reveals they had that takedown system all the way back to Call of Doom and wasn't inspired by BD at all.

This is worse than losing a 3-1 lead.

Mark is not the Kanye West of the Doom community, he's the Meek Mill of the Doom community.
>>
>>3674536
>>3674543
slade 3 for editing code
>>
>>3674596
Depth of Field. You see how the background is all blurry when the shotgun is examined? It's MUCH worse when it's in 1080p and not a 480p webm. It's disgustingly obnoxious.
>>
>HDoom works with pol.wad
I can finally experience a /pol/ invasion of /d/ in vidya form
>>
>>3674651
I wonder how well HDoom would work with Sunder

Can Doomguy's dick handle it?
>>
>>3674651
>>3674658

Hard mode:
Fap every time Doomguy starts fucking. Every time you cum, he finishes the girl and moves on.

Keep on going until the mapset is finished.
>>
>>3674651
That sounds like total cancer. Enjoy?
>>
>>3674583
Then what is the latch for?
>>
>>3674583
So in the future, shotguns are unlocked and unsafe to fire?
>>
>>3674691
Go away.
>>
>>3674738
>enabling him

Stop.
>>
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>>3674704
Well it is a gun found within the UAC, the king of safe practices.
>>
>>3674595
>>3674615

I don't understand the inclusion of DoF in games at all. I always disable it when it's an option. I already have eyes that focus on one part of my vision thank you. It only makes sense to have DoF when my character is literally looking through a scope that is focused on a particular distance.

Same thing with motion blur. All movement creates motion blur in your vision. Why would you need to artificially generate more of that in a game? All you're doing is wasting processing power.
>>
>>3674798
Well, Depth of Field attempts to simulate focus on a three dimensional object in a 2D plane. Sometimes its nice, like when you expect it, or when it's not strong.
>>
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bootyful
>>
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>>3674806
Look how happy this fucker is.
>>
>>3674813

Sometimes you gotta appreciate a good bloodbath.
>>
Hey Doomguys,

what's your stance on using vsync in ZDoom and Quakespasm? Do you rather put up with tearing or input lag?
>>
>>3674975
I hardly notice any tearing in both
>>
>>3674975
vsync sucks in general.
>>
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I tried to play Lilium with prboom and this happens. Any help?
>>
>>3673489
I thought they got inspired by Serious Sam 3 melee finishers, that are also quick, first person, and *gasp* were shown before 1st version of BD saw the day of light.
>>
>>3675053
The finishers in SS3 don't replenish health
>>
>>3675053
That sounds likely. Many games were doing some sort of "takedowns" at that time. It was the dawn of the "quick melee kill sequence" -cancer. At least some games like Shadow Warrior still have selectable melee weapons that you actually aim when swinging.

>saw the day of light
I don't know why I suddenly loled at this typo
>>
>>3675047
the text file says prboom+ as it uses .ogg music.
>>
>>3675061
>It was the dawn of the "quick melee kill sequence" -cancer
In my memory, Thief Deadly Shadow started with it, and Deus Ex is the prime example of the kill sequence taken too far.
I stopped counting how many time a sequence suddenly moved me in view.
>>
>>3675115
Call of Duty 4 came out the same year as Deadly Shadows. And in the defense of TDS, you actually need to select the blackjack or the dagger to get into the melee takedown sequences. In Cod4 you have a knife that has a melee button. You press it and a stab animation locks into the nearest enemy within range in front.

Though it's been such a long time since I played Cod4 that I might be confusing it with something else.
>>
>>3675135
Never played any Call of Duty, but yeah, TDS is way better compared to Serious Sam 3 or, from your description, Call of Duty.

I still disliked how it moved the NPC in front of you with his back to you, and locked you in place.
For all backstabbing/knocking out, I'm a huge fan of the first Thief. Or of TF2, where the indication that you can backstab is minimal yet obvious, and the result is instantaneous.
>>
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Other than Hideous Destructor and Real Guns, which weapon mod should I use to get extra tacticool?

Preferably something slightly OP so that I can play with Colourful Hell.
>>
>>3675142
That guy is going to break his jaw as soon as he shoots.
>>
can someone post the video of a guy celebrating his own birthday in his own .wad
>>
>>3675139
Thief 1 and 2 got rid of AI detection based on player bumping into them, because some people have trouble with 2d depth perception. So you could never be too close to an enemy to knock them out. TDS did the whole "raise weapon" to indicate the distance, but still it stops the NPC in place and locks it with the player in the knockout animation. Worse still, most of the falling over animations for all NPCs are nonfunctional, and they go straight to ragdoll. The only instance I remember of the animations actually working is when you backstab hammer haunts.
>>
>>3675151
>Thief 1 and 2 got rid of AI detection based on player bumping into them
What? When? I murderously remember breathing down a hammerer's neck only for him to turn around and start pounding my fragile heathen ass with his huge blunt weapon, ramming it up and down on my delicate self.

And frankly, I fell in love with Team Fortress 2's system where the backstab is instant. It's like an improved version of Thief's knockout with less headache. Even if it wsa pretty fun to see them going limp and falling.
>>
>>3675157
He heard you. That, or you had alerted him previously. Then as you started sneaking up on him, he noticed you and pretended that he didn't. Only to turn around and pummel you just as you're about to attack. They do that you know. This weird indie game from 1998 has some hardcore AI.
>>
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>>3675164
Sounds legit.
>>
>>3675142
Special Weapons
http://forum.zdoom.org/viewtopic.php?f=19&t=54460

It's like a compromise between the arcadeyness of RGA2 and the slow and tactical gameplay of HD. There are no weapon sprites, only weapon icons, like in games such as Rainbow Six, SWAT 3 and Ghost Recon. However, it has many more weapons than either RGA2 or HD. The weapon sounds are good, and it has a pretty good recoil and inaccuracy system that feels smooth and isn't twitchy as hell like HD's.
>>
I think the worst implementation of pre-animated melee takedowns has to be Skyrim. -Where those same takedowns work also for your enemies.

>Health is just low enough
>Enemy is just close enough
>Enemy rolls damage dice, goes over health limit
>Locked in an undodgeable execution scene

The irony is that Skyrim got rid of character attributes and made it so that all attacks can be dodged by any kind of character. And then as a curveball there's that shit.
>>
>>3675175
I don't know if it's the worst, but it's pretty shitty indeed.
>>
>>3675174
>no weapon sprites
Dealbreaker. Will check back on this every now and then though.
>>
>>3675185
I found it harder to deal with HD's shitty sprites and vanilla sounds.
>>
>>3675180
Now that I think about it yeah. Brutal Doom is worse. The animations are long and tedious, and in the same way, enemies can also execute the player.
>>
>>3675196
Yeah, that's another reason I like the new DOOM, the animations are violents but also extremely quick. In Brutal Doom, it dragged on and on.
>>
>>3675175

I hate this current trend a lot of western AAA games are doing where animations are magnetic and you get pulled into them. It gets to the point where you're not controlling the character anymore but rather aiming them, or in the case of the batman games it feels like you're using a remote control to steer batman. I see this shit all the time and it drives me nuts.

It's one of the reasons why I keep coming back to doom, everything's so fucking tight and responsive
>>
>>3675206
You people will say I'm memeing, but I honestly thing consoles are to blame for that.
>>
>>3675206
There's one thing in Doom1 that locks you in place and that is the chainsaw. Props for Doom3 for not having that.
>>
>>3675215
I liked how the chainsaw gave you ammo in DOOM but I feel like they could have exploited that concept a little more.
>>
>>3675210

I'd blame the modern market and what's considered popular nowadays, you gotta remember consoles back in the day had great controls and tighter gameplay.

>>3675215

The beauty of the chainsaw though is -YOU- as the player are in full control of when you engage and disengage, there's no pre set animations or times, you hold the button, you start sawing, you let go, you stop. It's great.
>>
>>3675217
I dunno, all console FPS I played were ridiculously easy by PC standard and would be a walk in the park with a mouse. I woulda finished Timesplitters 2 while jerking off if I wasn't forced to use a gamepad.
>>
>>3675223

Further back anon, and I'm not talking FPS games.
>>
>>3675224
Further back? What, you mean Sonic?
>>
>>3675206
>>3675210

absolutely 100% agree with these
>>
>>3675227

nah, I'm talking more like the original Zelda games, or the Ys series. Streets of Rage, stuff like that, gameplay's really tight there.

In fact I would say action games didn't start going downhill until the PS3/360 generation, that's when everything started getting homogenized and simplified. We're getting kinda off topic though, bottom line is thank fuck for Doom's tight controls and it's a shame more game devs don't take notes from this shit.
>>
>>3675235
Then consoles aren't to blame, just the casuals who wanted easy games tailored for them.
>>
>>3675241

Exactly, which is what I said earlier with blaming the modern market and these fucking weenie casuals that don't want to put forth the effort of having to play a game, and prefer that magnetized canned animation shit.
>>
>>3675243
It's like another Anon says. Casuals want to watch the game play itself.
>>
I need some help, everytime i set r_lerpmove to 0 and r_lerpmodels to 0 in quake it only stays for that one time i play. Afterwards it just resets back to 1 even if i put in the config file it only stays once theb gets deleted from the config. Any idea how to make it permenant?
>>
Part 2 of the Doom4 documentary https://www.youtube.com/watch?v=vsoVQWnSOfM
>>
>>3675313
There was a story in Doom 4?
>>
>>3675319
Demons woke Mr Doom up so he killed them all. The end.
>>
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Slade doesn't work. I copied a test script and tried running the archive but nothing shows up.
>>
>>3675319
Doomguy woke up with a sore back because the salesdemon sold him a rock bed.
He goes on a rampage at Demon Mart.
The end.
>>
>>3675313
This is very interesting. Story developing in the last 9 months is nuts, so happy it turned out how it was.

Hugo Martin continues to be lovable
>>
>>3675319
After an unknowable amount of demons slain over countless missions and an indeterminate amount of time, Doomguy went to sleep. During this time, he was imprisoned, and many pieces of art were created by demons of him and his bloody rampage, painting him as a horrible monster. He then woke up to find that everyone painted him as some angel of death.
>>
>>3675335
Are you making sure the script is actually being run? It has to be selected as an autorun script in the acs lump, and you will need to compile it too.
>>
>>3675358
I compiled it but how do i select it as autorun?
>>
>>3675367
It depends if you're using a pk3 or wad, I think. In the PK3 case, you need to create an acs folder, put the compiled script in it, and creat an ACS lump in the base directory, with the name of the script as text in it.

At least, that's what I remember from when I messed around with it. And it's probably not the same if you're using WAD structure.

Or you could make a map and have something in the map execute the script, but I guess that's not your intention.
>>
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>>3675373
Yes I'm making a wad but I will try it as a pk3 with your instructions.
Here is another screenshot taken with gzdoombuilders ACS module so the script itself is correct.
>>
>>3675385
The code itself looks correct; if it wasn't, it would fail o compile. Honestly, you should go through the zdoom wikis tutorials on ACS coding first, or look at how some gameplay mods include their ACS. It'll probably be more helpful than some anonymous nobody who messed about with ACS once.
>>
>>3672467
>>chaingun zombies can replace normal zombiemen

That is completely incorrect. Zombie Marines replaced the spots of Chaingunners on v1, and now the actual chaingunners will replace these Zombie Marines.
>>
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>>3675313

hah im loving hugo and marty explaining how badass he is and how sraightfoward the game became

>You're doomguy, they are demons, kill it!
>>
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>>3675397
Thanks for the advice! I made a pk3 now and looked how GMOTA did it and copied it and it works now.
I still don't know why my first one didn't work but it doesn't matter now.
>>
>>3675405
>Doomworld Authistic purists saying that is bullshit
>I disagree with a 100% of things they say in this video. What they're describing is absolutely, totally not what DOOM is to me. Everything that they're giggling about how awesome it is, I fucking hate.
>>
>>3675405
And I like how ostensibly he looks at the dead guy in the elevator.
>>
>>3675204
D44M also gives you a demon rune that makes the sequences even quicker, and you can improve the rune and make them super quick. That's the only rune I always equip. Well, with the exception of a no glory kill playthrough.

>>3675216
I think it should have been more subtle. I don't think it should have been a demon piñata with orange bullets flying out of it. I would have preferred: 1. Saw the demon 2. Ammo is mysteriously refilled in the background
>>
>>3675418
>here i go again, those faggots never change...
>>
>>3675423
Idiots woulda missed it. Don't forget that casuals players have the attention span of a gerbill.

What I can't forgive in DOOM are the disappearing items. I hate that shit.
>>
>>3675416
>Thanks for the advice! I made a pk3 now and looked how GMOTA did it and copied it and it works now.
>I still don't know why my first one didn't work but it doesn't matter now.

Essentially, from what I understand, when zdoom loads the pk3, it checks the ACS lump and loads the scripts with the names given in the lump.
>>
>>3675146
https://www.youtube.com/watch?v=p-M4A3svypY
>>
>>3675417
Le autism
>https://www.doomworld.com/vb/post/1696442
>>
>>3671525
Creator of "Angst Rahz Revenge TC" here.
I'm currently working on a secondary project called "Circles Of Demons", a little 6 map-pack.

If you would like to see the progress, i've made a blog called "lazanzaracheronza" (it's a .blogspot )

sorry if i write only the name, but 4chan doesn't permit some external link spam.
>>
>>3675428
Disappearing items? You mean those that drop from demons? The level design is balanced around being able to survive based on what you find, not what the enemies drop. Disappearing items are pretty inconsequential if you aren't terrible at the game.

Argent upgrades:

Anything under Nightmare: 5x ammo, whatever, whatever
Nightmare: Armor, health, ammo, repeat
Ultra Nightmare: 5x health, 5x armor, 5x ammo

...and even casuals can't really miss the runes because every level has the automap pickup, so you can't really not find all the secrets unless you never look at the map.
>>
>>3675434
He sounds like he has downs. Does he have downs?
>>
>>3675447
It's just the idea of items disappearing that pisses me off. They don't even look volatile or anything, they just fades out for no reason after 10 seconds.
I understand it's to save memory and encourage you to move forward instead of backtracking, but I still hate it. My PC is powerful enough to have shitty little pile of shits on screen, thank you very much.

It was my main beef with Painkiller, actually. Having to pick up souls in the middle of a fight was a pain in the ass, but you needed the transformation.
>>
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>>3675193
Ah I take it you're not aware of the sprite addon thread on ZDoom?
I love the gun feels in HD, but I hate how ultra-realistic it tries to be. There's a balance in there.
>>
>>3675462
what
>>
So I've never played anything but the official doom WAD (tnt, plutonia, etc) and I wanna play some maps/mega wads. Recommend me your favorites so I can play them when I get back from work.
>>
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>>3675465
This one
https://forum.zdoom.org/viewtopic.php?f=19&t=53251
A must-have for any fans of that mod.
>>
>>3675467
Browse through the Cacowards winners. THat should be more than enough for a while.
www.doomworld.com/23years/
>>
>>3675453
I doubt it's because of performance reasons. As I said, I think it's balance. You don't need the items that drop, unless you're really doing badly, and then you have time to go get them and not just stand around when they disappear.
>>
>>3675145
Nah, AR15s have very light recoil, plus with all that weight on it, it'll recoil even less.

Original Vietnam era M16 rifles could literally be fired with the stock resting against your dangling balls and it wouldn't hurt, recoil is that soft.
>>
>>3675480
But I like having full ammos when a fight ends, and every ammo or health that disappear is a waste.
>>
>>3675483
Yeah, I read a book about that. It jammed very often because the bullet had just enough recoil to leave the chamber.
In Viet-Nam's damp swamp, they didn't have enough strenght to leave the chamber, and the guns were jammed.
>>
>>3675193
HD is mostly cool but goddamn that bobbing head walking style is so annoying and literally vomit-inducing.
>>
>>3675465
he's referring to the HD sprite replacement project thread on zdoom. it's alright I guess if brutal doom guns are more up your alley.

>>3675437
>Doom 4 is more generic than Ziggurat, Dying Light, Left 4 Dead, Serious Sam 3, Tower of Guns, Heavy Bullets, Betrayer, Borderlands, Rust, WASTED... The list goes on. Have you considered it could just be you're not very well aware of the diversity of shooters out there, while people you complain about may be and therefore judge Doom 4 by different standards than yours?

I rarely give a shit about random vidya shitflinging in general (only ever played BF1 a couple days ago, have yet to play nudoom) but I genuinely amuses me that all I see people seem to hand out in an attempt at undermining the game and tout it as mediocre is by way of stretching out comparisons to 5 year old games that aren't even from the same genre, and most aren't considered innovative or do nothing worth naming at that besides advertising 'my taste>>your taste'. either that, or horribly bad mods and indie titles of the utmost half-assed quality like that Epsilon ''''remaster''''' Quake mod or brutal doom, like I should be impressed with their subpar to bad taste in mainstream gaming as they engross the implication that 'people have better taste for not liking what you like'.

shit's pathetic.
>>
>>3675493
>Doom 4 is more generic than Ziggurat, Dying Light, Left 4 Dead, Serious Sam 3, Tower of Guns, Heavy Bullets, Betrayer, Borderlands, Rust, WASTED...

Several of those are pretty non-generic though. WTF doomworld.
>>
>>3675423
Demon piñata is great, new Doom wasn't at all about subtlety in general, it's ridiculous and I like it
>>3675495
This, too
>>
>>3675451
no but hes a full blown literal autist
>>
>>3675493
I have only heard about 5 out of those games listed and I know by heart the rest are mocked to death by the audience that played them.
>>
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>>3675489
Not really, what caused malfunctions was that the initial M16 series rifles was designed for a lower pressure ammo than what the army was using (because it was cheap), the higher pressure ran the action way too fast (by a couple of hundred rpm faster), and it could sometimes just go out of sync and have things like hammer-follow, like you pull the trigger and nothing happens because the hammer didn't stay cocked, or the extractor didn't grab onto the empty casing to pul it out.

This was fixed with the A1 variant by giving it a heavier recoil buffer, slowing down the action so it would time properly. It also came with a cleaning kit in the stock and was given a chrome plated bore and chamber (which made it easier to clean and made extraction easier).

The second problem was that magazines were originally designed to be disposable, as in, made as cheap and flimsy as possible because you were meant to leave it in the field and get new ones, but they ended up being reused partially because of money, partially because they'd run out of magazines, these magazines could only load 20 rounds one time, then you couldn't load them fully anymore or they wouldn't work properly.
They eventually stopped making these and made proper reusable magazines, and later made curved 30 round magazines which were just a better design.

A lot of people talk about cleaning, but that was never really the biggest problem, the M16 can actually be allowed to get quite dirty without loss of reliability, bad magazines and out of spec ammunition is the source for 99% of all firearms malfunctions.
>>
>>3675489
>In Viet-Nam's damp swamp, they didn't have enough strenght to leave the chamber,
Sort of true, in the heat and moisture of vietnam, if you left a cartridge in the chamber for a long time, it could apparently swell (more likely corrode) and get stuck, not extracting.

The chrome plating solved this problem.
>>
>>3675520
>A lot of people talk about cleaning, but that was never really the biggest problem, the M16 can actually be allowed to get quite dirty without loss of reliability
Fake. The first M16 were not stainless, and would quickly corrode in Viet Nam.

>>3675524
That one only came later, with a later model, and most soldiers were stuck with the shitty M16 at first. When the new chrome model came, they already hated the rifle.
>>
>>3675530
>The first M16 were not stainless
If you mean chrome plated, the bolt carrier group wasn't ever chrome plated IIRC, and most still aren't, you can let them fill with filth like usual and it won't stop cycling.

>That one only came later, with a later model,
Yes, the A1

>and most soldiers were stuck with the shitty M16 at first
There were far more M16A1s made than M16s, most of that would be hearsay and lore.
>>
Yo

Which map of ancient aliens has the secret exit? Wiki doesn't say. Map 15 as usual?
>>
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>>3675313

It really feels like they never even played the first Doom

>dude self-awareness
>dude non-serious story
>dude nonsensical hell and satanic shit

I mean it was nice seeing Hugo talk about it, but thinking about this in perspective that it took them THIS fucking long and after several meh games and even halfway development just to see that right from the start what Doom was all about

All of what he talked about were present in the first Doom, and basically it seems like they got really excited at something that was obvious to everyone else except them

He even said that if he mentioned on how short notice they had in time to develop things after their "brilliant" realization, it would be irresponsible. They really were irresponsible with the time, resource, and the Doom name itself for so long

They wanted to ride on the Doom name and send it a one-way ticket to Call of Doom, only to cancel it at the last minute and take it to where it belonged, which is exactly what happened.

The documentary really gave me mixed feelings of anger and at the same time gratitude that it turned out fine I guess...

I mean really, "dude this is gonna be so awesome, doomguy is gonna be so badass, fuck the story lmao" like, was that not obvious? the comics, the first game, the reason why mods and wads are popular: people just want to kill shit and it's like a new novel idea to them
>>
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>>3672591
>I'm playing Quake for the first time.
>It's pretty cool but I wish every map wasn't filled with those fuckers with chainsaws that throw grenades.

HERESY!
https://www.youtube.com/watch?v=G8BfB0QEUMg
I played Quake for the first time this year, loved the shit out of the chainsaw dudes.
>So fresh
>New enemy type finally
>Not the same shit like in every game
>You can strafe to dodge grenades
>There is so much variety in fighting them
>Its like you can play the same fight 30+ different ways
>So good
>They are super easy if you are not retarded and know how to strafe
>>
>>3675572
hell, i don't think any other game even lets the player wield a grenade launcher and chainsaw at the same time
much less have an enemy that does
>>
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i shit you not, we didn't cheat
>>
>>3675598
DOOM allows you to throw grenades while having the chainsaw equipped.
>>
Qump
>>
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>>3675614
What is this?
>>
I like it when /k/ comes to /vr/, they should visit more often
>>
>>3675648
Is /k/ only for firearms weapon, or do they deal in bows/crossbows as well?
I kinda like bows.
>>
>>3675647
>hellsing arms casull (both guns)
>particle beam cannon
>nuclear onslaught
>plasma redirection cannon
that plus a good metric fuckton of exotic (rare) modpacks
doomRLA (in coop) on an oblige (6.20 Glaice) megawad
>>
>>3675651
/k/ is all weapons
>>
>>3675405
Got any more artwork like that?
>>
>>3675661

God help you if you talk about swords, though.
>>
>>3675669
Whats it like? How crazy do european swords vs japanese katanas go?
>>
>>3675669
Well, fuck.
I wanted to know the practical differences between maces, axes and sword (since Hexen has some weird spiked mace).
>>
>>3675570
>I mean really, "dude this is gonna be so awesome, doomguy is gonna be so badass, fuck the story lmao" like, was that not obvious? the comics, the first game, the reason why mods and wads are popular: people just want to kill shit and it's like a new novel idea to them
I'm sure it's not a novel idea to them, but basically the entirety of the AAA game market is cutscene-heavy, plot-heavy drivel, and throwing out the plot is sort of a hallmark of low budget indie shit where they don't have the money / manpower to have all the animations and VO and setpieces anyway. I'm sure there was a lot of discussion if they could dispense with most of the cutscenes and still feel like a "premium" product.
>>
>>3675570
it actually makes perfect sense to hear, what with them coming straight outta CODland and wanting to get their shit together, you'd probably dwelve into the basics of what you're going for. I feel like most of the comparisons to cult classic films aren't literal, they're using them as a means of getting the purpose behind the general tone of the game through, after having struggled with development for so long.

I mean, wasn't the first reaction to the QC demo the founding rock behind their decision after all?
>>
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>>3675681
I agree with you, but given their background and legacy as id, what with even having original team members still there like Kevin Cloud, it's still frustrating knowing they even ever wanted to go the Call of Doom path in the first place and how hard they've been pushing it with Doom 3, Rage, and a halfway-developed Call of Doom 4 over how many years

Being a big AAA company does not necessarily mean they had to explore the same garbage other AAA companies -- imagine if they realized this much sooner and the implications would drive anyone rightfully a bit peeved:

>We could of had a proper Doom 3

>Rage might have been actually good and not just "decent"

Was it really worth all the cost and sacrifice?

>>3675686
The comparisons to cult classic films are what defined the original and true spirit of Doom though and wasn't novel either: the chainsaw is very obviously a nod to the Evil Dead series, and space levels are inspired from Alien (why they didn't revisit those I don't know).

It said so right in the Doom Bible*

*which I'm glad they never looked into either because it was basically a prototype Rise of the Triad which would also have sucked

Right now my biggest, and honestly really sad suspicion, is that it was not just Bethesda telling them to get their shit together after the acquisition that drove to an acceptable direction, it was the fact that they were running out of time as a result of their own bad ideas

it's like a kid who didn't do his essay, decides to half-ass it out of desperation, and realized "oh this is actually really good wish I half-assed it weeks ago when it was first assigned to me otherwise I could have made it better haha oh well"

again, I'm not 100% bitter, I'm glad that they even got it to where it is today but it's just a bit agitating
>>
>>3673408
>>3673423
is it just me or is the punch damage affected by your speed?
I always felt like running toward the enemy as I punched worked better than standing there and holding punch.
>>
>>3671835
Brand new to this board, please explain. Tripfags or are they on another site?
>>
>>3675747
Wad makers.
>>
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>>>>>charge 3 shots and fire them off simultaneously
>>
>>3675759
cum dispensers?
>>
>>3675738
og berserkposter here. I've noticed it too. For some reason it seems that gibbable enemies gib more easily when you run towards them when punching. I'm pretty sure some source code hackers could confirm or deny if there's any effect.
>>
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>>3675767
>Doom1 shotgun is a toy gun
>Toy gun has the alt fire from D44M shotgun
>Doom2 doublebarrel is a real factory-made sawn off
>>
>>3675773

Yes.
Can confirm personally.
>>
>>3675759
Thanks family.
>>
I have slade and the dump 3 weapon pack. How do I go about allowing multiple pick ups from the same category?
>>
>>3675843
turn on the cvar that allows it
>>
>>3675570
>>3675686
IMO, it seems like they had been going in this direction after Doom 3.

Doom 3 was slightly more grounded and realistic, it was a horror game, and focused on the technology, and it seems like "Doom 4" was the natural evolution of that line of thinking, until they took a step back and sort of looked at it objectively from a Doom fan perspective and not a developer perspective.
>>
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It's common to feel like a retard while making the first map in Trenchbrom?

Holy fuck, I just wanted to make a window without break it all. And when I fucking do it, I realize I totally fucked the texture aligment.

Time to restart my map, I guess. As a side note, I don't know what the clip tool is for.

I kinda miss the old UnrealEd
>>
>>3675570
>It really feels like they never even played the first Doom
>>dude self-awareness
>>dude non-serious story
>>dude nonsensical hell and satanic shit

I dunno, i think it bears keeping in mind, that the kind of elements the original Dooms had were really just sort of rock/metal culture in general, and general late 80's/early 90's movies cliches and shit. we call a lot of that "cheese" today, but it was fairly standard back then.

so if they wanted to retain that sort of "feel" they had to go back to the kind of inspirations the original wouldve had. "cheesy" 80's and 90's movies.

I liked his mentions of going back to movies like Robocop for ideas on how to tell you about the protagonist without shoving it in your face, that minimalist detail based stuff
>>
>>3675647

If you're asking what the mod is, it's DoomRoguelike Arsenal.

Takes DoomRL, a roguelike fangame, and backports a lot of its mechanics, like modifying weapons, assembling new ones, playerclesses with special traits, etc, into Doom

http://forum.zdoom.org/viewtopic.php?f=19&t=37044
>>
>>3672441

>kicking
>stamina meter
>stamina regens quicker when you stand still

Calling it now; he cribbed the scripting for that from DRLA.
>>
Here's a high-quality (with sound) video of the webm I posted here >>3671720

https://www.youtube.com/watch?v=C33MUGaWE0U
>>
>>3675985

It looks like the cursor 'gravitates' to the points you click on to cast the spell. Do I have that right?
>>
>>3675676
/tg/ works great for that.
>>
>>3675985
magic based nanosuit powers when
oh hey, it even pauses the game

>>3675998
looks WASD based
>>
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>Mfw playing Romero's e1m4b and e1m8b
>Mfw nervously walking around with 1-10hp, hoping to find more health pickups soon and managing not to die, for like ten minutes
>Mfw lift to the Baron room lowers and I freak out and dash backwards cause I had 3hp
>Tfw found two stimpacks and a soul sphere secret hidden away
That map was incredibly stressful, between the tight ammo and HP, but it was very fun and well done. Can we just pay Romero to recreate all of Inferno? I'd love to see his take on more intense hell levels.
>>
Ijon, is there any chance you'll ever update dakka to be compatible with the new CH.88 update? If you're out there ijon... please ;_;
>>
>>3676163
>Romero's e1m4b

This is the first time I've heard of this. I've played the e1m8b and it was great.
>>
>>3675998
It's based off the player's directional inputs, just with some animation in between
>>
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If only the weapon start and ammunition drops weren't so randomized. I'm on the verge of messing with CustomDoom to expound the damages so it's even more lethal.
>>
Is Oblige worth using?
>>
>>3676246
What mod?
>>
>>3676256
http://forum.zdoom.org/viewtopic.php?f=19&t=54460
mixed with Droplets v15, Good Old Hud v2, and I was also using QTilt and RealAim
>>
>>3676252

The levels it makes have gotten substantially better in newer revs, but it also takes more time to make them. It even generates titlescreens.
>>
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>>3676176

if tech gone bad is criminaly hard, this one its where the shit hits the fan
>>
How come Doomguy didn't shit himself? If I was the last survivor surrounded by hellish monsters I would be scared fuckless what made him think he can survive if all other marines died?
>>
>>3676273
I found e1m8b to be much harder. e1m4b was difficult but the health and armor pickups were plentiful, as long as you reacted quickly to walls/lifts lowering around you and avoided the toxic waste pits then you were fine. I accidentally fell in one while avoiding fireballs and no clipped out, cause fuck that. I had a radiation suit anyway, but I got punished with a shotgun blast to the face right after.
>>
>>3676290
He already knew he was better.

Trying to survive is better than doing absolute jack shit, too.
>>
>>3676319
That and you might as well take as many of them with you as you can
>>
>>3676259
Like Blood Forever!
>>
>>3676246
You can choose the weapons you start with under the gameplay options menu. You can choose either specific weapons or a random one within a class of weapons.
>>
So I found out I can get ketchup to work with trailblazer by loading it after trailblazer in ZDL, but when I go to the options menu I don't see the ketchup options. Is there a way to force ketchup to use the Overdrawn at the Blood Bank level of gore?
>>
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Just making a start on creating the next thread, is there still interest in producing a 'QUMP' project? Just want to know considering I could put mention of it in the news post.
>>
>>3676438
nvm im retarded
>>
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New thread.

>>3676462
>>3676462
>>3676462
>>
>>3671524
kek
>>
>>3675957
John Carmack is officially cancer.
He is a autist more interested in creating engines with pixel shaders and the game is a after thought for him.

>I want to make a dynamic lighting engine
>Now lets incorporate light and darkness into the game and make doom3 a lame ass crawl in the dark survive horror like.
This autists needed to stop years ago.
Good thing that he moved to play with fail VR(no one will use it LOL). The only miracle is how this autists did not fuck up and by accident help made doom1 and doom2.

The game play must be first and the technology is only there to support it.
>>
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>>3676961
Okay but Doom 3's volumetric lighting trick is still pretty cool.
https://simonschreibt.de/gat/doom-3-volumetric-glow/
>>
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>>3676290
>>3676387
>>3676435

All of you are assuming that doom guy is human.
In my fanon doom guy is a possessed human body with a ultra demon sole in it.
He is basically demonic
>this is why he can carry 6 weapons in his pocket dimension
>this is why he regenerates HP after running over a pack
>This is why he can take rockets to the face
https://www.youtube.com/watch?v=FLN3dPMyXeg
>This is why he needs no armor

He is basically a fucked up mental demon from hell who was fused with a human body after the invasion.
There where no human survivors of the invasion.
He is basically like a devil man
https://www.youtube.com/watch?v=VQrAAF-bass.

The doom comic is absolute canon for this to work.
>>
>>3676984
>The doom comic is absolute canon for this to work.

talk about headcanon that is completely environmental friendly! it actually is fueled by trash and stuff!
>>
>>3676990
I'm saying that he is a insane demon who kills everything around him (humans, demons he gives no fuck).

His personalities is basically like in the comic.
>>
>>3671524
bump
>>
>>3677063
Its on auto sage mode.
>>
did you like brutal doom 64
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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/


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