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

BAD TO THE BONE

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

Thread replies: 598
Thread images: 145

File: bony mcfuckface.png (469KB, 914x784px) Image search: [Google]
bony mcfuckface.png
469KB, 914x784px
DOOM THREAD / RETRO FPS THREAD - Last thread >>3676462

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
>>
File: 1419547286164.png (14KB, 344x432px) Image search: [Google]
1419547286164.png
14KB, 344x432px
=== NEWS ===

[Til 3-15] Dropbox will be dropping support of public folders in mid-March; now is a good time to mirror any Doom-relevant files available through this

[12] There is some interest in starting a Quake mapping project akin to DUMP, nothing has been formally organized

[12-16] A keyboard with displays on each key can run Doom
https://www.youtube.com/watch?v=q7b9glYuAXw&feature=youtu.be

[12-16] DOOM-Crusher released; this tool can recursively optimize and reduce file sizes of your WAD and PK3 files
https://github.com/Kroc/DOOM-Crusher

[12-12] DOOM Resurrected, a documentary series about Nu-Doom by Noclip, is being released in parts
https://www.youtube.com/playlist?list=PL-THgg8QnvU4TMnDoFcI-vtJKwP2oLgyH

[12-12] Brutal Doom 64 2.0 released
http://www.moddb.com/mods/brutal-doom-64/downloads

[12-10] The 13th Cacowards were announced in celebration of Doom's 23rd birthday!
https://www.doomworld.com/23years/

[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

[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


===

If you would like to submit any news or your personal map releases here, please reply/backlink to this post.
>>
File: 1478222708875.gif (19KB, 389x295px) Image search: [Google]
1478222708875.gif
19KB, 389x295px
first for cacos a cute

CUTE!
>>
Anyone got some varied weaponsets that are a little on the obscure side, or maybe shit like Blood weapons without extra baggage tied in?
>>
File: 1481954881545.png (27KB, 376x440px) Image search: [Google]
1481954881545.png
27KB, 376x440px
Status on this?
>>
Who would've thought that a Cacodemon piggy bank would become the most ideal way to turn a Cacoward into an actual thing.

Now, the Caco piggy bank is pretty cheap, but there's no way in Hell I would buy a Revenant Statue, spray it with gold and give it away as a Golden Boner, shit would be wayyyy too expensive.
>>
File: 1464850363913.jpg (124KB, 456x658px) Image search: [Google]
1464850363913.jpg
124KB, 456x658px
>>3682712
glad to see people are still using the gif i made
>>
>>3682718
>cacodemon helium balloons

Awesome.
>>
>>3682706
>There is some interest in starting a Quake mapping project akin to DUMP, nothing has been formally organized

QUMP exists, even though its only 1 person so far
>>3680959
>>
>>3682731
lets say I am interested and I own Q1, but I have never mapped for Quake games, how do I get started? is current popular choice editor like worldcraft of ye olde days?
>>
>>3682754
get trenchbroom, a modern port like quakespasm, Tyrutils (for compiling) and a compiling GUI as a frontend for the 3 or 4 utils you will use (this will make compiling easy and done with one program)

Follow this guide:
https://quakewiki.org/wiki/Getting_Started_Mapping
Tyr utils: (click Windows or mac binaries to get the lot)
http://disenchant.net/utils/
GUI frontend: (click [download] v1.03)
https://shoresofnis.wordpress.com/utilities/ne_q1spcompilinggui/

Make sure you put all this in a folder with no spaces in its name (ideally on your C drive) and save your maps with no spaces.
>>
File: progress.png (15KB, 653x431px) Image search: [Google]
progress.png
15KB, 653x431px
>>3682759
is q1 supposed to install this long? I remember it being a lot faster back in the day
>>
File: progress2.png (12KB, 647x431px) Image search: [Google]
progress2.png
12KB, 647x431px
>>3682762
alright at least now I know its not broken
>>
>>3682764
Get Quakespasm. It's not 100% faithful to original quake (doesn't seem to allow the lowest resolution) but its good for testing and you can run it with the compiler GUI which makes testing your level easy.
>>
>>3682772
I got DirectQ, its good enough
>>
File: epic.gif (537KB, 480x270px) Image search: [Google]
epic.gif
537KB, 480x270px
>>3682772
>It's not 100% faithful to original quake (doesn't seem to allow the lowest resolution)
>>
>>3682774
so to do some testing I have downloaded Quake Injector, set it up as you are supposed to and picked a random high rated map pack which was "func map jam 6" it loaded nicely in DirectQ and played two maps through it, red flag was on one of the maps, few missing faces in one place, I thought nothing of if, maybe mapper missed it, but then when I have tried to play another map I got BSP2 error, did some digging and apparently DirectQ doesnt support BSP2 format, guess I gotta get Quakespasm afterall
>>
Oh, look. It's that post again.
>>
>>3682790
quakespasm also just looks weird. Maybe I have dont have it set up right but it definitely isn't vanilla quake. Even the menu screen seems to have antialiased edges.
>>
File: cacobaloon.jpg (62KB, 720x960px) Image search: [Google]
cacobaloon.jpg
62KB, 720x960px
>>3682721
>>
>>3682852

try gl_texturemode gl_nearest in Console. Should make all the textures not look as filtered and closer to vanilla.
>>
>>3682856
Screw Kirovs, I want a Cacozeppelin.
>>
File: he does it!.png (3KB, 600x550px) Image search: [Google]
he does it!.png
3KB, 600x550px
>>3682790
Technically none of the ports are 100% faithful due to object in front of object rendering- stick a brush and a func_wall in the same spot and you'll get Z-fighting in Quakespasm and every other source port, while in the original executable world geometry always takes precedence over entities.

That's unimportant in the grand scheme of things though.

>>3682798
For single-player stuff, Quakespasm is the absolute go-to Quake port, 99% of maps are developed with it in mind. There's no tussle about different zdooms/gzdooms/omgbbwdooms like with Doom; the only other one you'd want is Fitzquake which Quakespasm is directly descended from so it's depreciated anyway.

Multiplayer has a few choices but that's just due to the different netcode, Quakespasm uses the original shit instead of Quakeworld so no easy IP connecting, no network interpolation for antilag, etc. That shit also isn't important here.

>>3682731
I'd count myself as the second/third person but still don't have the imagination to make an actual map instead of fiddling about learning how everything works first.
>>
>>3682876
Also since people have attempted to start mapping a few times in the past few threads and always has one issue or another, would there be interest in a quick-start Quake mapping pastebin/infographic/download? There's a fair bit about it in the Quakepasta (http://pastebin.com/cpjZmazY) linked to from a different paste in the OP, but something a bit more cut-down and hand-holdey could be useful.
>>
>>3682680

what hud is that?
>>
>>3682882
yeah thats a good idea. I saved my post >>3682759 as a text file in case other people ask, but it would be good to have a dedicated pastebin or something. I still only know the basics. Only just learned how to use triggers and have yet to make a door (even though my map doesn't really need doors...)
>>
>>3682885
It's MetaDoom with a minimized screen size to just before hudless
>>
File: SplatteredCaco.jpg (120KB, 900x658px) Image search: [Google]
SplatteredCaco.jpg
120KB, 900x658px
I just dreamed about the Quake 1 movie trailer

it had motorcycles chases with plasma rifles and first person scenes

in the end ranger slipgated so much he became a blob of flesh
>>
>>3682891
Noooo, poor Caco...
>>
>>3682891
Quake doesn't even have plasma rifles, stop eating cold burgers before going to bed.
>>
File: portadoom.alpha2.png (7KB, 642x427px) Image search: [Google]
portadoom.alpha2.png
7KB, 642x427px
PortaDOOM Alpha 2 incoming as soon as 600 MB finishes uploading.
>>
>>3682897

looking what they did to the doom movie I'll not be surprised
>>
>>3682707
>>3682910

Here it is, PortaDOOM Alpha 2: A portable WAD collection presented as a '90s disk-zine.

PortaDOOM Alpha 2 (572 MB): https://mega.nz/#!r4JCEZbY!6QCM6RjLuvLp8Pxac6wJICLRidiblhWxrOsFFSjajSw

Features:
* Complete Cacowards 2015 (other years to come in later releases)
* Commercial DOOM : DOOM1/2/Master/Final, PSX & N64 (if you have the WADs; Steam & GOG installs detected automatically)
* Megawads: DTWID, D2TWID, NEIS, Maps of Chaos
* Total Conversions: FreeDOOM, Adventures of Square
* 96 pages of content & WADs!
* Fully portable DOOM! Config files and save games are stored with PortaDOOM, allowing for use on USB!
>>
>>3682759
TrenchBroom 2 has a built-in compiler. Pretty certain J.A.C.K. has one as well.
>>
>>3682948

not to be an ass but you are missing the nerve.wad from BFG edition
>>
>>3682949
>TrenchBroom 2 has a built-in compiler.
Oh shit, is that in the newest beta build? I'm running build e439e68 and there's no compiler so I use the external compiling GUI with TyrUtils like a normal person. Is TB's compiler just repackaged bsp or is it a proprietary modification of it?
>>
>>3682952
It is in PortaDOOM, just forgot to include it in that list! It'll detect DOOM3 BFG Edition automatically for NERVE.WAD.
>>
>>3682954
I'm using version 2.0.0 beta, build 2f3c498. The Run menu has a compile window where you can enter profiles (pretty handy when your maps use different light.exe commands for example) and compile your map, and then launch it.
>>
File: deathwing.jpg (293KB, 1366x768px) Image search: [Google]
deathwing.jpg
293KB, 1366x768px
Been playing Space Hulk: Deathwing lately and wondered something.

Are there many space station type maps that are all very dark and brooding and close in? Ones where you could actually see space outside sometimes.

You'd need more detailing to pull it off.
Reminds me, there was somebody here a while back who said he'd love to detail maps for people but he couldn't map himself.....he just liked detailing.
>>
>>3682963
Do you still need to set up paths to the actual external compiling tools (i.e. it's just taking the external interface and bundling it into TB) or does it include bsp/light/vis in the editor itself now?
>>
File: cabin.png (466KB, 1225x727px) Image search: [Google]
cabin.png
466KB, 1225x727px
Hey, so I'm working with a friend to make an asymmetrical multiplayer mod for Quake, one where one person plays as a Wendigo and the others have to run around the map and avoid getting murdered while completing objectives.

I'm pretty new to Quake and have mostly been mapping and modeling, but if anyone has experience working with scripts and stuff, I'd be super appreciative of some advise.

I'd like the fireplace here to hold a counter for collected logs, as well as pick-ups that can be brought back to it that function sort of like keys. Basically go out, collect supplies, and bring them back otherwise the fire goes out and the Wendigo player can fuck you in the ass.

Would the firewood functions be fudgable with map triggers, or would this mostly need to be done through editing stuff with QuakeC?
>>
>>3682971
You need to set up paths, obviously. There are many compilers out there.
>>
>>3682972
>Wendigo player can fuck you in the ass
Oh, MY.

I'm sorry I cannot help you.
>>
>>3682972
Well you can clearly map, so at least other guys can see you're not an idiot.
>>
File: wendidoodle.png (730KB, 945x1025px) Image search: [Google]
wendidoodle.png
730KB, 945x1025px
>>3682974
Well, I mean, not literally. More of a figurative assfucking.

Here's the model of said Wendigo.
>>
>>3682972
the logs themselves can be done with func_ entities- have them be moving walls hidden behind the fireplace that instantly move forward when one is collected and brought back, there's a dozen ways to kludge it

the more difficult part is the collected logs counter- it's entirely possible to have counters for additional 'items' (really triggers) that aren't gold/silver keys without needing additional quakec (and thus a -game switch instead of -map), similar to having counters for enemies killed, but iirc that requires delving into progs.dat hacking which is complete confusion to me

also is that darkplaces, you shouldn't use darkplaces because it won't always play nice with functions that work fine in other sourceports (ESPECIALLY moving objects/enemies due to the varying physics and lighting will look like shit in lots of maps)
>>
>>3682980
Looks pretty cool. Reminds me of Amelia from Bloodborne.
>>
>>3682980
Well I don't want that looking at me from down a hallway.
>>
>>3682981
Thanks. Is there a good comprehensive guide on how triggers and functions work with examples? The quake wiki has a decent amount but a lot of it ends up being kind of esoteric, vague, or assuming about what you already know.
>>
why are revenants the most meme demons? is it just because of spooky skeltal meme or?
>>
>>3682994
To me its the AAAAAAAAA
>>
File: duskmonster.png (328KB, 358x570px) Image search: [Google]
duskmonster.png
328KB, 358x570px
>>3682980
Has an infinitely better shape to it than this thing, while the same general amount of polys. Nice job!
>>
>>3682994
Skeletons are 2spooky. Skeletons that scream and shoot homing rockets are 4spooky.
>>
>>3682994
I'd say because they're overused - because they're too good for their niche. An excellent medium threat monster but.....they're everywhere.

Play Final Doom and you'll be over them forever.
>>
>>3682997
I think that thing has more of a surrealist horror vibe to it, which I definitely like.

I've never really animated before, just mesh models - I haven't quite done the research on getting stuff into quake yet. Is it true that I need to save keyframes of animation as separate models to use as the actual animations?
>>
>>3682997
Don't want to sound like a dick I know modeling is hard but that looks like a kid in a halloween outfit.
>>
>>3683010
Blame the lack of neck and cardboard cutout antlers.
>>
>>3682980
His head is pixelized and looks cool, but rest of body is a bit too smooth, still pretty great though.
>>
>>3682980
>figurative assfucking

dropped
>>
>>3683030
Well for literal you can play HDoom.
>>
>>3682994
Players who prefer comfy easy gameplay hate getting tripped by them.
>>
File: 1481247601763.png (298KB, 1000x1000px) Image search: [Google]
1481247601763.png
298KB, 1000x1000px
>>3683034
I am one of those people who think the original sprites are sexier than the weebshit, so no.
>>
>>3683038
The normal demons have ass for days. Why would you need anything else?
>>
File: better.png (2MB, 1920x802px) Image search: [Google]
better.png
2MB, 1920x802px
>>3683038
Fuckin' this, though.

Why couldn't we have gotten H-Doom with either stock demons or at least some better designed girls? Weeb shit kills my boner like nobody's business.
>>
>>3683042
>>3683049

let's stop this before this thread turns into hell knight husbando club again
>>
>>3682994
I always assumed it's because they move like they're always grooving
>>
>>3683049
There's a solution : get better tastes.
>>
File: skeletons brawling.webm (3MB, 920x690px) Image search: [Google]
skeletons brawling.webm
3MB, 920x690px
>>3683037
They're not really all that hard in most encounters, if there's any corners or pillars you can fool their rockets into those, and if you keep your distance and don't stand still, they won't be able to clobber you.

If you play on ZDoom, and a revenant is shooting a rocket towards you, with nowhere to hide, ducking can sometimes let them sail straight over your head (depending on distance), then you gotta think about your next move or he's gonna run up to you and skullfuck you (or the rocket might turn around and come back at you). Not really all that necessary of a maneuver most of the time, but it comes to mind.

Oh yeah, and use their homing fire for infighting, JFC, you literally have a projectile you can steer, trick it to hit another enemy and watch the bitchfit unfold.

I think a lot of the memery comes from Plutonia, which would use quite a bit of revenants (I recall they would often put them up on pillars). It's a pretty versatile monster though, and I think it can make a lot of encounters very fun if put to good use.
>>
>>3683056
It's okay, you'll grow out of your anime phase when you're not 14 anymore
>>
File: koume groceries.jpg (155KB, 561x962px) Image search: [Google]
koume groceries.jpg
155KB, 561x962px
>>3683062
Never.
>>
>>3683000
>Play Final Doom and you'll be over them forever.

Final Doom helped me get used to them, actually.
>>
>>3683061
Dude, how long has this been in development? I remember seeing your webms for years now.
>>
File: sheeeiiiit.jpg (35KB, 278x279px) Image search: [Google]
sheeeiiiit.jpg
35KB, 278x279px
>>3683068
Not Kegan, it was just a .webm I happened to have with skeletons in it.
>>
>>3683061
I agree. They're not that hard to deal with, and can make for very fun encounters. I even found Plutonia's usage perfectly fine, myself.

I was mainly referring to players who seem to freak out when they see even just 4 of them.
>>
>>3682972
Used to be a Quake mod just like that... one player was a serial killer and the others victims
>>
>>3682972
That sounds comfy. I'd like a small game with a cabin in the wood.
>>
>>3683074
I love asymmetrical games, especially horror. Dead by Daylight was a good step in the right direction but it's really just not scary. We want to make a game that actually has a huge focus on stalking other players and waiting for opportune moments to attack to pick them off one by one.

The goal is to give the Wendigo player the Fiend's leap that they can basically down players with in one hit, while the survivors have simple shotguns that can dispatch the Wendigo fairly easily if he's caught off guard, so he has to plan his moves very carefully.

The map's going to be a pretty large forest that is mostly dark, while the players have flashlights.

The scope isn't really too huge, so we think we can pull it off pretty well - It's our first time dipping our toes into the engine and it's been interesting so far.
>>
File: wendidoodle2.png (185KB, 839x740px) Image search: [Google]
wendidoodle2.png
185KB, 839x740px
>>3683082
Aand, have some concept art for the Wendigo.
>>
File: Blorp.jpg (8KB, 198x255px) Image search: [Google]
Blorp.jpg
8KB, 198x255px
>>3683082
So, kinda like the multi of the Batman game?
Also, I like wendigos. They're cool.
>>
File: xxBbgdQ.jpg (33KB, 539x480px) Image search: [Google]
xxBbgdQ.jpg
33KB, 539x480px
>>3682997

I will never not see this.
>>
File: two guns.jpg (39KB, 460x354px) Image search: [Google]
two guns.jpg
39KB, 460x354px
>>3683068

It'll be three years in January. My job is doing a fine job of leaving not wanting to do much as of late, and it doesn't help I keep redoing shit.

End me.
>>
>>3683103
Minimal Viable Product, man. Just get something out and improve it, otherwise known as "Shiterate" -- Ship and Iterate.
>>
>>3683104

That's what I did, and now I'm working on the imrpovement part.

December's always a shitty month for me, and a friend recently lost his apartment so I've been helping him out in anyway I can, plus working at a walmart in holiday season is complete ass suffrage.

I'm not dead yet, but boy am I getting there.
>>
>>3683105
You're awesome.
>>
>>3683105
You can keep going!

https://youtu.be/bavZbQHbuOk
>>
>>3683107

I appreciate that. I really do. I won't let you guys down, besides I still need to finish GMOTA to motivate Marty to continue working on the Space Pirate.
>>
>>3682715
What is it? Looks like a cool sprite.
>>
File: Untitled.png (149KB, 1366x768px) Image search: [Google]
Untitled.png
149KB, 1366x768px
I'm the guy who finished Inferno for the first time yesterday.

God damn, E4M2 is kicking my ass hard. With every replay I get a little bit farther, but it's been one hour and I haven't beaten it yet.

Pic related, I was low on health and this motherfucker spat at me and I didn't even see it.
>>
>>3683136
start the level over and kill him back, anon.
>>
>>3683136
e4m1 and m2 are notoriously hard, it gets easier after them
>>
>>3681265
I tried to run the demo version on steam, but the framerate was bad.
Should I bother with the full version? Is it any better?
>>
Jesus Doom 3 is terrible.
Are the extensions a bit better? I might just skip the main campaign and play the expansions if theyre good.

>>3683142
Not at a full price and if it doesn't run at all you can refund it (on steam)
>>
i will never understand /vr/ hate towards Darkplaces, i even understand that its not that retro.

But really, EP4 and most of SoA and DoE becomes creepy as fuck with those shaders

>>3683113

If nintendo wasn't fearmongering everyone, i would be glad if someone could manage to update Dreadnought with D4D/Prime mechanics, SFM is piss easy to find all prime and SMBWiu models with anims, and convert it to sprites
>>
File: plutonia.gif (2MB, 159x114px) Image search: [Google]
plutonia.gif
2MB, 159x114px
>>3683136
E4M2 is one of the hardest maps iD made for Doom.

Basically, people who got good at the game complained that the game was too easy (and really, Doom isn't very hard on Ultra-Violence), so Nightmare! mode was added.
Thy Flesh Consumed was an episode which was added kind of as a promotional for Doom 2, aiming to give people a challenge.
Later came Final Doom, Plutonia being designed to be especially challenging (compared to the stock games) for those who felt it was too easy still.

I feel that Plutonia is more balanced and fair in it's (still challenging) difficulty, being a bit more thought out than Thy Flesh Consumed, and featuring better level design.
When I get fucked in E4M2, it feels like it's because the level is frustrating, it feels like the level wears you down through attrition and annoyance, when I get fucked in Plutonia, it's usually because I wasn't good enough, or didn't pay attention, it never really feels unfair.
>>
>>3683050
It was always too late, anon

>>3683082
What kind of movement will the wendigo have? Will it run away if it gets injured?
Can it replicate recently heard sounds?
>>
File: green lex luthor.png (199KB, 321x306px) Image search: [Google]
green lex luthor.png
199KB, 321x306px
>>3683198

>hell knight

>is very obviously a baron
>>
File: Dungeon Meshi.gif (2MB, 500x375px) Image search: [Google]
Dungeon Meshi.gif
2MB, 500x375px
Thy Flesh Consumed.
>>
>>3683123

cyber kratos
>>
I want christmas wads of doom
>>
>>3683208
I don't get it
>>
File: Untitled.png (160KB, 1366x768px) Image search: [Google]
Untitled.png
160KB, 1366x768px
>>3683137
>>3683141
>>3683165
I did it. The last guy was right, M3 was a bit hard because of the massive amounts of enemies but nothing like M2, and M1 (pic related) was an absolute fucking joke.
>>
File: 1480700431506.png (67KB, 722x725px) Image search: [Google]
1480700431506.png
67KB, 722x725px
>>3683230
Keep it up.
>>
>>3683230
Pic related is M4, my bad.
>>
>>3683225
H2H-XMAS.WAD is a classic Doom II megawad.
Puts me in the Christmas spirit every year.
>>
>>3683241
Can you name another? I played that last year.

But I do agree, it's so good I can probably play it again every year.
I fucking LOVE that 12 days of christmas midi
>>
File: 1481696984487.png (251KB, 514x433px) Image search: [Google]
1481696984487.png
251KB, 514x433px
>>3683208
>filename
>>
>>3682948

Oh shit you made a doomworld thread? Don't get me wrong, you're not doing anything illegal, but I hope you like moralists, because this is how you get moralists.

I'm bringing the popcorn. You madman.
>>
>>3683237
'how would a modern vidya company handle Doom' is a question that has been present since ever. Thing is, Doom's concept is literally a blank slate to any game developer to work with. what you might consider a pinnacle of doom design might not mean the same for others and as such, they might deviate from the original idea somewhat. this should be clear enough in the way they designed the levels and overall progression system which is already frantically different, but the essence is relatively kept the same.
>>
>>3683062
just like I'll grow out of my videogame phase?
wew that didn't work out.
>>
>>3683374
don't fucking tie me down with your shit.
>>
>>3683351
Is it good? I've been looking for something new to read.
>>
>>3683416
You sound upset. What seems to be the problem?
>>
File: Screenshot_Doom_20161210_193955.png (367KB, 640x480px) Image search: [Google]
Screenshot_Doom_20161210_193955.png
367KB, 640x480px
>>3683419
It's bound to make you laugh, and then hungry.
>>
>>3683419
You like fantasy shit that's also about cooking? You'll like Dungeon Meshi.
>>
>>3683203
Pretend it's just red lighting.
>>
>>3683420
shouldn't you be pretending to speak Japanese or some shit? there's my issue.
>>
>>3682869
but not when you hit monsters
>>
File: 1481747358326.png (250KB, 500x495px) Image search: [Google]
1481747358326.png
250KB, 500x495px
>trying to play vanilla doom after trying out gameplay/weapon mods
Jesus, I don't think I can ever play vanilla ever again.
>>
>>3683457
I still love vanilla after all these years.
>>
File: 0F4.jpg (66KB, 640x960px) Image search: [Google]
0F4.jpg
66KB, 640x960px
>>3683457
Did you play on UV? Doom on UV is a perfect game.

Let me tell you a shitty analogy: Vanilla Doom is like that death metal ballad you never get tired of hear. Gameplay mod is like a drunk punk band playing in a bar
>>
>>3683437
yokaro
>>
File: latest[4].gif (32KB, 320x240px) Image search: [Google]
latest[4].gif
32KB, 320x240px
So I'm playing through TNT: Evilution for the first time. Almost halfway through it, and I'm having a gay old time.

Why does everybody hate this again?
>>
>>3683457
Which gameplay mods do you usually stick to?

I've tried Brutal Doom, and I gotta say, vanilla is far superior.
>>
>18 years later
>finally figure out that I can hit the door with the sword to force them open
NervousLaugh.mp3
>>
>>3683480
Yamero. Baka.

>>3683496
don't know either. the number of chaingunner+revenant encounters isn't even high and the wad overall is pretty manageable. techbase themed maps actually feel believable. is it the lack of giantass hard monster encounters from Plutonia?
>>
>>3683496
Evilution is fine, but Plutonia is pure trash.
>>
File: Assassination 101 by DOOMGUY.jpg (13KB, 180x280px) Image search: [Google]
Assassination 101 by DOOMGUY.jpg
13KB, 180x280px
You should know what to do.
>>
>>3683515
I like it.
>>
>>3683514
Not if you play it with the custom soundtrack.

https://www.youtube.com/watch?v=gNVltL2aA2k&t=4663s
>>
>>3683496
A lot of people can't deal with hitscanners, because a lot of people seem to think you're never supposed to take cover in Doom.

>>3683457
I used to think that, but honestly, sometimes I still have a grand old time with vanilla gameplay, Doom is fundamentally fun.

>>3683501
Brutal Doom has some nice ideas and a lot of horrible execution.
I feel Accessories To Murder cuts a lot of the fat from BD and looks nicer, though I've edited my versions to be more to my liking, so I'm not sure it counts.
>>
>>3683496
The last 10 levels or so are pretty bad imo, especially compared to Plutonia (Mount Pain being the most egregious offender here).
>>
>>3683049
I like hdoom the way it is, but man it would be great if the demons werent changed
>>
do anybody play this?

https://www.youtube.com/watch?v=8H1g8qSHP0I
>>
>>3683572
I like the demons animations.

>>3683580
>multiplayer
No.
>>
>>3683361
Wow, you're right, it's like literally the very first thing said. Oh well, all feedback is some feedback and I can always delete the thread if need be.
>>
How do you access nightmare mode in the 1.5 update section for arcane dimensions. It was on skill 3 i. The hub but when i started a level it reverted to 2
>>
File: boner on holiday.png (88KB, 454x486px) Image search: [Google]
boner on holiday.png
88KB, 454x486px
>>3683580
have they removed the weapon limit and made it fun yet?

>>3683523
sorry anon, but TNT's OST is so much better
https://www.youtube.com/watch?v=U-HzIuq5ZjI&index=10&list=PLwJy5y9vuI0QDXrBgLyPaudFmFbIKRfo7
>>
>>3683639
Scratch that im a moron i didnt select nightmare mode at all
>>
>>3683639
Activating the nightmare pillar in the starting hub then moving to the 1.5 hub and jumping into one of its maps works fine for me. I don't think the 1.5 hub has its own nightmare secret.
>>
>>3683437
Wakana...!
>>
File: 1384895082799.jpg (60KB, 477x350px) Image search: [Google]
1384895082799.jpg
60KB, 477x350px
>>3683457

Both can be fun.
I have a lot of fun working on and playing other gameplay mods, but vanilla is something I keep going back to again and again.
>>
>>3683658
>I don't think the 1.5 hub has its own nightmare secret.
It has the same difficulty pillar setup as the normal hub, though- and it has a hidden Nightmare pillar under the ground.
>>
can we all agree that hugo martin singlehandedly saved id and should be appointed to every position in the company at once
>>
>>3683721

Go to bed, Hugo Martin.
>>
>>3683721
it's time to stop posting, Hugo
>>
>>3683721

make me yours Hugo
>>
>>3683721
Stop it, Hugo.
>>
>>3683721
Hug me, Hugo boi.
>>
>>3683721
You're not my boss, Hugo.
>>
File: ScreenshotSaturday.png (239KB, 800x600px) Image search: [Google]
ScreenshotSaturday.png
239KB, 800x600px
It's that time of week again. Post what you're working on.

Post your sprites, your maps, your code, your models, whatever you've been making recently. Post that shit.
>>
>>3683787
>whatever you've been making recently
Well, I'm making a lot noise. Does that count?
>>
File: grenade-launcher-test.gif (49KB, 320x200px) Image search: [Google]
grenade-launcher-test.gif
49KB, 320x200px
>>3683787
I tried hacking together a sprite version of the Grenade Launcher from Doom 2016's DLC. It didn't turn out enormously well, but it seems to have coaxed other, more talented people to give it a shot, so i suppose it was successful in that regard.
>>
>>3683721

Have you made Tim Willits your bitch yet, based Hugo?
>>
File: crap.png (151KB, 945x609px) Image search: [Google]
crap.png
151KB, 945x609px
>>3683787
making my first map
>>
>>3683778
>Hugo Boss
heh
>>
>>3683230 here again
Just finished the game. The second battle with the Mastermind was a joke compared to the first one, I was fully stocked with extra health and armor and it got into an infight with the barons that helped me a lot.

Now onto DOOM II.
>>
>>3683819
>someone finally got it
About fucking time.
>>
>>3683721
I only reply for Marty.
>>
File: sdfghjk.jpg (1MB, 1920x1007px) Image search: [Google]
sdfghjk.jpg
1MB, 1920x1007px
>>3683787
Trying to muster up the motivation to start working on this one again. Working towards a complete pack of 10-20 levels

>>3683795
Looks good to me
>>
>>3683831
That actually looks nice and easy to use. How does it compare to Worldcraft? It's my only reference.
>>
>>3683721
Agreed, id Software is at its best when it is creatively led by a person of color. Makes u think
>>
>>3683836
As far as I can tell it's the easiest thing ever. I picked it up in a couple days. Just look up some tutorials and you should be good to go.

Never used Worldcraft though. I'm fairly new to this whole mapping thing. Still having problems using the doom in hexen format for whatever reason so I just decided to ignore it for now.
>>
>>3683856
>person of color
he's a latino, same as romero.
>>
File: 1481911448985.png (173KB, 381x512px) Image search: [Google]
1481911448985.png
173KB, 381x512px
>>3683870
ROMERO IS NATIVE AMERICAN

REEEEEEEEEEEE
>>
File: map sketch.jpg (753KB, 1224x2040px) Image search: [Google]
map sketch.jpg
753KB, 1224x2040px
>>3683787
Started working on my first map after over two years. I've only got the entry room done, though, because I spent a lot of time trying to make it look nicer and figuring out what I wanted, plus making the teleporter pad took a few iterations before I got something I liked. Tried to make it a bit reminiscent of the entry to TNT's first map, which inspired the "berserk only" idea behind the map. Might look through some texture packs in a while to find better tech-base textures to work with.
>>
File: ss+(2016-12-17+at+04.25.37).png (824KB, 1858x1082px) Image search: [Google]
ss+(2016-12-17+at+04.25.37).png
824KB, 1858x1082px
>>3683787
I got bored working with Heretic so I went back to normal Doom. I'm still not entirely sure what I'm making here.
>>
File: E3M3_map.png (11KB, 999x854px) Image search: [Google]
E3M3_map.png
11KB, 999x854px
>>3683798
remember, when you're stuck on a room, just scale it up or down. Humans are innately bad with scale/size; you're probably imagining something bigger or smaller than it ends up being.

And don't be afraid to mush stuff together...
>>
File: Just Doomin it 2.png (97KB, 623x684px) Image search: [Google]
Just Doomin it 2.png
97KB, 623x684px
>>3683787
A sequel my previous map "Just Doomin it"
this time with less slaughter. Usually I was working on the mall map, but it gotten too spacious so i had to scrap it.
>>
Why does my project brutality look like shit?
>>
>>3683905
Because it's still pretty much Brudul Duum.
>>
>>3683721
But seriously, I wonder if there are people who post in this thread that actually work at id?
>>
>>3683856
>thinking race=skill
>>/tumblr/

i know youre prolly joking, im taking the piss outta you
>>
>>3683929

hi
>>
I'm using DOSBox for an old DOS version of Doom but I can't get it fullscreen and there's no sound. What do? I think the sound might be a compatibility issue since I'm using a 750ti which is a newer card.
>>
>>3683958
Don't use DOSBox. Use GZDoom. Or ZDoom. Or Skulltag.

I dunnot.
>>
>>3683958
>>3683962
use prboom+, like a real man

not that kiddy zdoom derived crap

.....
or just use gzdoom, whatever
>>
>>3683457
That's what I feared for a while because i played D4D for months but I just played through No End in Sight and Vanilla still feels so great
>>
File: PLAY3.png (2MB, 1492x1200px) Image search: [Google]
PLAY3.png
2MB, 1492x1200px
>>3683958
>I'm using DOSBox for an old DOS version of Doom
There's no good reason to be playing straight DOSBox these days. Get Chocolate Doom if you want that classic experience.
>>
>>3682891
>>3682897
More like Laser Cannon.
>>
>>3684057
that red text is an eye-sore
>>
File: Z-6.jpg (73KB, 527x425px) Image search: [Google]
Z-6.jpg
73KB, 527x425px
>>3684089
Funny how Quake had a Gatling blaster before it even became a thing in Star Wars.
>>
File: Screenshot_Doom_20161217_192145.png (691KB, 1024x768px) Image search: [Google]
Screenshot_Doom_20161217_192145.png
691KB, 1024x768px
>>3683787
>>
>>3684107
>Star Wars
When did 40k have a gatling laser?
>>
File: 1367538795704.png (6KB, 200x200px) Image search: [Google]
1367538795704.png
6KB, 200x200px
>>3684143
>>
File: 1462357177010.png (156KB, 680x678px) Image search: [Google]
1462357177010.png
156KB, 680x678px
How does one go about setting up arcane dimensions co-op?

EZquake won't run it, and in quakespasm I just can't connect to anyone.

If anyone has a working quakespasm/fitzquake serbian pls share config and your retard feeding spoon.
>>
>>3682948
What is NEIS?
>>
>>3684171
Quake laser cannon gets linked to Star Wars because it pretty much uses stock blaster noises combined with the familiar red energy bolts. No 40K here.
>>
File: macabre.jpg (124KB, 1488x655px) Image search: [Google]
macabre.jpg
124KB, 1488x655px
>>3683787
Feeling bit macabre, getting back into mapping so I can finish Disjunction.wad ( try out beta )
I need to spice up colourscheme a bit, while the sort of spooky crypt is theme, I could use variety. Perhaps use light really strongly...
>>
>ctrQuake

Well, this isn't an overly bad implementation of Quake on the 3DS. Only real issue is the abysmal amount of available bindings in the options, for things like specific weapons.
>>
>>3682997
this would be 123253453 times better with a neck
>>
>>3684294
Didn't someone get Quake running on the original DS?
>>
Is there a wad that adds DOOM II stuff to the DOOM I maps?
>>
>>3684336
it's questionably legal given that you'd have to repackage the maps with the new stuff added in
the only mod that actively does it is the PSX Doom TC, and that's because UV on PSX Doom added in Doom 2 enemies to the maps
>>
>>3684336
What does that even mean?
>>
>>3684339
he's never actually played doom 1 and can't live without his super shitgun
>>
>>3684340
Not him but I wouldn't mind having the enemy types added in just to spice the difficulty up.
>E4M2 with chaingunners
>>
>>3684338
I'll check the PSX Doom then. Thanks.
>>3684339
DOOM I maps with new enemies.
>>
>>3684336

Not really, due to legal concerns and lack of interest. The closest you're going to get is the mentioned PSX Doom TC.
>>
>>3684343
>>3684345
The PSX port has this. I don't know if anyone has ported the PSX WADs to PC though.
>>
>>3684348
what do you think I was referring to in >>3684338
https://www.doomworld.com/vb/wads-mods/57957-psx-doom-final-doom-tc-version-2-135-now-released/
>>
File: 1478761649489.jpg (75KB, 780x438px) Image search: [Google]
1478761649489.jpg
75KB, 780x438px
>>3684350
>>what do you think I was referring to in >>3684338
I completely skipped over your post without reading it, anon.
>>
>>3683061
>If you play on ZDoom, and a revenant is shooting a rocket towards you, with nowhere to hide, duck
I hate this as much as people that jump over demons.
>>
>>3684403
I hate all of those tacked on features. Just why.
>>
>>3683457
I'm the opposite. I can play vanilla gameplay all day everyday. Where as I get bored of gameplay mods after 30 mins of play.

>>3683514
>Plutonia is pure trash

Nah. Its the most exciting iwad for me.
>>
>>3684313
Yeah. This runs quite smoothly though.

There's also a PrBoom+ port on the 3DS that's included by default, but it doesn't detect CPP/N3DS ZL/ZR buttons or C-Stick.
>>
File: temp.png (30KB, 478x146px) Image search: [Google]
temp.png
30KB, 478x146px
>>3683787
>>
>>3684403
Why does it bother you? ZDoom is ZDoom.
>>
>>3684336
I remember coming across some old command-line tool that could convert Doom 1 PWADs to work with Doom 2, adding enemies and the super shotgun in there. Managed to get it to work with the Doom 1 IWAD by changing it's header, and while it works...I wouldn't recommend playing on UV after the conversion.
>>
File: Doomshock.png (94KB, 640x400px) Image search: [Google]
Doomshock.png
94KB, 640x400px
So how's the progress on doomchock going, has there been an update yet?
>>
File: 1480656698198.png (2KB, 101x140px) Image search: [Google]
1480656698198.png
2KB, 101x140px
>>3684476
*doomshock
Fuck me
>>
I'm thinking of making a danmaku-inspired wad with lots of projectiles and a focus on avoiding them. Has this been done before?
>>
>>3684489
well there's the literal Touhou Doom mod
Action Doom sorta, it's not a Danmaku but it goes the old Contra/Metal Slug route of 'one hit you're dead'.

there's also a literal Contra Doom mod out there that changes the gameplay to resemble Contra, but no special maps of its own
>>
>>3684489
Term made a birthday map for that japanese artist a while ago that has a whole lot of bullets, don't know where you'd find it, and the final boss for DUMP 3 is apparently bullet hell ish
>>
>>3684489

http://forum.zdoom.org/viewtopic.php?f=19&t=53548
>>
>>3684494
>don't know where you'd find it

https://www.dropbox.com/s/45y2elku1997p5h/happy-birthday-kurashiki.pk3?dl=1
>>
File: spasm0010.png (99KB, 640x480px) Image search: [Google]
spasm0010.png
99KB, 640x480px
>>3683787
Just blocking in the rooms, haven't gone into detailing or anything yet
>>
File: Screenshot_Doom_20161217_221939.png (203KB, 800x600px) Image search: [Google]
Screenshot_Doom_20161217_221939.png
203KB, 800x600px
Ha, it's in orbit!
>>
File: Screenshot_Doom_20161218_023211.png (385KB, 640x480px) Image search: [Google]
Screenshot_Doom_20161218_023211.png
385KB, 640x480px
>>3683787
>>
>>3684505
thanks
>>
>>3682731
started making a map for QUMP, anything specific I will have to do once the map is done?
>>
File: dogshit.png (82KB, 1445x851px) Image search: [Google]
dogshit.png
82KB, 1445x851px
>>3684521
shambler ate my pic
>>
>>3684517
>SSGs in space

We're fucked.

Doomed, if you will.
>>
File: !None.png (3KB, 592x56px) Image search: [Google]
!None.png
3KB, 592x56px
>>3683425
>>
Any good tutorials for TrenchBroom?
>>
>>3684521
Post it here so we can play it, I guess?

It isn't really an official project or anything ,more just people saying "hey everyone always makes doom stuff, it would be cool to make some motherfuckin' quake shit."
>>
>>3684578
Follow the built-in stuff in the help menu. Trenchbroom itself is pretty easy once you learn the shortcuts- the harder part is actually manipulating brushes and setting up entities, which is the same in every editor. Brushes tend to throw people for a loop the first time they try to make a simple arched doorway or even a window cutout.

>>3684524
>even in a simple wireframe view the slipgate on the right is immediately recognizable
man, it's the little things.
>>
>>3684619
I dont plan on releasing it outside of this place really, I have made maps for different games but its first time mapping for quake.
>>
>>3684637
Post it so we can play it anyway, on Mega or dropbox or something. Quake stuff is always good.
>>
>>3684650
still wip, gonna take a while as I am learning Trenchbroom as I go. when its done it will be a small map in style of E1M2 or something like that
>>
Thinking of getting a Who Dun It server running on Zandronum. Would anyone here like to tag along?
>>
File: doom_putrefier.jpg (79KB, 1381x929px) Image search: [Google]
doom_putrefier.jpg
79KB, 1381x929px
How did he do this 3d looking flesh terrain?

That looks amazing.
Much more organic than conventional means of making something look corrupted.
>>
>>3684734
"megatextures"
model is made in 3d software, imported as terrain, texture was baked earlier and its used as a flat
>>
>>3684735
How hard is it to make a model for shit like that?

If you've got some links that explain this (preferably in doom context) i'd appreciate it.
>>
>>3684521
Post a link in the google doc once its done and I'll attempt to link them all together....

Then we can post them here and people can play through them n shit
>>
So does anyone know a good, noob accepting community of Hal Life modders? I decided to check upon sven coop since a friend mentioned them to me ages ago. They seem only slightly active, and I'm catching hints that apparently some major drama shit is going on there.
>>
>>3684756
>forum drama

What I love about chan culture is drama isn't ever taken outside of a thread because we don't all know one another by forum posts.

So god damn lame seeing that pathetic shit play out elsewhere.
>>
>>3684756
You can post/ask about Half-Life modding here since it's on topic for the thread, but most here talk about DOOM and Quake. Personally it's pretty hard to find shit about the original Half-Life when it comes to mapping sometimes for me but I'm fucking retarded so that might be why.

Is it wrong to use Hammer to make Half-Life maps or should I switch to a third party tool?
>>
>>3684761
And the shame is that it's always the same sort of drama, involving one group accusing the person in charge of being a nazimod and banning everyone the disagree with, or the person in charge accusing the group of people of fucking shit up. It's a shame when you want to look up a community to have fun with, only to find a huge reddit dump about skype logs and drama and shit.

Chans are amazing for that reason, yeah, the anonymity keeps things simple, but it also removes a bit of the community, and once you form a group, you fall prey to the same drama.

>>3684765
Trust me, I know. I was at least able to contact one nice person through sven co op who gave me a good bit of info for mapping/modeling, hammer is good, but I was reffered some specialist program for Half Life called sledge, though I haven't tried it out myself yet.
>>
>>3684769
Yeah but we can identify eachother easily enough. Like if I show what I've been working on (or just use a name) people can be like "oh hey it's that guy".

Being anon is great because you can easily and quickly spitball ideas and your name isn't on it so what the hey.

I cringe though at cancerous idiots crapping on with "I don't like this guys politics outside of Doom so nyeeeh exclude them, make it safe for me".

You can go to forums and find people still mad at eachother for forum disagreements that happened years ago.

I think it's this sort of stuff that killed off "Ceeb" (the furry). Talented and all....but just a drama machine/magnet.
>>
>>3684770
Why is it always furries? Is it the "Jews did 9/11" of internet drama?
>>
>>3684770
Well you are right, though sometimes I see chans spread the line between forum drama and thread drama thin. If you've ever been to /adgd/ on /vg/, there's a ton of people that are essentially tripfags, who have shat up stuff so much that they're known by name, and essentially blacklisted to their own private communities. Sometimes even chans can't hold back a persons autism.
>>
>>3684772
No idea, I don't mind them (i think their antics can be funny) but where they are drama appears.

It's kind of dropped off in recent years though.
Transexuals can be around drama I've seen lately, but furries outnumber them considerably.

>>3684773
A lot of forum users hate here because it's hard to build up their wanky personality cult that they think anybody cares about. Tripcode users are irritating for this reason.....you use one if you need to be identified in that thread and it's important....otherwise why bother.
>>
>>3684770

>ceeb

He used to be a friend of mine, he actually used to make me custom weaponsets for Doom years and years ago, I kinda freaked him out when I came back to him after being out of contact so long and showed him some of the weapons I've made, now he's completely gone off the deep end and spends his time writing furry smut.
>>
>>3684774
Another reasons Anonymous is great is because there's no reputation system, so everyone's opinion is valuable. On a forum, I've seen new or occasional posters being ignored because "they're never here" or "they're too new to know".
I even saw it happen on an imageboard, people being ignored because they arrived less than one year ago.
>>
>>3684738
dont bother if you dont know 3D, its easy on doom side of things but on blender/max/maya side you will have to know how to properly model, unwrap, texture, light and bake textures before it can be used in doom.
>>
File: 1460257358578.gif (3MB, 426x426px) Image search: [Google]
1460257358578.gif
3MB, 426x426px
>>3684776
That doesn't surprise me.

He looked talented at what he could pull of.....he was just crazy.
>>
>>3684198
No End In Sight, recently released classic-style megawad
>>
>>3684772
People who make their favourite weird sex stuff the central element of their online identity tend to be... melodramatic about things on the internet at the best of times.
>>
>>3684814
Pretty much.

Then because their weird sex stuff is what they see as central to who they are, they view disagreement as somebody attacking that sex stuff instead of "I disagree with your stated idea".

This explains a whole lot about drama from many people online actually, who can't stop saying how they're an xyz.

Yeah, you're an xyz, your ideas are still shit.
>>
File: 1462513025789.gif (727KB, 200x150px) Image search: [Google]
1462513025789.gif
727KB, 200x150px
>>3684650
>ear sticking out of helmet
>>
>>3684819
in the slip no one can hear you HUUH
>>
File: winter.jpg (84KB, 1920x1080px) Image search: [Google]
winter.jpg
84KB, 1920x1080px
wip
>>
>>3684823
oh shit nigga you dropped your shotgun
>>
File: orig[1].jpg (179KB, 1366x747px) Image search: [Google]
orig[1].jpg
179KB, 1366x747px
I'm not sure how to feel about this screenshot from Cage's latest project thing...

The textures and the weapon are nothing to write home about, they're as great as it can be expected from somebody like him.

What I'm not feeling are the bruiser brothers, they look odd.
>>
>>3684825

What the fuck is that, a jackhammer?
>>
>>3684825
Is this Supplice or something else?
>>
>>3684825 (me)
>The textures and the weapon are nothing to write home about, they're as great as it can be expected from somebody like him.

A small addendum for this statement: this wasn't meant to be derogatory, those who know about his works will agree he's a tremendous guy with graphics.
>>
>>3684829
>>3684827
The thing on the end looks like some kind of muzzle break.
>>
>>3684825
Looks cool, what's it about?

>>3684827
Looks like some kind of cannon or heavy weapon, I almost want to say it's a flamethrower.
>>
>>3684831
then why nobody can figure out whats the gun on your screenshot?
>>
>>3684825
What is this, and where can I learn more?
>>
File: 1466166324443.jpg (185KB, 1200x944px) Image search: [Google]
1466166324443.jpg
185KB, 1200x944px
>>3682968
>no replies
>>
>>3684875
Try dead.wire or Nihilism
>>
File: CsG3dvaWEAAuj15[1].jpg (139KB, 1024x768px) Image search: [Google]
CsG3dvaWEAAuj15[1].jpg
139KB, 1024x768px
Reminder that Arcane Dimensions is receiving the final update today.
>>
>>3684917
Wasn't 1.5 the final update? Are they releasing a hotfix?
>>
>>3684917
Final? Aww shit.
>>
>>3684917
That was done with quake 1's engine?

At a first glance you would think it's modern, but when you look at details you can see it's quake.
>>
>>3684925
Quakespasm is a pretty powerful engine. Basically the GZDoom for Quake forked from Quake's very own OpenGL port from id in the 90s.
>>
File: CuMm9UfW8AAWajh[1].jpg (156KB, 1024x768px) Image search: [Google]
CuMm9UfW8AAWajh[1].jpg
156KB, 1024x768px
>>3684919
Bugfixes and the map (pic related) that wasn't available in 1.5.

>>3684921
Yup, final final.
>>
>>3684926
It actually reminds me too of the beautiful levels that can be made for doom with quake's textures.
>>
>>3684927
>those sprite vines
I don't know why I love them so much. Someone might call them ugly but I think it's charming.
>>
>>3684929
Sure gives a level texture. If they weren't there, the level would feel way more barren.
>>
>>3684925
Yeah. Arcane Dimensions is a Quake 1 mod meant to be run in Quakespasm- AD makes use of some slightly snazzier than stock particle effects, expanded map limits (size and entitiy-wise), and adds some breakable objects, but most of the geometry is still all brush based and none of the texture work is any more detailed than Quake itself (other than the skyboxes- that's admittedly a big change, cube skyboxes instead of Quake's single texture), keeping the same 1 texture pixel = 1 map unit rule from the base game.

It's also fucking goddamn gorgeous. Unfortunately the newest version does include higher poly world models for the guns (which look good) and a new Shambler model (which looks less than good).
>>
>>3684929
they're not sprites because they don't rotate to face the camera
they're flat textures with transparency (which is another sourceport feature, as original quake doesn't support transparency at all in textures)
>>
>>3684934
>original quake doesn't support transparency at all in textures
It doesn't? Damn, it's been so long since I've played the original I don't remember anymore what it did and did not support. I was certain it supported transparent textures. Even Doom had them, it'd be weird if Quake did not.
>>
>>3684489
How funny. I had the same idea yesterday. Go for it, anon
>>
>>3684986
Doom had transparent textures? Or are you thinking on sprites?
>>
>>3685002
mid textures such as bars/windows could be transparent, there is shitload of them anon
>>
>>3684143
That looks sick as fuck!
I love the color pallete. Almost makes it look dream like!
>>
File: texture.png (192KB, 1024x768px) Image search: [Google]
texture.png
192KB, 1024x768px
>>3685002
Doom does have transparent textures.
>>
File: 1540567-strife_10.jpg (216KB, 640x480px) Image search: [Google]
1540567-strife_10.jpg
216KB, 640x480px
Anybody here knows a source for cool fire based deaths ? My mod has a "somewhat realistic" look so most cool firedeath animations (except maybe the one from blood) look a little too cartoony.
>>
>>3685096
>blood
>not cartoony
You must have missed the blood splatters everywhere when they die after being burned alive.
>>
>>3685104

I know I know, but I cant think of a more "realistic" looking one, you know, in terms of charred body, and flame look...
>>
>>3685107
I kinda liked how TF2 did it, by adding new textures over the existing model, but I have no idea if it's realistic. I never saw a man burning to death.
And I don't really know how it would work anyway.
>>
>>3685110
I doubt its possible in DooM, in tf2 another material is applied on top of the model with fire particles being attached to bones
>>
>>3685107
Brutal Doom has some good ones.
>>
>>3685110

Heh, well, I'm not looking necessarily for snuff movie realism, let's just say that Strife's yellow as fuck flames or Rise of the Triad's perfect skellington (with matching xylophone sound) would look pretty out of place. Just wondering if some game has a cool death animation with photorealistic-ish flames and a nice looking crispy corpse.

Just a question, sometimes there's fucking gems to plunder from obscure games of the past.

I guess I'll just keep modifying the one from damage incorporated to look slightly more photorealistic... But my spriting skillz are fucking shit
>>
>>3684986

only Darkplaces and FTEQW does it, but Darkplaces is /vr/ hated child and FTEQW is pretty much dead and unfinished
>>
>>3685112
What if you add a semi-transparent sprite over the existing one? Is it possible?

>>3685116
>Rise of the Triad's perfect skellington (with matching xylophone sound)
Wait what?
>>
>>3685116
while tf2 was referenced but its cartoony, half life 2 sorta does a nice work
while bodies dont change their skins in real time, there were quite a few burned corpses, and any enemies who catch on fire panic and behave differently, combine soldiers flail around trying to put them out and failing, zombies scream eM pleH doG while raising their arms and antlions move faster while letting out high pitched squeaks.
>>3685120
you cant layer sprites in things, but as I mentioned above, you could make "burning" variants of enemies that would have slightly different behaviors, you wouldnt have to attach particles or anything, just put some flames on their existing sprites while charring them.
>>
>>3685120
https://www.youtube.com/watch?v=_YayFqT0Wpw

This.. Never seen it ?
>>
>>3685130
Never played Rise of the Triad. That's pretty hilarious.
>>
File: 1395892392783.png (545B, 240x240px) Image search: [Google]
1395892392783.png
545B, 240x240px
>>3685130
>xylophone noises
>>
>>3684521

I'm doing one too, and I also don't know how to do them, I think we are two persons
>>
>>3685070
I guess what he meant was 'alpha values'. Those have just black as mask-value which is not drawn.
>>
>>3685181
vines in that quake map >>3684927 use the same method
>>
>>3685134
it's an incredible game. super hilarious at points, and a HUGE amount of content — plus lots of neat multiplayer modes and maps

wish there were proper source ports though. original controls and resolution are absolute trash

the soundtrack is amazing too

https://www.youtube.com/watch?v=xX_Kb0cDN98

the 2013 game was ok. I payed $5 for it, and I felt like I got my value out of it
>>
Are there any mods that turn doom into a roguelike with randomized weapons, stats and levels and shit?
>>
>>3685221
DRPG with DRLA, although the current version of the former requires the upcoming version of the latter to work properly, and the UI is a bit... overwhelming, to say the least.

And use an Obliege map pack (the new version is pretty good)
>>
>>3685206
>proper source ports
I played it with WinROTTgl or some shit, is that not proper?
>>
>>3685236
huh, last time I checked they didn't do resolution correctly. but that was years ago.

I might have to try out these newfangled ports again
>>
>>3685257
When The Apogee Pack came out on steam, I used that source port
I don't remember if it supported all resolutions, but i remember not having any complaints about it. I know that's vague as fuck, but it's coming from a guy who gets annoyed at playing Blood
>>
So I'm doing my first run through of all the episodes of Ultimate Doom, Hurt Me Plenty difficulty:

Why are Cacodemons so tough? They take ~30 bullets to down. Hell knights and Barons are also hard as fuck, they take around 4-5 rockets each.
>>
>>3685291
there are no barons in OG doom, Hell Knights are commonly refered to as "ammo tax", cacos aint that tough, use chaingun for ez kills
>>
File: yellow orson welles in space.jpg (389KB, 1284x980px) Image search: [Google]
yellow orson welles in space.jpg
389KB, 1284x980px
>>3684776
>What I love about chan culture is drama isn't ever taken outside of a thread
>>
>>3685293
>there are no barons in OG Doom
Other way around, there's no Hell Knights in the first game, they were added later to fill out the bestiary and fill out the gap.
>>
>>3685301
>cacos aren't that tough
I'm pretty sure they take more bullets than hell knights.

Hell barons are broken.
>>
>>3685306
oh yeah I confused the names
then again, its a samefag with lower HP pool
>>3685309
caco is 400hp
knight is 500hp
baron is 1000hp
>>
>Someone made a midi of song I really have wanted to use in map
Oh boy oh boy. Too bad it is kinda shoddy...
>>
>>3685313
So low? I thought they were way beefier than that.
>>
>>3685317
I wish we had a .midi fag in these threads.
>>
>>3685318
500hp is quite stout if you compare it to Doomguy, who can be 200hp at his highest, with 200ap, which isn't exactly hp, so let's say Doomguy's maximum is roughly equivalent of 300hp or so.
>>
>>3685325
Yeah. There are bunch of tracks that I would love to make a map to. The particular track I have long wanted to make map to - it is ok, but do you think it really holds up?

http://www.vgmusic.com/new-files/axelay2.mid
>>
File: 555ComeOneNow.jpg (38KB, 600x375px) Image search: [Google]
555ComeOneNow.jpg
38KB, 600x375px
>>3685291

>Hurt Me Plenty
>>
>>3685329
Not how it works. HP/Damage asymmetry is a common thing in games.
>>
>>3685337
In RPG, yeah. Not so much in FPS. Well, except Serious Sam, but in FEAR, enemies causes as much damage as you do.
>>
>>3685335
He said it's first playthrough, he would he know what's and what's not?

I still play on HMP, i feel like any harder forces me to quicksave
>>
>>3685227
This is cool stuff. Thanks, anon.
>>
>>3685340
desu I think that ep1-3 are easy on UV without any saving at all. pistol starts aren't too bad— lots of guns lying around
>>
>>3685329
>let's say Doomguy's maximum is roughly equivalent of 300hp or so.
*rubs temples* this is not that hard to calculate out. blue armor absorbs half of incoming damage. if naked baby doomguy can take 100 points of damage before he dies, 200/200 doomguy can take 400 points of damage.
>>
>>3685380
you're probably right, i just never got around to re-playing doom on a harder difficulty, i only do wads
>>
>>3685385
>*rubs temples*
Please don't do this.
>>
>>3685392
*holds up spork*
>>
>>3685340

if you are not dying 10 times per map you are not playing doom correctly
>>
>>3685117
Quakespasm handles transparent textures just fine (that's what the screenshots are of), you just have to name the texture with a { at the start to tell it to turn a certain color invisible (similar to the first character making a texture lava/water/etc).
>>
>>3685181
QS does alpha too, at least per-model (no actual individually transparent parts of a texture)- take the shit you want transparent, make it into a func_wall or func_door, and add the 'alpha' key for its info.
>>
>>3685392
*attacks gamestop employee*
>>
File: Character_Doom_Guy.jpg (229KB, 500x600px) Image search: [Google]
Character_Doom_Guy.jpg
229KB, 500x600px
Why is the game texture filtered, all but his pants? How does this work?
>>
File: lt.jpg (55KB, 1280x720px) Image search: [Google]
lt.jpg
55KB, 1280x720px
>>3685432

COPY THAT.
>>
>>3685446
he's like a black version of eric chahi
>>
>>3685438
His jumping ability is so shitty his legs don't even get filters.
>>
>>3685438
Texture filtering modes are per-texture, not global. You can have one bilinearly filtered texture, one with no filtering at all (ie. nearest) and so on, for example.
>>
>>3683227
The fourth episode of Doom is called "Thy flesh consumed".
>>
>>3685505
o_o
>>
>>3685508
>Giving it attention
>>
>>3685446
is that Marlon Wayans?
>>
File: Screenshot_Doom_20160331_155042.png (168KB, 800x600px) Image search: [Google]
Screenshot_Doom_20160331_155042.png
168KB, 800x600px
If you haven't played Nihility, you're not a real Doomer.

Go play it now, it's really good.
>>
And its out...
https://twitter.com/SimsOCallaghan/status/810575969408925696
>>
>>3685536
whats with the gun
>>
File: Screenshot_Doom_20160331_160015.png (276KB, 800x600px) Image search: [Google]
Screenshot_Doom_20160331_160015.png
276KB, 800x600px
>>3685554
Nihility uses a lot of sprites and assets from the Alpha and Beta of Doom (where the shotgun had a wider muzzle, perhaps it was meant to be some kind of muzzlebrake or adjustable choke), to very good effect, the episode somehow feels very old fashioned in it's presentation, yet also very fresh.

>>3685557
t. not a real doomer
>>
>>3685543
>patch has an update to ad_azad
>already suspect what it would be
>Quad Damage was added in that golem rape room in ad_azad

I knew that encounter was bullshit and had to be changed
>>
File: spasm0000.jpg (650KB, 1920x1080px) Image search: [Google]
spasm0000.jpg
650KB, 1920x1080px
>>3685543
REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
>>3685543
>https://twitter.com/SimsOCallaghan/status/810575969408925696

Nice. To te news it goes >>3682707
>>
>>3685624
FUCK
>>
since everyone seems to be raving about it, how is arcane dimentions? Which difficulty should i play it with? How's the soundtrack?
>>
Whens Space Pirate
>>
>>3685712
Okay to very good. The okay maps are okay but still better than most maps, the very good maps are fucking fantastic and will make other Quake maps look like Babby's First .Bsp.

Play it on hard, like you would with anything Quake. Nightmare is hidden but as usual it does break enemy AI like in standard Quake, which actually makes the game easier at points.

The soundtrack isn't custom, it's the standard Quake tracks.
>>
Just wondering, has /doom/ seen this yet?
https://youtu.be/_ki4Xc3ixtc
>>
File: SOC.png (7KB, 508x132px) Image search: [Google]
SOC.png
7KB, 508x132px
>>3685624
>>3685698
>>
File: kot is unsure about chicken.jpg (223KB, 1024x730px) Image search: [Google]
kot is unsure about chicken.jpg
223KB, 1024x730px
>>3685778
>>
File: y2aMsUK.gif (731KB, 280x160px) Image search: [Google]
y2aMsUK.gif
731KB, 280x160px
>>3685778
>With the release of AD 1.5 Patch I have no more updates planned. Hopefully everyone will stick around for new projects next year from me! :)
>>
File: 2016-12-18 12-49-55.webm (729KB, 1280x720px) Image search: [Google]
2016-12-18 12-49-55.webm
729KB, 1280x720px
>>3685116
'realistic' fire death is something that sounds pretty difficult to do. Part of it is because actual realistic fire death is supposedly really gruesome and nasty, so much so that even in the Meet the Pyro vid TF2 did they kind of avoided showcasing them burning.
>>
does anyone know what slayer rank is the new doom arcade mode? I've gotten gold and seen people with lower scores having slayer rank.
>>
File: spasm0027.jpg (162KB, 1360x768px) Image search: [Google]
spasm0027.jpg
162KB, 1360x768px
Crisis averted

http://www.quaketastic.com/files/single_player/mods/ad_v1_50_fanP1.zip
>>
>>3685823
doubt.jpg
>>
File: Big Shrug.gif (2MB, 448x252px) Image search: [Google]
Big Shrug.gif
2MB, 448x252px
>>3685797
>Part of it is because actual realistic fire death is supposedly really gruesome and nasty
>supposedly
This isn't something that's debatable; death by incineration is really gruesome and painful. I mean just think about it, you've got a fire burning at such intense heats that it'll toast your skin to a charred and bloody mess before slowly melting it off and burning your muscles and fat away, your insides would slowly be scorched from the outside in, your eyes would get torched and possibly melt or pop from the intense heat and pressure (though I'm not sure if that's accurate), and you'll probably pass out and die of blood loss before the fire actually burns your heart or brain to a crisp (which would likely not be too possible unless the fire was being further fueled by an outside source). I'd assume that once your skin is scorched and fallen off, your nerves would be so damage or flat out disconnected that you wouldn't feel any surface heat, but you'd still be feeling a lot of pain from the nerves throughout the deeper insides of your body and organs.

Animating a realistic death by fire would be incredibly difficult and costly to do in 3D, such as the Meet The Team videos, and even in 2D you'd be putting in a lot of details with melting flesh and animated flames. The process of burning to death is also incredibly slow (in terms of ways to die), so ultimately the more cartoonish "burned to a crispy skeleton" route is the better option, unless you want to watch a corpse slowly cook for a while. At least with lava your body would be melted so quickly that the intense pain would just end as quickly as it began, it'd be way more fucking painful but you'd be dead a lot faster.
>>
File: E3tMVz.png (2MB, 1920x1080px) Image search: [Google]
E3tMVz.png
2MB, 1920x1080px
>>3685858
The more you know!
>>
>>3685876
>he killed the Doomguy
Off with your head.
>>
>>3685858
I'm inclined to agree that a fast and less realistic fire death would be better suited for a fast action game like Doom, if you had a burning body crawling around for a full minute (making noise, possibly), that just invokes the feeling of some of Brutal Doom's less thought out design decisions.

Drawn out death sequences should really be reserved for boss encounters.
>>
>>3685978
>Drawn out death sequences should really be reserved for boss encounters.
I'd argue that horror games would do well with realistic fire deaths, probably the only genre that would actually need to use them.
>>
>>3685858
Most death-by-fire situations actually result in death from suffocation, because the fire sucks away all the oxygen around you. So basically its like drowning except everything you feel is pain
>>
>>3686010
Ah, true, I had forgotten to consider that.
>>
>>3686010
Jesus
>>
File: Doom-1-.gif (51KB, 320x240px) Image search: [Google]
Doom-1-.gif
51KB, 320x240px
>When you first realize that there's a baron and pinky in the background killing two marines
>>
File: doom googly eyes.jpg (78KB, 640x960px) Image search: [Google]
doom googly eyes.jpg
78KB, 640x960px
>>3686050
>>
File: Screenshot_Doom_20161217_014246.png (308KB, 1280x720px) Image search: [Google]
Screenshot_Doom_20161217_014246.png
308KB, 1280x720px
I've started making a little map using the resources from
https://www.doomworld.com/vb/wads-mods/92010-christmas-doom-compilation-vanilla-compat/

Maybe if a few other people make something by christmas we can get a little xmas vr wad going.
>>
>>3686076
You got one week to make my christmas awesome


Im kidding, take your time. i love christmas though
>>
>>3686076
Deathmatch or singleplayer?
>>
File: Screenshot_Doom_20161219_022612.png (314KB, 1280x720px) Image search: [Google]
Screenshot_Doom_20161219_022612.png
314KB, 1280x720px
>>3686106
I hope you love cold techbases too.

>>3686113
Singleplayer
>>
Best DooM song to kick ass too.

https://www.youtube.com/watch?v=ox8fl9ZwsJA
>>
>>3686170
no, that would be Metal from tnt
>>
>>3686179
I don't care about your fan fiction hacks or whatever.


Vanilla DooM music all the way.
>>
File: 1478284206836.jpg (100KB, 458x750px) Image search: [Google]
1478284206836.jpg
100KB, 458x750px
>>3686189
>official expansion packs
>fanfiction hacks
>>
>>3686258
Well they're only official because of id at the last second licensing them before they were just gonna be normal map packs up for download.
>>
>>3686274

Wasn't Plutonia made for Final DOOM after Evilution was picked up?
>>
>>3682910

>quality gauranteed

I don't blame you, it's a shit word to spell.
>>
>>3686274
that doesn't detract from the fact that the music is god-tier
>>
>>3682994
it's a bunch of little things about the Revenant that add up and make it much funnier a monster than it should be

first off there's the spooky skeltal meme, yes, but then also there's the absurdity present in a giant fucking skeleton running around wearing a homing rocket launcher vest (and a jetpack in 4)

then we have how its activation noise is to basically SCREAM WITH RAGE and how its melee attack is nothing visceral like a bite or slash, but to simply punch you in the god damn face

and then there's all of this, combined with the abundance of maps that send them after you in huge packs, meaning you witness the sight of a bunch of rocket skeletons letting out a chorus of screams as they run after you in a swarm, all of them with the intent of slugging you repeatedly in the face until you're a bloody puddle on the floor

all of the above just kind of makes the Revenant into a walking joke, yet still a THREATENING one, and we love it for that
>>
>>3686297
And their deaths are underwhelming compared to the demons who turn into bloody messes.
>>
>>3686297

You're underwriting that wonderful bone-packed haymaker he throws complete with that comical stock slapping sound.

The entire thing is just a jangling, jiving skeletal that blasts you with rockets and intends to slap you silly (and honestly when I was a kid, I thought they were skull rockets.)
>>
>>3686297
They shoot mancubus tier balls with larger collision boxes (really, look it up) and RNG indefinite homing
They're assholes, fuck 'em
>>
File: 1416089701472.gif (716KB, 512x512px) Image search: [Google]
1416089701472.gif
716KB, 512x512px
>>3686324
>rng indefinite homing
AAAAAAAAAAAAAAAAAAAAAA AAAAA AAAAAAAAA

AAAAA/AAAAAA
>>
>>3684489
I don't know if it's been done intentionally, but a lot of Zandronum's Invasion mods will just kind of turn into this if a bunch of projectile spamming monsters warp in.
>>
>>3684761
>>3684769
what's nice is we can have names here as needed and then remove them whenever we like, so in theory this place works exactly as well as we want it to
>>
>>3683000
>Play Final Doom and you'll be over them forever.

Its only really Plutonia that uses a lot of them. And thats generally because its very specifically designed to be harder than the any other iwad.

TNT may have more than double than what Doom 2 itself has. But when you compare TNT's usage to most other megawads, its actually fairly normal.
>>
>>3685340
I generally use HMP when playing custom levels because some mapmakers have wildly different ideas of what "hard mode"; I like to spare myself the inconsistent spikes in difficulty, but UV is perfectly fine for the stock games
>>
>>3686050
HOLY SHIT
>>
>>3686324
>They shoot mancubus tier balls with larger collision boxes
I've always felt that the hitboxes of the mancubus fire balls were way smaller than the sprites would suggest, you always seem to just barely scrape by one without getting hurt but it feels like you should've gotten hit. I suppose the high impact damage makes up for that, if anything. Wild firing spread with narrow hitboxes but high damage output, mancubus could be more threatening if they were just a little bit better in some way.
>>
File: spasm0000.jpg (456KB, 1920x1080px) Image search: [Google]
spasm0000.jpg
456KB, 1920x1080px
Man this new area with the scaffolding hanging over the void and the death knight + ogre + archer ambush is brutal. You get pelted to death with projectiles while trying your hardest not to fall off the map.
>>
I always wanted a minirevenant to fight

it would run 2x as fast, be as big as an imp, and punch wildly

oh and no stunning
>>
>>3686378
have you tried fractal doom? they wear sombreros iirc.
>>
>>3686382
arrrriiiiba
>>
>>3684183
Pls respond
>>
>>3686367
I noticed all these AD maps have detailing and bits bloody everywhere, does it interfere with gameplay like it would in Doom and Unreal?
>>
>>3686515
What do you mean by that?
>>
>>3686515
rarely, often the detail is even incorporated into the gameplay. Like bricks on a wall sticking out slightly that let you reach a secret or something.
>>
>>3686519
>Like bricks on a wall sticking out slightly that let you reach a secret or something.
To be fair that's basic Quake secret-hunting- look for the thing that doesn't match and either run into it or smack it with your axe, and try to jump everywhere you can. One of the official expansion packs even had the ol 'push the sticking-out book on the bookcase' secret.

You have to get creative when you don't have a +use command to spam on every wall until you find the secret like some other games.
>>
>>3682876
>There's no tussle about different zdooms/gzdooms/omgbbwdooms

This is mostly solved if you use QZDoom, though, fun fact.
>>
I played the first episode of the "strange aeons" wad and holy fuck it was good.
It scared me often,but it was good.
Who would have thought that a lovecraftian theme could work so well with doom?
>>
>>3686517
Bits of bsp sticking out that the player might get caught on.
>>
>>3686530
Most people just use GZDoom though. PrBoom+ is good for running older map packs/mods before PK3/ZDoom was a thing and Chocolate Doom is more of just a curiosity thing.
I guess GZDoom with 32-bit True Color will be a thing that some people will want.

>>3686540
The music mainly. The second episode which mostly uses textures from Chasm: The Rift is pretty damn spooky.
>>
>>3686542
these are often clipped so its a non-issue
>>
>>3686546
The music made it too spooky so I turned it off.
>>
>>3686546
>Most people just use GZDoom though
source: your ass
zdoom is still big, prboom is still big and pretty much the only thing used by speedrunners, dont know about choco doom, plenty of purists around but I doubt all of them want to play like its 90s again
>>
>>3686548
Turn it back on you puss. It's one of the main reasons you play the thing.
>>
>>3686546
Well QZDoom is an engine designed to bridge the gap between people who just want to play regular software rendering, and don't want to have to switch to GZDoom just to play a particular wad. It allows you to still play GZDoom-required wads with the same rendering as ZDoom. I use it because on my Thinkpad, GZDoom in general runs a lot worse than ZDoom and I don't want full 3d-rendered maps with sterile textures.
>>
>>3686556
It's a very good idea. I might even give it a go at some point.
>>
>>3686553
I don't want to be spooked too much.
It's perfectly scary for my tastes with no music.
>>
File: Screenshot_Doom_20161218_201528.png (1MB, 1920x1080px) Image search: [Google]
Screenshot_Doom_20161218_201528.png
1MB, 1920x1080px
Jumped on a /v/ideogames server running shotgun frenzy and ran around, building a super weapon and going ham on everything and anything, still good chaotic fun.
>>
File: froezn.jpg (34KB, 316x494px) Image search: [Google]
froezn.jpg
34KB, 316x494px
>>3686571
>pedobear
>I'm thick
thanks for reminding me I'm still 12 years old deep inside of me.
>>
>>3684872
>>3684825
No one? As a newfag to the Doom community I have no idea who Cage is.
>>
>>3686618
Supplice
>>
File: Headgibfinal.png (6KB, 199x181px) Image search: [Google]
Headgibfinal.png
6KB, 199x181px
how would I set music for a custom quake map i'm working on? do I set a trigger or something? is there a MAPINFO equivalent?
>>
>>3686618
Cage is a really good artist. And it's from Supplice.

http://forum.zdoom.org/viewtopic.php?f=19&t=34856
>>
File: Hey Buddy....png (8KB, 314x305px) Image search: [Google]
Hey Buddy....png
8KB, 314x305px
Neat.
https://www.youtube.com/watch?v=JfMpG3RW_kU
>>
>>3686632
Supplice looks fantastic.
>>
>>3684825
Looks like he used the the D64 versions as a base. Probably should make them bigger, though.
>>
>>3686629
find worldspawn entity and add keyvalue "sounds" with with number representing game track
>>
File: hitw.png (577KB, 1475x849px) Image search: [Google]
hitw.png
577KB, 1475x849px
are r_speeds still an issue in modern engines?
>>
>>3686652
oh nice! it works. Spacebo balshoi anon
>>
http://forum.zdoom.org/viewtopic.php?f=19&t=52276&start=1335#p963461

DUMP 3 weapons have been finished, after half a year. Yholl died on the way back to his home planet. RIP.
Enjoy, mates.
>>
>>3686665
Nah, Quakespasm will handle pretty much anything you can throw at it so long as it stays within map limits (4096 units in each direction from 0,0,0 because QS isn't an expanded-limits port).

If you don't want to wait for vis to calculate all those little chunks and their effect on visibility, you can select them all and turn them into a func_detail, which should save on compiling time a bit- then again depending on how good your computer is that could just mean it takes thirty-seven seconds instead of thirty-eight.

if you lined up the brushes with the actual bricks in the texture, that's fucking neat and Romero would be proud of you
>>
>>3686680
linking to news
>>3682707

i can't believe yholl is fucking dead
>>
File: progress.jpg (229KB, 1920x1080px) Image search: [Google]
progress.jpg
229KB, 1920x1080px
>>3686708
I did anon, still work in progress, gonna make the other side of broken wall the same way and make rubble between in. compiling time at default setting is nearly instant so its not an issue so far, then again I am not aiming to make some 100+ monster map.
here is a screenshot with a light just for you anon~
>>
>>3686713
Lookin' pretty nice, man.
>>
>>3686708
>Quakespasm will handle pretty much anything you can throw at it so long as it stays within map limits (4096 units in each direction from 0,0,0 because QS isn't an expanded-limits port)

The map boundary limits were extended in 0.92.0
>>
>>3686718
This. You can run shit like Cataractnacon in Quakespasm now, which makes it the definitive source port.
>>
>>3686718
Oh shit, I didn't even realize there was a new version out, I'm still using .91.0.
>>
File: spasm0000.jpg (574KB, 1920x1080px) Image search: [Google]
spasm0000.jpg
574KB, 1920x1080px
That is one sexy weapon model
>>
>>3686732
Truly one of the best things about AD.
>>
File: 1465824371672.png (137KB, 680x678px) Image search: [Google]
1465824371672.png
137KB, 680x678px
>>3686732
Wait until you start shooting stuff with it.
>>
>>3686680
Went into a random map, got mines and laundry fu as my slot 5 and 7. At least I got a Mosin. I mean if I had gotten kung fu on that giant ass invasion map I'd have fuckin' deleted DUMP3 from my hard drive lol.
>>
>>3686737
>>3686735
a question regarding AD, since plasma gun overrides thunderbolt, why didnt they make it so SNG overrides NG?
>>
>>3686741
Cause they're still both separate weapons. The Thunderbolt is only one weapon.
>>
File: rott84.gif (33KB, 320x200px) Image search: [Google]
rott84.gif
33KB, 320x200px
Are there any multiplayer focused Rise of the Triad source ports?
>>
>>3686780
Only one I know of is WinROTT, which I dunno if it does multiplayer anyway.
>>
File: collisionissue.png (413KB, 1059x773px) Image search: [Google]
collisionissue.png
413KB, 1059x773px
questions to anons who know something about quake mapping:
I had this crate here that was overlapping with terrain I had selected on the pic, when compiled and in game, the crate was not solid around place where it overlapped, rest of the crate was solid as it should be. it wasnt the case of leaks as I have boxed the map to be sure, and its unique case as my slipgate is also overlaping with some terrain but its solid as it should be. any anons know what could be the issue and why it happens?
I have fixed it by moving the crate to more flat terrain but I am still wondering why its happening.
>>
File: I want Moar of your shit.gif (1MB, 500x281px) Image search: [Google]
I want Moar of your shit.gif
1MB, 500x281px
have you guys seen this?

>http://hoover1979.deviantart.com/art/Green-Brick-with-Skull-Switch-652019959
>>
>>3686862
wake me up inside, yada yada
>>
>>3686862
I wish I could unsee it
>>
File: 1422020336495.png (556KB, 639x480px) Image search: [Google]
1422020336495.png
556KB, 639x480px
>>3686862
but why?
>>
>>3686862
anonymous confession time: i would play a hd texture pack if it was both 100% complete (sprites and all) and really, REALLY stylised. like, jet set radio, one of those drawings by nankakurashiki in motion levels of stylised.

what im trying to say is that i'll probably never play a hd texture pack
>>
File: 1454147600243.gif (848KB, 245x138px) Image search: [Google]
1454147600243.gif
848KB, 245x138px
>>3686869
>Jet Set Radioom

This is something I didn't know I wanted.
>>
>>3686862
holy shit, one texture out of hundreds
call kotaku
>>
>>3686876
it would be a beautiful thing. too beautiful for this world, in fact. just like the ability to emulate JSRF
>>
>>3686862
jesus fucking christ its just terrible
>>
>>3686862


can we just tell the guy to stop it?
>http://forum.zdoom.org/viewtopic.php?f=19&t=54539&sid=fbb8bccda60d08a8a40c5f46a83d81d3
>>
File: Serious (4).png (41KB, 1000x1000px) Image search: [Google]
Serious (4).png
41KB, 1000x1000px
>>3686635

>Home made Gameboy cartridge with co-processor inside

I wanted to believe
>>
>>3686862
>a strong shine
>but it doesn't animate
>it will just look like an edited photo pasted on a flat wall in game
>on the actually very simple and modest architecture of Doom

The only way this shit can work is with a shitload more effort, a different design direction, and a custom mapset intended for high res textures like these.

I'll never understand why people want super HD textures on geometry this simple, there isn't even any light or bump mapping to make the high fidelity graphic not look like a photo wallpaper.
>>
File: Do-The-Math-Atari-Jaguar.jpg (656KB, 1296x648px) Image search: [Google]
Do-The-Math-Atari-Jaguar.jpg
656KB, 1296x648px
>>3686902
more dots = better! duhh!
>>
>>3686917
its funny how nowadays we get a new version of bitwar with sony and microsoft instead of sega and nintendo
>war, war never changes
>>
>>3686924
4K > 1080p
DO THE MATH
>>
>>3686862

HD textures tanks my fps even with the DHTPs and precache enabled and I have a 2010 PC
>>
File: Screenshot_Doom_20161219_145722.png (148KB, 1024x640px) Image search: [Google]
Screenshot_Doom_20161219_145722.png
148KB, 1024x640px
>>3686862
I kinda liked his compblue wall so I resized it and removed the ugly skull to put the vanilla one.
>>
I have been enjoying DooM a lot more recently.
I don't know what happened.
I didn't like it very much when I first tried it,but now,I understand everything.
>>
>>3686946
I'm a bit confused here.
Doom is the original one, and DOOM is the new one, right?
So is DooM the old one, the new one, the movie, the pinball...
>>
>>3686954
The original.
I tried it 4 years ago,and I can say that it becomes a lot better as difficulty increases.
Up until Nightmare.
Nightmare is nightmare.
The first episode on UV is max comfy.
>>
>>3686956
Ha, you're just writing it differently, okay.
>mfw I want to replay DOOM in a higher difficulty because I feel like I'm not using the chainsaw and glory kills to their full potential
>needs 70 GB
>only has 40 GB free
Why is it so fucking big? I want to shoot a demon in the face so badly, the old Doom can't fulfill my blood lust.
>>
>>3686957
I write it this way because I think it's funny.
Honestly,I haven't finished EP2,it just didn't feel as good.
>>
>>3686957
just download D4D and play it with Scythe
>>
File: New canvas (2).jpg (287KB, 864x456px) Image search: [Google]
New canvas (2).jpg
287KB, 864x456px
>>3686964
>D4D
>Scythe
Qué?
>>
>>3686957

>Why is it so fucking big?

megatextures
>>
>>3686968
https://www.youtube.com/watch?v=Sz-p8yxdq5U
>>
>>3686964

D4D and Scythe

>https://www.youtube.com/watch?v=l8sgodmn3IQ
>>
>>3686970
How the hell does that even work? Textures are just jpg images that are repeated all over the level, so why are they so big?

>>3686972
Ha, it's a wad.
>>
File: 5.gif (1MB, 500x281px) Image search: [Google]
5.gif
1MB, 500x281px
>>3686957
>Why is it so fucking big?

1.) It was developed for a console generation that uses dual-layer Blu-Rays (50gb capacity) as a physical medium
2.) Carmack may be gone, but his lust for MEGATEXTURES lives on.
3.) The PBR rendering system means that all of those Megatexture surfaces have a lot more information than in, say, RAGE.
4.) DLC is a mixture of free stuff and paid stuff that everyone has access to if one buyer is present, meaning everyone needs to have that data even if they don't need it.

The end result is that your hard drive gets filled with singing Cacodemons.
>>
>>3686973
cmon it wasnt bad at all
played it on UV
few maps result in instakill unless you come prepared with bfg and luck is on your side
>>3686975
>Textures are just jpg images that are repeated all over the level
I wish it was this simple
>>
>>3686976
I don't mind the result because Cacodemons are adorable and I'd like to have a mini-one has a pet, because what are megatextures and PBR rendering?
Wasn't RAGE infamous for having trouble with textures anyway? I remember the game only loading textures that were on the screen.
>>
>>3686975

>Textures are just jpg images that are repeated all over the level

not in megatextures, that's the joke
>>
>>3686976

someone needs to do a Singing Caco Opera if Facepunch manages to compile the textures and release
>>
>>3686981
nobody uses jpeg as textures
and noone uses "textures" to display graphics, textures are just components used together to form a material that is displayed on final mesh
>>
>>3686978
>>3686981
I'm really sorry, but all my experience (and understanding of FPS) comes from Half-Life, so I understand how geometry and textures work, but the rest is beyond me.
>>
>>3686987

megatextures was created to avoid the tile pattern, every surface is painted individually

I don't care for the game weighting 70 gb, next month western digital will release a 14 tb hard disk

>>3686986

I didn't say anything about jpeg textures
>>
>>3686987
>so I understand how geometry and textures work
you dont, your knowlege is severely outdated, refer to this >>3686986
>>3686990
jpeg and jpg are the same thing
>>
>>3686990
>every surface is painted individually
Whut.
That sounds horribly time-consuming.
>>
>>3686992

I didn't say anything about jpg either
>>
>>3686979
Megatextures: Every surface in a level has a unique texture, with unique details "stamped" in by artists.

PBR: You know how textures in relatively modern games have bump maps to simulate details? PBR uses more bumpmap-like textures to define how shiny a surface is, how rough it is, etc. so that it looks "right" consistently in all lighting conditions without any fudging.
>>
>>3687004
>Megatextures
Ha, so semi-transparent textures are stacked on each others to create an unique feeling? That's pretty smart.
>bump maps
I'll just google it or something, because I'm totally out of my league here.

But anyway, if megatextures are made out of stacked textures, surely a bunch of them are recycled, so they should end up taking less space? Or at least not FUCKING 70GB.
>>
>>3687004
some wrong terminology there anon, but thats just my autism
by bumpmap you mean normalmap, these work in completely different way
pbr uses grayscale images for roughness, metallic and so on and these are often packed in channels on one bitmap
>>3687007
70gb where much of it are sounds, games have more sounds than you may think.
megatextures contain plenty of unique data, then you also have lightmaps which also take shitload of data. I think DooM4 also used prebuilt cubemaps, these are also taxing on hdd space
>>
>mfw someone says Doom4 cacodemons are better
>>
>>3687009
So the insane size isn't to blame only on the DLCs, multiplayer and other shit?

Is there no way at all to only download the solo mod?
>>
File: doom3caco.jpg (21KB, 250x315px) Image search: [Google]
doom3caco.jpg
21KB, 250x315px
>>3687015
doom 4 cacos are unique and fun and sit proudly alongside our original tomato friends.

at least they're not the fucking doom 3 cacos.
>>
>>3687009
>>3687016

and the sound is in uncompressed .wav format because is less taxing for consoles
>>
>>3687018
It bothers me how their brain is exposed yet shooting it doesn't deal more damage.

>>3687019
FUCK CONSOLES.
>>
>>3687019
>>3687016
here is a good read for you guys
http://advances.realtimerendering.com/s2016/Siggraph2016_idTech6.pdf
people take things for granted too many times
>>
>>3687015
They're okay, but at least they aren't Doom 3 cacos.
Doom 4 pinkies are 2cute. Doom 4 knights, barons and cyberdemon are daddy.
>>
>>3687019
sound is using funky wwise compression which compresses it by 50% or so... but they also include all the VO for ten languages, which makes up the difference
>>
>>3687015
desu I was just looking for a cacosprite and I saw this one and thought it was a good "mad" face
>>
>>3687023
I don't understand a single thing.
>>
>>3686943
That actually looks pretty good and clean.

I also like the more defined texture on the compwall slats, that's from the console ports, right?
>>
>Mapset is very easy for the first 20-ish maps
>massive difficulty spike in the final 10 maps.

Scythe is a weird wad
>>
>>3687042
That's pretty true of most megawads.
>>
>>3687015
>>3687018

BULLY ALL CACOS.
>>
>>3687007
>That's pretty smart
It can be pretty versatile, and easily give good results (Rage, for all it's flaws, and if patched, will look fucking gorgeous), but it does have the drawback of being fucking huge.
>>
>>3687043
Not to the extent that Scythe 1 does it. The first half of the megawad is no more challenging than bloody Knee Deep In The Dead of all things, and then the final levels are suddenly Plutonia and Hell Revealed levels of difficulty. Theres no buildup at all.

Scythe 2''s difficulty spike on map23 in comparison wasn't quite as jarring for me, because the megawad already had a decent amount of medium-hard levels beforehand.
>>
>>3687054
I was pretty surprised at the sudden leap in difficulty as well. I didn't like it too much and never finished the wad.
>>
>>3687042
>megawad has cool map design for 20 maps
>last third is slaughtershit
>>
>>3687057
I still like Scythe. Hell, the final map is among my favorites, even though its very hard.

I just find it has the worst difficulty progression out of any megawad I've ever played.
>>
>>3687050
Well, I do a lot of photoshop, so I understand the appeal of having different layers instead of just one, but putting it in a game sounds like it will consume a lot of memory, not only on the hard drive, but also to load the level.
>>
>>3687085
pretty much the reason why megatextures are split into tiles that are loaded and unloaded on demand, which is why Rage had notorious texture popping. wolf:tno and d44m had less issue with that but its still present
>>
>>3687082
Outside of the Scythes, what are some examples of this?
>>
>>3686832
bsp.exe sometimes goofs and you can have bits of geometry that get non-solid for some reason. Often happens on tri-soup terrain or areas with lots of complex bsp intersects.
>>
>>3687089
Doom 4 had texture popping? I didn't even notice.

I remember Wolf TNO had it, though.
>>
>>3687089
Couldn't they fix that in RAGE? The game is full of good ideas, but I can't believe they released it like that.
>>
>>3687095
I think it can depend on your display.

I played Rage on my PS3 with a widescreen 720p TV, and texture popping was just barely noticeable, you'd forget about it even, while on my brothers 1080p TV, it was a lot more visible.

I'm not an expert obviously, so don't take what I'm saying as fact.
>>
>>3687098
I played both Wolf TNO and Doom 4 on a 1080p monitor, with the same GPU and overall specs. Only TNO noticably had texture popping for me.

Haven't played Rage on this machine.
>>
>>3687092
Probably every acclaimed megawad ever, except sometimes the slaughter starts earlier than 2/3 the way in.
>>
>>3687103
I'm asking for actual examples, though. Not generalisations.
>>
>>3687096
RAGE was... built at an odd time. The consoles it was targeting had just 512mb of RAM!
>>
File: 1474055976081.png (32KB, 195x200px) Image search: [Google]
1474055976081.png
32KB, 195x200px
>>3687108
>just 512mb of RAM
... yeah, that's a lot all right.
>>
>>3687082
Good map design and slaughter gameplay are not mutually exclusive.
>>
>>3687105
https://www.youtube.com/watch?v=iYVO5bUFww0
>>
>>3687165
Thats not a megawad. Thats a youtube video.
>>
>>3687092
alien vendetta is slaughter after 25
>>
>>3687105
Speed of Doom is the first really obvious one that comes to mind.
>>
>>3687184
>after 25

The megawad has a few slaughtery moments as early as map14.
>>
>>3687187
What? Speed of Doom was pretty gradual with its slaughter gameplay. Even map06 had a few encounters thats borderline slaughter.
>>
File: Screenshot_Doom_20161219_183815.png (197KB, 1024x640px) Image search: [Google]
Screenshot_Doom_20161219_183815.png
197KB, 1024x640px
>>3687038
Yeah it's the console port texture.
I prefer it because of its grainy texture look.
>>
File: gzdoom 2016-12-19 19-30-15-47.webm (1MB, 1360x768px) Image search: [Google]
gzdoom 2016-12-19 19-30-15-47.webm
1MB, 1360x768px
>>
>>3687221
that rocket from cyb is karma for cheesing
>>
>>3686956
Yeah. When it comes to iwads, UV is pretty much the only way to go.
>>
File: v_r_md.png (5KB, 41x49px) Image search: [Google]
v_r_md.png
5KB, 41x49px
I made this sprite out of the Wolf3D guard a few days ago.
Let's see if y'all can figure out who this guy is.
>>
>>3687269

Megadave
>>
>>3687221
I recognize pathfinder but what is the rest?
>>
>>3687269
curious george's man with the yellow hat as a furry suffering from vietnam war ptsd
>>
>>3687278
Right so senpai

>>3687286
kek
Always hated Curious George tho
>>
>>3685797
Who is this semen demon and how can I obtain her?
>>
>>3687279
Pathfinder? You mean Trailblazer, right? If you're asking what I think you're asking, those monsters are from Colourful Hell I believe.
>>
File: time to split.jpg (33KB, 810x768px) Image search: [Google]
time to split.jpg
33KB, 810x768px
>>3687326
>Trailblazer
That's what I meant. Thanks man.
>>
>>3687307
One of the vrskins which I think you can get at TSPG Painkillers site
>>
>>3687334
Thanks!
>>
File: nowlookatthisbfgthatijustfound.png (1MB, 1280x689px) Image search: [Google]
nowlookatthisbfgthatijustfound.png
1MB, 1280x689px
>>
>>3687386
>When I say go, be ready to shoot!

>Go!
> -BZOOT- *gibbing sound*
>>
>tfw you kill a caco with only two ssg blasts
>>
File: Doom-cacodemon-video-game-h1.jpg (39KB, 725x259px) Image search: [Google]
Doom-cacodemon-video-game-h1.jpg
39KB, 725x259px
>>3687401
>>
can someone explain caco movement to me? it seems they have a fixed height they like to hover at, but then sometimes they stay higher or lower... in the end, they just lumber towards you, right?

do different monsters even have different tracking/movement algorithms? seems like pinkies just make a beeline for you...
>>
>>3687410
Cacos will generally try to get on the same elevation and prefer to bite you, I find.

They got smarter in Doom RLA
>>
>>3682706
Any good tutorials on making custom textures, sprites, enemies, weapons? All I can find are some old tools for the Win XP days that don't work anymore.
>>
File: 1464387804085.jpg (70KB, 500x500px) Image search: [Google]
1464387804085.jpg
70KB, 500x500px
>>3687401
>tfw you kill a mancubus with 3 rockets
>>
Is it possible to make good sprites with Mangastudio or Illustrator, or do I need something specific?
>>
File: spasm0013.jpg (386KB, 1920x1080px) Image search: [Google]
spasm0013.jpg
386KB, 1920x1080px
I don't know why I thought doing the shambler dance in a darkened room would work
>>
>>3687440
>sprites with Mangastudio

I want to see that.
>>
>>3687456
I'd like to know, because Mangastudio is the only one I have installed. If I have to add sprites or textures, I want to know beforehand.
>>
>>3687279
>Pathfinder
Hexen or heretic with Dnd mechanics and classes when?
>>
>>3687458

I can't offer help, friend, I'm artistically inept and have never tried it before.

But if you can get it working, I'd eagerly follow you along whatever mad path you take.
>>
>>3687459
That shit would be harder to make than
doom rpg + doom rouge like.
>>
File: nowlookatthisbfgthatijustfound.png (1MB, 1280x689px) Image search: [Google]
nowlookatthisbfgthatijustfound.png
1MB, 1280x689px
>>3687386
>>
File: New canvas.jpg (19KB, 800x600px) Image search: [Google]
New canvas.jpg
19KB, 800x600px
>>3687461
Mangastudio is just another name. It's also called Comic Paint Studio. Same thing, different names.
Not like I can draw anything, to be honest, but it's good to know.
>>
File: cocodemon_by_podopteryx-d8dhfee.jpg (41KB, 472x443px) Image search: [Google]
cocodemon_by_podopteryx-d8dhfee.jpg
41KB, 472x443px
what does hissy think
>>
>>3687459
wrath of chronos is what i'd call "close enough"

>>3687415
these bloody black cacos that dodge so well
>>
File: to intelegent too ezqauke.jpg (337KB, 1280x1483px) Image search: [Google]
to intelegent too ezqauke.jpg
337KB, 1280x1483px
How do I sex fitzquake/quakespasm multiplayer into working?
>>
I want Crispy Doom for Heretic with limited mouse-freelook (ie. you can look up and down with mouse but only to the angle that vanilla Heretic allows with keyboard).

Does this exist?
>>
>>3687498

Not as far as I'm aware.

I understand that it'd be a really niche thing, but it saddens me that there isn't a PrBoom+ equivalent or anything similar for the non-DOOM DOOM engine games.
You either have to deal with Chocolate Doom's vanilla idiosyncrasies such as being locked to 320x200 and forced keyboard-freelook, or go fullhog with a ZDoom-derived port with all the issues they present and lack of accuracy to the originals.
>>
>>3687512
Ok thanks anon.

Maybe I'll look in to doing it myself after I'm done messing around with the Doom code.
>>
>>3687491
cacobyss are worse, they don't dodge but their amigos resurrect them, and they can supercharge other cacobyss and amigos.
>>
>>3687492
Anyone? I need an adult
>>
>>3687458
I would say something more geared toward pixel art would be optimal but if you can clean up your sprites and save them as png you could use them as high res textures or sprites.
>>
>>3687542
I though different clients don't work together
>>
>>3687534
>they can supercharge other cacobyss and amigos.
fugg. i never noticed that before. let's hope for the best for my next playtrough.

oh yeah, that reminds me, any good boss map replacer for DRLA/oblige? the IoS is a bit... well, it kind of sucks after the 5th time
>>
>>3687548
sv_protocol 666 werks together

And it's not fitz + spasm crossplay, it's fitz OR spasm. How to even connect to anyone.
>>
>>3687549
well, there was the idea for a redone ios based around the seven deadly sins.
>>
guys should i get a quake shirt? I like quake and think the logo logo looks neat. i wont get any weird looks wont i?
>>
>>3687651
I don't think so. Even if people don't recognize it, they'd probably think it's some metal/hard rock band
>>
>>3687651
>eclipse the competition
>final nail in the coffin of doom clones
Is it actually what the logo is supposed to be (aside from stylised Q) or is that a frivolous interpretation
>>
>>3687673

For what it's worth, I don't remember Masters of Doom having an explanation for the logo.
>>
File: SPC.jpg (656KB, 940x529px) Image search: [Google]
SPC.jpg
656KB, 940x529px
I've uploaded my Spellcross 35 Monster Pack for Realm 667 submission, available here:

realm667.com/index.php/en/forum-board/beastiary/857-submission-spellcross-35-monster-collection

Also, I've might've found way to fix the offsets, so you wont have to change the OPENGL settings to use them in future. Once Realm667 work is done, I will upload a new version of the OBLIGE and Spellcross Arena maps available with the latest updates.
>>
Hey guys, can we talk about the game-
>>3687683
>"I've might've found way to fix the offsets, so you wont have to change the OPENGL settings to use them in future"
Okay, nevermind.
>>
>>3687683
Please don't spell OpenGL in full caps
>>
>>3687769
SOFTWARE
VOODOOFX
DIRECT3D
SOUNDSCAPE
WAVEMIDI
SOUNDBLASTERPRO
>>
>>3687782
Stop yelling.
>>
all I want for Christmas


is
for the plasma gun...


TO NOT BE SO FUCKING LOUD
>>
File: wew lad.png (335KB, 1200x1372px) Image search: [Google]
wew lad.png
335KB, 1200x1372px
>>3687782
>VOODOOFX
>>
File: AAAHHH.png (33KB, 225x220px) Image search: [Google]
AAAHHH.png
33KB, 225x220px
>>3687794
>Pass over linedef trigger
>AAAAAAAAAAAAAAAA
>AAAAAAAAAAAAAAAA
>BWBWBWBWBWWBWBWBWBWBWAP
>AAAAABWBWBWBWBBWBWBWBWAP
>BWBWBWBWAP
Now I need an image of Doomguy with cotton balls/earplugs in his ears and a plasma rifle.
>>
>>3687794
I remember not using the Plasma gun when cheating in my early days of playing Doom just because of how loud it was.
>>
>>3687813
>press a button
>a fancy staircase slowly appears out of the ground, with each step being an individual elevator thing

GRNRNRNNRNRNRNNRNRNNRNRNRNNRNRNRNRNRNNRRNRNRNNNNRRNRNNNRNRNNNRNNRNRNRNNRRNNNRNRNRNRNRNRNRNN
>>
>>3687821
it never occurred to me just how ludicrous doom's staircases were.

it's like this is the most fun shit hell has ever had so it's throwing all the spotlights on his ass and rolling out the fucking most fancy shit that hell's architecture could find.

he's a hellebrity
>>
>>3687832
For some reason, I'm now imagining a pack of revenants screaming the 20th Century Fox theme while the stairs at the end of E1M8 rise.
>>
>>3687854
>For some reason, I'm now imagining a pack of revenants screaming the 20th Century Fox theme while the stairs at the end of E1M8 rise.
Jesus Christ, my ears.
Video when?
THX intro would also be awful.
>>
so when is the tinnitus—simulator mod coming out?

the moment you fire the ssg everything is like

EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEE
>>
Ok I'm not memeing when I say this.

Real Guns Hardcore is legit fun.
>>
>>3687854
I really need too see and hear this now
>>
Is there a way to play this with scanlines on gzdoom
>>
>>3687885
It's not really my taste but I can see why people can have fun with it.

I like all sorts of mods though, my favorites right now is Black Warrior and Hideous Destructor

I also just like Brutal Doom for the shotguns and Rocket Launcher, they're really satisfying
>>
File: QUMPlogo.png (54KB, 324x404px) Image search: [Google]
QUMPlogo.png
54KB, 324x404px
>>3682707
QUMP is ticking along, we have a few mappers trickling in, and we're discussing things (and hopefully going to get some help) and the func_messagebaord, as well as here.

Add yourself in if you're interersted:
https://docs.google.com/document/d/1Zlfb2U2VCeS70uS6Klc2ZEOC9KtnYyCyBXEmeetjh0c/edit

Thanks to Term for the inspiration, I hope you dont mind us using your DUMP idea modified for quake.

We're probably going to have a central hub, that way people can balance their maps for shotgun start.
>>
>>3687924
>Thanks to Term for the inspiration, I hope you dont mind us using your DUMP idea modified for quake.

Not at all, I don't have a copyright on ideas.
Use and abuse away, mate.
>>
File: 1482202101130.png (237KB, 733x1000px) Image search: [Google]
1482202101130.png
237KB, 733x1000px
are we allowed to post political doom memes here?

ah,fuck it
>>
File: 1480796372656.gif (13KB, 500x300px) Image search: [Google]
1480796372656.gif
13KB, 500x300px
>>
>>3687947
>No Doom images in the background like "shoot the cyber demon until it dies"
>>
is there a way I can get d4d to run on zdoom?
>>
File: 590.jpg (23KB, 500x500px) Image search: [Google]
590.jpg
23KB, 500x500px
>>3687924
>QUMP

I know its supposed to be like DUMP but thats pretty funny
>>
File: Megadoom_SoFarSoGood.png (38KB, 165x165px) Image search: [Google]
Megadoom_SoFarSoGood.png
38KB, 165x165px
should this be a mod
>>
>>3687813
I love the mods that replace the sound with the Doom 3 sound. Doom 4 Doom is good with this too because the Doom 4 plasma gun sound is really pleasant.
>>
>>3688008
yes pls gib me
>>
>>3687651
No, it's a good design.

People who know what quake is might make a remark, those that don't won't recognize it as from a videogame so won't think you're a geek if that's what worries you.

I bought one of the Doom shirts, luckily I got the last one in small. It's the same design as from way back in the day.
>>
>>3688071
Disregard that I suck cocks

>>3688068
>>3688068
>>3688068
>>
>>3688069
PS: that doom shirt is obviously a game, but i wear it to the gym or to bed so don't care

all my vidya shirts (I got 3 for the price of 1 when all i wanted was 1) are gym shirts
>>
>>3687786
no
>>
>>3687673
it's a Q
Q for Quake
Thread posts: 598
Thread images: 145


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

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


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