[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]

IGNORE THE FINE PRINT

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: 557
Thread images: 87

File: gzdoom 2017-04-09 16-49-34-08.png (114KB, 1920x1080px) Image search: [Google]
gzdoom 2017-04-09 16-49-34-08.png
114KB, 1920x1080px
DOOM THREAD / RETRO FPS THREAD - Last thread >>3972060

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome

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: http://www.mediafire.com/file/edy3dhdbp33pdg7/IWADS.zip
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1476/78/1476783249877.png
Quake pastebin: 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/idgames/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.gamers.org/pub/idgames/

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

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

== /VR/DOOM COMMUNITY ==

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

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

QUMP
-Mapping deadline reached; awaiting release?
-https://docs.google.com/document/d/1Zlfb2U2VCeS70uS6Klc2ZEOC9KtnYyCyBXEmeetjh0c/edit
-https://www.youtube.com/watch?v=Mp_ZqCZPJKk

SPEEDMAPPING SUNDAY
-One anon was considering hosting speedmapping sessions every Sunday; low turnout last session however
-https://warosu.org/vr/thread/3972060#p3977047

TEMPORARY
-Some information from the OP has been temporarily cut off due to a connection error problem related to post length
>>>/qa/1304577

=== NEWS ===

[5-8] BloodGDX nearly finished
https://www.youtube.com/watch?v=MXp94HQKKOg

[5-8] Evolution of the WAD Episode 4
https://youtu.be/AwkCJQZlf8M

[5-3] Intermission E2M3
https://www.youtube.com/watch?v=Zf1Aq6mw68g

[5-2] GZDoom 3.0.1 released; bugfixes
https://forum.zdoom.org/viewtopic.php?f=1&t=56219

[5-1] Calico, a new Jaguar Doom sourceport
https://www.doomworld.com/forum/topic/93946-calico-10-beta/

[4-30] GZDoom 3.0.0 released; FMOD out due to GPL compliance, all QZDoom features merged
https://forum.zdoom.org/viewtopic.php?f=1&t=56132

[4-29] Wraith Revenant released; an asset extraction tool for Nu-Doom
http://aviacreations.com/wraith/

[4-28] Evolution of the WAD Episode 3
https://www.youtube.com/watch?v=Wxl90i97nns

[4-24] New gameplay mod; osjc's Major Crisis
https://forum.zdoom.org/viewtopic.php?f=43&t=56076

[4-23] Adventures of Square updated to 1.4
http://adventuresofsquare.com/news.php

[4-21] REKKR Soundtrack released
https://www.youtube.com/watch?v=qjzTY6dDKHs&list=PLYIx7audKFzxTpbCF1YwKYqAw-_FSV1-Y

[4-17] Latest episodes of Evolution of the WAD
https://www.youtube.com/watch?v=VJpcv_YQ4gU

[4-14] Lithium 1.4 released
https://forum.zdoom.org/viewtopic.php?f=43&t=54904&start=90#p990887

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

If you would like to submit any news or your personal map or mod releases here, please reply/backlink to this post.
>>
Lithium when?
>>
Partially non retro question:
How would you rate the single player elements of Quake 1, 2, 3 and 4?
>>
>>3978953
8,5,3,6
>>
File: ss+(2017-05-08+at+01.28.39).png (31KB, 1095x747px) Image search: [Google]
ss+(2017-05-08+at+01.28.39).png
31KB, 1095x747px
>>3978159
>so you can just slap that in the middle of your decorate code as is, or...?

Nah, it'd need to be ZScript, defined before the states but after the defaults.
Here's a picture of how I've got it set up.
>>
>>3978953
7, 7.5, 5, 8
>>
>>3978953
HUH, HUH, UNF, HURGH
>>
>>3979020
I'll check it out, I haven't got to that one yet. Just finished SoggyBogBottom and another medival themed map, stopped to do the 100brush map pack for geometry suggestions.

I plan on releasing my future maps as compatible for both Quakespasm and DP, so I'm having to use them side-by-side to make sure what works in one works in the other. I don't know much about using DP's advanced lighting yet though, since I'm compiling the vanilla versions first and then going back to make adjustments for the DP version. The advanced lighting effects look great when you have something that takes advantage of them, but they're certainly not plug and play.
>>
>>3978953
Amazing, Alrighty, Interesting, Better than Doom 3.
>>
>>3978953
NEAT, neat, MEH, meh
>>
>>3978953
Quake 3 had single player?
>>
man, the more I look at it, the more I find they really fucking nailed Q1's artstyle on champions. gritty, gothic, satanic architecture, flesh and lovecraftian mythos and shit. they even got the mechanics down (at least for ranger). such a shame they went with a tweaked Q3 gameplay model for it.

it'd work fucking fantastically in a single player setting. not that it's bad as is, just wonder why they didn't go through with it.
>>
>>3979092
I always assumed Q1 and its expansions showcased what Quake had potential for.
>>
>>3979092
people would complain it's too bright and colorful.

I wish I were joking.
>>
>>3979102
those people are dumb and thus not a part of the equation
>>
File: 08-05-2017-00.55.jpg (119KB, 1600x900px) Image search: [Google]
08-05-2017-00.55.jpg
119KB, 1600x900px
>>3979091
Not him but I've been attempting this yesterday, was going to post it in /arena/ instead. Nightmare is rough on my asshole, is this normal?
>>
>>3979130
Yes. Bots are unfair.
>>
>>3979130
>highest difficulty is rough, is this normal?
general rule of thumb says yes
>>
>>3979092
>it'd work fucking fantastically in a single player setting. not that it's bad as is, just wonder why they didn't go through with it.
money. if they made a new single player Quake game, they would not only need to make the huge amount of content needed for a modern AAA campaign, but they would also be expected to include a robust multiplayer - so in other words, something like what Quake Champions currently is. bethesda didn't feel like the quake "brand" was sufficiently strong to make this investment. note also that development of quake champions has been (partially) outsourced to a craptastic studio best known for aggressively mediocre tie-in games.

don't forget that bethesda sank a LOT of money into doom - first there was the money necessary to buy the studio (and let's be honest, most of that purchase price was to secure the IP rights, not the studio itself) - and then they spent a great deal more to keep id software afloat for *eight whole years* as they slogged through doom 4 including the full reboot. this project was surely began before doom 2016 came out and did fairly but not extremely well in the marketplace, so everything points to the fact that bethesda was willing to do this project but not set a particularly large budget for it.
>>
>>3979130
did you censor your name
>>
>>3979092
What's wrong with using Q3 as a baseline? Isn't that the fan favorite for multiplayer along with QL?
>>
File: 16x9.jpg (341KB, 1366x768px) Image search: [Google]
16x9.jpg
341KB, 1366x768px
>>3979148
Yes
>>
>>3979152
why
>>
>>3979158
Habit from /arena/, it's the same as my closed beta name
>>
>>3979148
Haven't you heard, there's a pretty big NDA on this Quake game!
>>
>>3979151
>pedo marketing

wut?

lolidoom when?
>>
>>3979150
yes, but the whole ability deal triggers people into autism overdrive even though they're basically an additional weapon to your arsenal and don't protect you from damage, grant you invulnerability frames, or generally turn entire rounds to your favor unlike actual MOBAs.

that and the fact that character selection is an actual thing now instead of just interchangeable skins. they also dislike the currency system and wished characters were all free to play, but they hate that the characters have distinct abilities at the same time.

I'm more than sure we'll see more of the same cognitive dissonance firsthand the next iteration id decides to revitalize, each one with an increasingly more vocal minority.
>>
>>3979162
Wasn't that already a thing?
>>
File: 20 feet tall.png (759KB, 1920x1080px) Image search: [Google]
20 feet tall.png
759KB, 1920x1080px
>>3979161
SECRET SCREENSHOTS OF NEW QUAKE GAME (DO NOT TELL BETHESDA)
>>
>>3979167
i don't think so, or it wasn't good enough for me to remember
>>
File: you should have preordered.jpg (165KB, 1062x1062px) Image search: [Google]
you should have preordered.jpg
165KB, 1062x1062px
>>3979168
TOO LATE

YOU'RE IN FOR IT NOW
>>
>>3979168
Is... is that a googly shambler? When did they add those?
>>
>>3979221
it's the new playable hero, shambie
>>
>>3979221
quake 1.07, same update as they added fuckable vores
>>
I haven't really been paying attention to the popular gameplay mods for Doom...

What's the difference between Brutal Doom and Project Brutality?
>>
>>3979240
Brutal Doom is shooting daemons & blood & gibs fly out.

Project Brutality is brutal doom beefed up with new monsters, guns & actually a fucking challenge
>>
>>3979240
project brutality is actually decent
>>
So, Kinsie, are you still working on the props for MetaDoom's optional content?
>>
File: brb3.png (750KB, 1470x980px) Image search: [Google]
brb3.png
750KB, 1470x980px
>>3979152
Games like Q3 and Unreal always felt so goddamn comfy. Something about the textures and simple architecture always was so pleasant to look at.
>>
>>3979280
That room in particular reminds me of Serious Sam where it's clearly made for demoing new technology. They crammed a fuck load of animated textures plus fully working mirror and portal technology which actually ties into gameplay, allowing you to get a jump on Crash. Oh and it also serves as a quick tutorial on pickups.
>>
File: wolf_notwearingpants[1].jpg (102KB, 1000x663px) Image search: [Google]
wolf_notwearingpants[1].jpg
102KB, 1000x663px
It would be really poopy if Doomguy's appearance in QC is delayed because of the leaks. I'm not saying that it *will* happen for sure, but in the case that it does, it'd be such a shame if that were the case.

But anyway, in other news John Romero is selling a recreation of his "COOL GUYS AT THE BEACH" tank top, now you can look like Romero in the 90s minus the genetically enhanced hair.

https://www.romerogames.ie/shop/cool-guys-at-the-beach-tank-top
>>
>>3979280
I think the maps of brush based engines always look more architectually appealing than entity based engines that rely on pre-modeled objects to flesh out their levels. While that always allows for greater micro detail, not having that option forces map designers to rely on creating sweeping visual contours throughout the architecture of the map itself.

It was one of biggest complaints working with UE, I felt like brushwork was entirely obsolete.
>>
File: you got the nails.png (114KB, 288x270px) Image search: [Google]
you got the nails.png
114KB, 288x270px
>>3979285
>allowing you to get a jump on Crash
>yfw she instantly turns around and splatters you across the wall with the shotgun anyway
>>
>>3979290
So I started nightmare yesterday >>3979130 and I realized what you had to do was pause and restart arena, get the spawn shotgun and yellow and haul your ass through the portal and steal the plasma gun before Crash gets there. Just spam that shit and keep her away from her shotgun range.
>>
what other games rely on megatextures besides nudoom and rage? did quake 4 and doom 3 use them?

sorry for the ignorant question
>>
>>3979313
What exactly is a megatexture? Is it just a very high resolution texture that's got a smaller one as a placeholder for load times?
>>
>>3979319
All the textures in one file, and is used so you can have more unique textures that fit over the entire map, rather than tiling smaller textures.
>>
>>3979327
I think I understand. It's like a map sized texture that's generated with lots of variant detail in it? I sort of was looking for something similar for Quake, painting a large wall with a single texture makes the repeats obvious at points, necessitating the need for additional brushes to break up the obviousness. I'm guessing with a megatexture, you could just paint a solid brush with one texture and have a lot of individual detail without manually breaking it up.
>>
"megatexture" is a buzzword for virtual texturing, which is itself just a term used for a collection of practices and features to handle streaming texture data in a certain way. obviously you can't just take a level-sized texture and load it into VRAM, so engines like id's do a thing where all the textures are split up into bite sized chunks, and as you move around the level it loads certain chunks that correspond to visible shit on your screen at that moment. it further combines those texture chunks into a bigger patchwork "virtual texture" to be faster and easier to manage, etc.

in RAGE the megatexturing was pretty straightforward, in doom4 it's gotten various doodads bolted on to actually allow reusable decals and so forth so that you can actually have *some* amount of repetition in order to get higher-resolution textures for stuff where tiling doesn't matter.
>>
is there such thing as art of Doomguy dating Crash or jus a ship of the two in general?
>>
>>3979130
Ah I see you've named your self SAAAAAAAAAAAAAAAAAAAAARG
>>
>>3978953
8, 8, 4, never played
quake is all about that multiplayer to be honest
>>
>>3978953
Quake 1 - Really good
Quake 2 - Not as bad as some like to say, but no where near as good as the first
Quake 3 - Never tried it.
Quake 4 - It was a better attempt than Doom 3, but I couldn't force myself to finish it. Meh.
>>
>>3979313
>>3979407 is right and i believe far cry 4 as well as battlefield 1 used them
>>
https://my.mixtape.moe/ewmcgx.webm

I think I made my Chaingunners too hardcore
>>
>>3979451
>Quake 3 - Never tried it.

It's basically the first moba.
>>
>>3979485
>the voices
It's perfect, anon.
>>
>>3979491
stop
>>
File: msfixd.png (444KB, 1024x576px) Image search: [Google]
msfixd.png
444KB, 1024x576px
>>3974237

Done.

I'm *almost* ready for a release. The double-tap sprint/evade (don't panic, it's an option and not even on by default) is done & dusted with a LOT of help from BlueShadow.

Now I just need to figure out why the replacement for Strife's EnvironmentalSuit doesn't protect you from damagefloors. It inherits from PowerMask (Strife's analog for Doom's Radsuit), so there shouldn't be an issue.
>>
>>3979501
>Was from a completely new IP
>Still responds

Your fault.
>>
>>3979485
>YOU WANNA FREAKIN DIE ILL TEAR YOU A NEW ONE YOU WANNA FREAKIN DIE ILL TEAR YOU A NEW ONE YOU WANNA FREAKIN DIE ILL TEAR YOU A NEW ONE

>he keeps walking around taking no damage like it's another Tuesday
>>
Why did ID even bother with the NVG item?
You almost never encounter it.
>>
>>3978953
Q1: 6
Q2: 6.5
Q3: 5 (though it's not a real singleplayer campaign)
Q4: Never played
>>
>>3979407
I find it funny how everyone goes "Megatextures were a failure! They sucked ass in Rage! Carmack is a hack!" when basically everyone uses virtual texturing now and being able to do lots of totally unique environments is one of the stand-out advancements this gen and turned out pretty much exactly the way Carmack was saying it would when the first idtech5 tech info started flying around in 2007.
>>
>>3979005
Oh I thought you meant the chapters for some reason. 7, 5, 6, Never played.
>>
>>3978953
11, 4, 2, 2
>>
>>3978953
Q1: 9, added verticality to fast-paced shooters, still feels really fucking good even though some of the levels suck
Q2: 7, alright but awkward, played it before Q1. Remember thinking of it as really visually impressive at the time, though.
Q3: 5, got UT shortly before getting Q3 and remember thinking everything about Q3 sucked by comparison. That opinion got completely flipped when I got decent at shooters/learned about movement, but the campaign still sucks.
Q4: I really liked this on release, because the idtech4 engine was still pretty impressive around then, but it's like a 6 at best. More action-y Doom 3.
>>
>>3979162
I want a Doomloli
>>
>>3979485
Lower their voices a pitch so they sound more zombie-ish
>>
>>3979485
iSpook?
>>
>>3979543
so you can mod it into something cool
>>
File: Screenshot_Doom_20170507_170956.png (736KB, 1920x1080px) Image search: [Google]
Screenshot_Doom_20170507_170956.png
736KB, 1920x1080px
Just finished Ancient Aliens with Metadoom, that was a very satisfying experience. What do I play next?!
>>
>Ziggurat Vertigo in Quake
I wish the other secret maps were this much fun.
>>
File: skeptic peter griffin.png (315KB, 454x597px) Image search: [Google]
skeptic peter griffin.png
315KB, 454x597px
>Playing quake 2
>strange lag in the mouse
>looking around feels sluggy, seems to be a delay in clicking the mouse to fire
>vsync is disabled

What do?
>>
>>3979634
Try using Yamagi Q2, I didn't have such an issue with that source port
>>
File: jack is fed up with this shit 2.png (438KB, 719x808px) Image search: [Google]
jack is fed up with this shit 2.png
438KB, 719x808px
>>3979639
That's the port I'm using
>>
>>3979641
look for a command to enable raw input which i know yamagi quake supports or switch to quake 2 pro which is both a good SP client and MP client since the multiplayer community is still pretty strong compared to quakeworld
>>
>>3979634
Is your mouse speed turned up in your PC's system settings?
>>
>>3979668
Turned up all the way? If so then no it isn't.

>>3979647
Just DL'd Pro and there still seems to be a bit of lag with not way to enable raw input. Also at 120 FOV the weapon models are waaaay too fuckin close to the screen.
>>
>playing Heretic on black plague
>it's actually balanced and fun as fuck unlike the top difficulty in every other idtech1 FPS
Huh. Why's this game so underrated, again?
>>
>>3979709
i guess a lot of people saw it as "fantasy doom" which sorta mulled opinions on it, and honestly the level design and weapons didn't do it for me after a point
>>
>>3979689
win_rawmouse 1
you'll have to writeconfig autoexec.cfg to save settings
>>
>>3979605
nope sorry!
>>
>>3979709
Always thought the level design was dreadful, personally.
>>
i enjoy Jump maps (rocket jumping) in TF2 quite a lot, and i was wondering if rocket jumping in TF2 can easily translate to the stiffer rocket jumping in Quake. I know theres a defrag mod aimed at movement. Is that any good ?
>>
>>3979738
this is something you should be asking /arena/ and the answer is yes defrag is very good and a lot more complex than tf2 jump maps
join cpm servers for rocket jumping with air control
>>
>>3979741
yeah but the question is what are the main differences with TF2 rocket jumping? in TF2 for example the rockets come from the right side of the screen wich would make wall jumps from the right easier but other jumps harder
>>
>>3979709
>Why's this game so underrated, again?

At a guess:
-Doom engine, but not Doom.
-Fantasy setting.
-Most weapons are projectile-based.
-Enemies can be a bit spongy.
-Less diverse bestiary. You got melee-ers, and projectile-throwers, and that's it. No equivalent to an Archvile's resurrection ability, for example.
-The Firemace.
-No seriously, what is up with the Firemace.
-Carrying powerups means you can't, as a mapper, have any reasonable idea of how 'strong' a player currently is, and as a player, you will most likely be very hesitant to use stuff like Tomes of Power; you want to save it for 'the right moment' which never happens.

Still fun. Gauntlets of the Necromancer are fucking awesome.
>>
>>3979752
or you can use the Q1 rocket launcher that has been in the game for years, where the rockets come out of your chin
>>
>>3979752
rockets come out the center
the only game where it doesn't is quake 2 but then you can switch to center aim in it as well so it's irrelevant for those who really care
>>
>>3979770
false
apart from >>3979757, rockets come a little from the right

enable decals, grab the stock RL, walk up to a wall and left click
the blast scorch does not line up vertically with the crosshair
>>
File: aaawe.jpg (77KB, 1065x536px) Image search: [Google]
aaawe.jpg
77KB, 1065x536px
It's like rage and negativity follows Quake 3
>>
File: qlrocket2.webm (3MB, 960x514px) Image search: [Google]
qlrocket2.webm
3MB, 960x514px
>>3979781
if you walk up to a wall up against a corner and fire then walk up to it it will be centered
>>
is strafing in this game really essential? or is it pretty doable even if you just hold shift and move around?
>>
>>3979813
> hold shift
enable autorun numbnuts

and unless you like turning 90 degrees all the time, i'd learn to strafe
>>
>>3979813
Why can't you hold Two WASD keys at once?
>>
>>3979731
What other retro FPS have you played that would give you that opinion? I won't say Heretic's level design is particularly great, but calling it dreadful is flat-out slander.
>>
>>3979731

>Heretic levels
>Dreadful

u wot

If you want a Doom engine game that can get arguably in the 'dreadful' range, it's Strife. Several of its later maps fall victim to the 'hit switch, what do' mentality previously seen in Hexen, and in Strife, you don't even get the nebulous 'You have solved 5/8ths of the puzzle in Buttfuck Nowhere' messages.
>>
Why do the networking (or net settings) in Quake 3 and QLive feel so right compared to Quake Champions. Even Source engine games have way better connectivity than QC.
>>
>>3979864
vanilla quake 3 netcode is pretty mediocre for modern standards
CPMA and QL feel good though
>>
Why is the Mage so shit at everything
>>
>>3979870

Ever played HexEnhanced? Unfortunately, it might not work okay in GZDoom these days.

Hexercise is cool too.
>>
>>3979813
Use Mouse to turn with speed and precision, use A+D to strafe left and right (assuming you use a keyboard), it's how Romero played even before release.
>>
>>3979817
desu doomguy is fast enough at walking speed 9 times out of 10 and I maneuver fine, going a little bit slower makes the levels feel a bit larger and it makes me take them in more

if I desperately need to run I can just toggle it
>>
File: lonely girl.png (719KB, 800x600px) Image search: [Google]
lonely girl.png
719KB, 800x600px
>>3979731
Sure you're not thinking of Hexen? Because Hexen was actually a mega-boring game to play.
>>
>>3979864
because it's a beta.
>>
>>3979891
hexen 1 and 2 are better than heretic
>>
>>3979894
If you say so, I thought it was an absolute bore, awful level design.
>>
>>3979968
nonlinear hub based level design reminiscent of classic RPGs > fantasy doom clone
>>
>>3979894
I liked hexen 2 better than heretic.

I also find heretic to be incredibly boring and lame outside of the original maps.
>>
File: pikachu uncomfortable.jpg (12KB, 407x286px) Image search: [Google]
pikachu uncomfortable.jpg
12KB, 407x286px
>>3979892
>>3979864
Dunno bout you two but as much as I love Quake 3/Live, Champs has a MUCH better netcode. Obviously it needs work but it's certainly not like Q3/Live's.

>in a server with a 40+ ping, not necessarily a terrible ping in general
>1+ second delay between clicking M1 and the firing animation and the actual shot being "fired" in a game where precision is key

Meanwhile in Champs the firing is instant, no matter what ping you have (as far as I know). Granted this is a given for most games these days, but holy fuck if you have a ping that's over 40 in Q3/Live, which is somewhat rare depending where you are, you're shit outta luck.
>>
>Noose Champions
>>
https://forum.zdoom.org/viewtopic.php?f=4&t=55983

word on the streets is that gzdoom is considering ditching p2p netplay for c/s
and that torr is considering dumping zandro and merging into gzdoom, working on the c/s for it

rad, if true
>>
>>3980010
>Zandronum will be made obsolete in your lifetime
>>
>>3980017

seeing as how it's consistently been years behind ZDoom codebase, that was already the case
>>
>>3980020
ZDoom has always had shit netcode though, Z& had one thing going for it at least.
>>
>>3979976
Yeah, see, conceptually I would agree with you, but the execution is duller than Amy Schumer's wit, it's basically 60 levels of really vague and drawn out key and switch hunting and the the only real switchup is the way the these switches or keys are styled (and even then not that much), the bestiary and fighting isn't very varied for a game that long, and the fighting gets pretty dull because you only have four weapons ever (three for most of the game) per class, no changing or anything.

There's a lot of things I want to like about Hexen, like there's some pretty cool attention to detail here and there, the aesthetics are great, and it has some nice atmosphere, but it's all so horribly thinly spread it's very difficult to really enjoy (in my opinion).

Heretic is 75% a reskin of Doom, with new levels, but at least Doom is really fun as a base. It doesn't have the most exciting concept, but the execution is competent, and that matters a lot, if high concepts mattered more than execution, people would have actually liked No Man's Sky.
(Note that I'm in no way comparing Hexen to the aforementioned turd).
>>
>>3980010
>word on the streets is that gzdoom is considering ditching p2p netplay for c/s
I will burn an effigy of Ednerd to make this happen.
>>
>>3980025

As time went on, the huge gap in code capabilities became wider and wider, unfortunately.
There's not a whole lot of reason to keep making stuff for Zandronum, especially when GZDoom has gotten such incredible features that makes modding easy and powerful.
>>
File: gzdoom_2017-05-08_20-36-22.png (11KB, 932x30px) Image search: [Google]
gzdoom_2017-05-08_20-36-22.png
11KB, 932x30px
Has anyone played 2048 Unleashed?
I'm on Map 38, and the map just won't continue. Some walls that are supposed to raise never do. I looked at it in GZDoom Builder, and the walls have Tag 666, but killing boss monsters, or putting on this compatibility option and doing it, won't work.
Here's a video of the map working as it's supposed to:
https://www.youtube.com/watch?v=Zh_iul0lKyE
I was playing on GZDoom 3.0.1 with Smooth Doom, but going back to the version used in the video, 2.0.05, and with no mods but the mapset on, it still didn't work. Is my version of the wad just defective or something?
Here's a link to the wad:
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/pc_cp2
>>
Any groovy mods I can kill some deadites as ash williams?
>>
>>3980046
There's an Army Of Darkness TC from the 90's.

It's not amazing or anything, but it's got the soundbytes and some graphics, and the level design is actually pretty competent.
>>
>>3980001
here, on the house.
>>
>>3980048
That's kind of like when Marquito recorded himself playing Doom 2016 as slow and gay as possible to compare to his mod as proof that Brutal Doom was so much cooler yo.

So is this what you do these days? You seem to come here more often recently, they lay you off?
>>
>>3980048
that was from a thread on /v/ where someone claimed doom had no monster closets like doom 3 or triggers where lights shut off
>>
>>3980056
Like a fourth of all monster encounters in Doom 3 were closets or stuff.

I don't hate Doom 3, I think it has some merits, but I'm stunned when thinking about that and that someone thought that would be good. You're numb to the jumpscares 20 minutes in.
>>
File: huuhrah.jpg (47KB, 219x241px) Image search: [Google]
huuhrah.jpg
47KB, 219x241px
>>3980036
Definitely. Regular ZDoom itself took its leave, QZDoom came and gone, ZScript rolled out, GPL compliance became a thing, and much more happened while Zandronum struggles to push out a formal 3.0 release. So much has happened that you wonder if it's really worth continuing at this point.
>>
When you die in the original doom do you lose all your items?
>>
>>3980074
You'll end up pistol starting the level, I think.
>>
>>3979879
>it's how Romero played even before release.

Is that true? That's interesting. If so I wonder why they used the keyboard controls
>>
>>3980069

For me, it wasn't.
I got sick of waiting for 3.0, so I jumped ship to GZDoom and have been modding primarily for it since.
>>
>>3980074
You would lose everything and start over the level with just your pistol and 50 bullets, generally most of the original levels are balanced so that you can quite reasonably beat the game that way, even if you're really bad and a fuckup.

Of course, Doom has manual saving which you can use to your heart's content.
>>
>>3980074
Everything but the pistol and 50 rounds. You could reload a save, but you had to do it manually, you weren't even prompted for it like Build engine games would. ZDoom for some reason changed this behavior to always load a save if there is one for the current game, even if it's several maps back from where you are.
>>
>>3980061
I replayed it recently and there weren't that many annoying closets unless you count the imps behind doors. They were definitely the worst part but I feel like people give it a lot of shit for something it doesn't try to be which is a full on horror game. My biggest complaint for Doom 3 is not having an always run option outside of multiplayer and not having a longer Hell section since it's one of the most memorable sections of the game with lots of action and ammo.
>>
>>3980078
You can play the game keyboard only, it's there for compatibility, since not all people had a mouse for their computer in the early 90's, or one compatible with modern games. It's doable too, I've seen some mighty skilled keyboard only players do Plutonia with grace.

But yeah, the game supported mouse turning (not freelook, turning; important difference), from the get go, and this was something they carried over from Wolfenstein 3D, featuring it as well.

WASD (or arrow keys, as would be more typical back then) for moving 8 directions, and a mouse for quick and accurate turning/aiming, it was Romero's preferred way for FPS. Still is probably.
>>
Anyone else think the "Doom the way Id Did" wad kind of sucks. It's just so "mazey", way moreso than the original doom
>>
>>3980087
>ZDoom for some reason changed this behavior to always load a save if there is one for the current game, even if it's several maps back from where you are.
I think this if anything comes from Graf's playstyle, since auto-save between levels is on by default.

Do the later versions even let you toggle or change it in options? I don't think ZDoom allows pistol start by default.
>>
>>3980087

So thats why ZDoom starts me off with all my items, its just loading the autosave
>>
>>3980104
I liked some parts a lot, some not so much, I guess.
>>
>>3980107
You can turn autosaves off, but there's no way to turn off the automatic load as far as I know.
>>
File: CpLBw0hWgAAKtCp.jpg large.jpg (140KB, 1024x768px) Image search: [Google]
CpLBw0hWgAAKtCp.jpg large.jpg
140KB, 1024x768px
>>3980102
isnt he a lefty tho?
>>
>>3980094
lots of action? there's plenty to be found in the form of spider spamming and archviles, at least to certain extent.

you can finish the game with about 320 fucking shells.
>>
>>3979407
don't the blocking boxes in snapmap use manual tiling for their textures?
>>
Whats the best skillsaw wad aside from AA?
>>
>>3980140
yeah shame there weren't tons of hell knights and imps or anything
>>
>>3980150

Go check out the Cacowards, his stuff's there pretty regularly.
>>
>>3980130
he's a lefty in more ways than one
>>
>>3980130
Oh, then WASD wouldn't even occur to him, probably uses the arrow keys still.

>>3980170
I don't hold it against him, he was never a strictly mature person, and really, it's part of what makes him fun.
>>
>>3980104
Its maps are often three times larger than the vanilla maps. The people behind that project were nuts.
>>
>>3980181
He seems like a fun guy but terrible to work with in terms of work ethic. Also if he's a patrician he'll use the keypad for movement and weapons.
>>
>>3980159
>hell knights and imps
a whopping amount of ten per level at most

how amazing
>>
Played the Gone Homo mod for fun, and jesus christ that end scared the fucking shit out of me
>>
>>3980210
WOT
ARE YE DEWIN
IN MAH SWAMP!?
>>
We always talk about our most hated doom map tropes.

But what are your FAVORITE doom map tropes?
>>
>>3980247
I like having multiple ways to reach another part of the map.
And windows.
>>
>>3979519
I totally understand that I'm asking for something a bit unreasonable here.
And I'm totally OK with you rejecting this
But
Can you make it so the weapons are viable while playing with Brutal Doom Monsters Only?
I really like those monsters, but the original MSX guns are practically like shooting water at them.
>>
>>3979879
>it's how Romero played even before release.
romero didn't use dedicated strafe keys in doom. watch any of the demo loops.
>>
>>3979619
It's fun in a novel way, but doesn't have any memorable surprise encounters aside from the first Shambler and doesn't take advantage of Quake's hectic close quarters gameplay. It's a cathartic map for going to town with the RL and blowing up defenseless ogres.
>>
So, I've been downloading a metric fucktone of wads lately, but I can't seem to find Idiotic Last Man Standing anywhere.

Does anyone have it?
>>
>>3980276
He didn't? I should watch through those carefully then, some of them were pretty good.

At any rate, he did use the mouse.
>>
>>3980130
I remember in a interview he did with double fine I believe he said he was ambidextrous.
>>
>>3979140
Quake Champions is multiplayer-focused because it started life as a spin-off/expansion of Quake Live.

>>3979894
YOU HAVE SOLVED ONE SIXTH OF THE PUZZLE OF THE TERRIBLE POST

>>3980389
He "learned" ambidexterity by jumping between two computers (a next station and a dos pc) while working on Doom
>>
>>3979894
I'd agree with you on Hexen 2. Never understood why that game got less praise than the first.

One is okay, but it's levels are pretty bland.

I only played the demo of Heretic 2. Anyone have an opinion on it?
>>
>>3980343
After much searching, I eventually found the latest version on wad archive.
http://www.wad-archive.com/wad/1e37118c4cc63f3db711e0a6cb6ec8d8
>>
>>3980397
source: my ass
>>
>>3979130
its all fine and dandy until you get to the motherfucking Xaero who just snipes you with a railgun everytime you respawn

i completed all the arenas, but that one was outright bullshit
>>
File: slaughtaur.png (5KB, 250x236px) Image search: [Google]
slaughtaur.png
5KB, 250x236px
*blocks your path*
>>
silly question, do you think there is a right way to make a Doom Movie? if so what do you think it is?
>>
>>3980576
Tough shit for him. I'm a fighter.
>>
>>3980578
We can make completely 1st Person movies now, so I guess you should do that, or at least have most of the action take place in 1st person scenes.
>>
>>3980578
Actually putting a portal to hell and demons in it would be a good start.
>>
File: 1494292621432.jpg (26KB, 235x270px) Image search: [Google]
1494292621432.jpg
26KB, 235x270px
Am I a huge casual for savescumming at times in Ancient Aliens? Some parts just completely kicked my dick off
>>
>>3978953
8, 9, <does not have a proper multiplayer at all>, 7

reading the other replies seems like I'm in the minority that likes q2 more than q1..
>>
>>3980576
*drops poison flask*
>>
>>3980634
singleplayer*

fuck I'm done
>>
>>3980634
>I'm in the minority that likes q2 more than q1..
GET HIM
>>
Are the guys who made Plutonia still in the community?
>>
>>3980619
I'd say it depends on how frequently you're doing it.
>>
>>3980619
Same here, I needed more than 10 retries on some later maps, playing on gamepad only made it even harder and that was average difficulty. Still great fun anyway!
>>
>>3980702
The original Final Doom episode? No.

Milo Casali has completely vanished from the radar.

Dario Casali has worked at Valve since the HL1 days and isn't difficult to contact, but he doesn't seem to remember a huge amount about the Doom days.
>>
>>3980719
Aw, that sucks.
I mean, I wasn't expecting them to be still making maps, I'd probably have heard of that if that was the case, but it sucks they at least browse the forums every now and then.
>>
File: 1489018443147.jpg (60KB, 657x527px) Image search: [Google]
1489018443147.jpg
60KB, 657x527px
>kaiser's first game that he worked on was FEAR perseus mandate
he's come such a long way
>>
You know what'd be a cool addition for Final Doomer? A Samsara-Style Tipbox that elaborates on the weapons.
>>
>>3980747
You point the guns at the fucking things and then they die
What is the problem?
>>
>>3980774
I'd like to know the better stats.
Besides, we can already see the new weapons are going to be more different. Like BTSXGuy's Shotgun shooting projectiles that then fire projectiles aimed at the nearest enemy. That's how I think it works from the videos, at least.
Oh, and the Chainsaw replacement they had to explain in the thread.
>>
File: Screenshot_Doom_20170509_051940.png (604KB, 1280x1024px) Image search: [Google]
Screenshot_Doom_20170509_051940.png
604KB, 1280x1024px
So, after my odd castle-void map, I decided to do another experiment; more playing on the pre-existing theme presented in the infested base; but mixing in a bit more traditional hell (redrocks and the like)

https://www.youtube.com/watch?v=-Efvh8yVnJE music applicable.
>>
File: Screenshot_Doom_20170509_052002.png (842KB, 1280x1024px) Image search: [Google]
Screenshot_Doom_20170509_052002.png
842KB, 1280x1024px
>>3980794
>>
>>3980735
> man date
wow gay

i've waited for so long to have a reason post that
>>
File: 2017-05-09 13-33-06.webm (3MB, 720x360px) Image search: [Google]
2017-05-09 13-33-06.webm
3MB, 720x360px
i made a sprint feature that you do by double tapping forward
then i gave it an automatic tackle attack when you have enough speed
you can see it does nothing if you try it point blank
gets you in melee range and does a good opener attack
pretty handy i think

become the night train and run people over
>>
>>3980859
oh and the map is atlas complex by guardsoul
>>
>>3980859
Can you upload your feature? I'd like to demo it.
>>
What should I watch/read if I want to start making my own maps for Duke Nukem 3D?
>>
>>3978953
1 - Good, but lacks in monster variety. Music is atmospheric, but wished there was more.
2 - Decent, but lacks in thematic variety. Music is okay, but doesn't really add to the game.
3 - lol
4 - Mostly Decent, but the vehicle sections are garbage, and I kinda wish I didn't have NPCs following me at times.
>>
>>3980859
This would be great for IMPatience. Was it hard to implement? Decorate or ACS? (or zscript?)
>>
>>3980876
ye

>>3980884
gross projectile hacks in decorate
ACS for sprinting
ZScript goes over my head
>>
>>3980903
> https://www.dropbox.com/s/txsp7xx7wxcvln6/nighttrain.pk3?dl=1

have fun
double tap and hold forward, then run into people
try not to smash your face on walls

>>3978870
self plugging while i'm at it
>>
File: IMG_3490.jpg (71KB, 716x954px) Image search: [Google]
IMG_3490.jpg
71KB, 716x954px
>NuDoom Twitter doesn't make tweets about NuDoom updates
>occasionally posts fan art submissions and featured Snapmaps, the latter of which are rare
at best.

So I guess ID's stopped working on updating NuDoom now. Which makes sense seeing how Quake Champs is here now.
>>
>>3980934
I thought they had assured us that more content was on the way post-DLCs, but I guess not.
>>
>>3980879
PLEASE
L
E
A
S
E

RESPOND
E
S
P
O
N
D
>>
>>3980946
You don't read anything. You just start making and Nesfag will fly in on his mounted steed and tell you what you did wrong.

In painstaking detail.
>>
File: 320px-Plutonia_2_title[1].png (69KB, 320x240px) Image search: [Google]
320px-Plutonia_2_title[1].png
69KB, 320x240px
About to boot this up for the first time. What am I in for?
>>
File: 1457636374613.gif (2MB, 512x512px) Image search: [Google]
1457636374613.gif
2MB, 512x512px
>>3981013
A lot of fun
>>
>>3980934
>>3980938
Did they really think their gimped Fisher-Price modding mini game wouldn't die after a few months? It's still the most enraging thing about nudoom to me.
>>
>>3981020
I thought they released proper modding tools in the last few months?

Also, does id still release their source code for modern engines? Knowing Bethesda, I'd be afraid to actually do anything with it considering they seem to sue anyone that moves.
>>
>>3981026
They're never going to release modding tools for DOOM 2016. People have been making extraction tools for assets and so forth, but Id's repeatedly said that this version of IdTech is too complex and just not practical for modding. After all, who the hell modded RAGE with its 40GB tools?
>>
How to reduce a missile's range? I want to make a flamethrower's fire faster without giving it ridiculous range.
>>
>>3981035
Bullshit, they are just lazy to make the tool viable to the public, otherwise Epic Games could say the same for Unreal Engine 4, the problem are how much lazy the devs can get in making proper tools for the modders.
>>
>>3981035
One person, it seems.
http://www.moddb.com/mods/rebalance-mod-ultimate/downloads/rebalance-mod-ultimate

It's a pity they didn't release mod tools for Brink. Maybe the game could have been salvaged a little.
>>
>>3981049
It's not that simple. Unreal Engine 4 was made from the ground-up for modularity and many people being able to develop games or other things with it. IdTech7 or whatever it is at this point is pretty much entirely in-house at Id and Bethesda now, and probably designed on a completely different workflow like how IdTech always was the polar opposite of the other half of the PC FPS market from Unreal Engine.
>>
>>3981058
AFAIK, after Carmack departed from Id and Tiago assuming his place, great part of id Tech 6 had to be overhauled, meanwhile they could for sure think a bit in make the thing public, but nevermind, ZeniMax... Bethesda... i think they don't surpass Electronic Arts in make cashgrab games today because EA is the king of bait games since 2012 and can't give a one-third functional game unlike Beth that can at least make something single-player enjoyable except Fallout 4
>>
Id's open source and mod friendly spirit died with Carmack's departure/the Bethesda buyout.
>>
>>3981078
Yeah it kind of seems like with DOOM's version, they just crammed a fuckton of things in there. Optimized for performance, but probably not for development or modification.
>>
>>3981080
They patched out strafe jumping as well which I will never forgive them for.
>>
>>3981078
Carmack may be that guy who made Romero left id in the early years, he also may be that guy who caused trouble with ZeniMax and that VR stuff and code leaking, but still he was being great in the way that he loved to make people check what he did behind the stuff he coded to make such games work, even if it was spaghetti like id Tech 1 was.
>>
>>3981087
Romero was fired and Facebook has to pay for Palmer Luckey breaking NDA, not Carmack who is countersuing them right now.
>>
>>3981080
Megatextures probably wouldn't help the mod scene anyways. I can't see people wanting to download a couple gigs worth for a single map.
>>
>>3981092
iirc Romero was fired exactly because he wanted everyone in the studio to blindly follows his design decisions to make Quake 1 which Carmack disagreed and ended by convincing the others in firing him.
>>
You know, i've seen quad-barrel shotguns and all before in Doom mods, but I just sorta had a random idea since they're always distinct or segregated from similar weapons. You start with a double-barrel, and then upgrade it to a quad-barrel where it shoots two barrels at once, or has the supershot of all four barrels as an alt fire. A more crazy yet logical way of doing something like the Double Trouble I keep seeing with D4 stuff for the two double-barrel shots with the power of one full shot each.
>>
Doom software rendering is 8-bit right? and Thief and Quake is 16-bit?
>>
>>3981048
>>3981048
>>3981048
pls halp
>>
>>3980028
There are mods that make Hexen more interesting to play, but there's nothing like that for Heretic.

The weapons are boring reskins and feel underpowered and only do interesting things when you use a limited powerup, the enemies are boring or annoying, and the music and sounds make my head hurt.
>>
File: 1489291692137.png (249KB, 455x593px) Image search: [Google]
1489291692137.png
249KB, 455x593px
>tfw spent half hour trying to figure out why nothing works
>turns out when you double click a script in SLADE and it opens in a separate tab, it also becomes a separate file
>>
>>3979485
>that camera shake at the end
>>
>>3981142
spawn:
fire aaaaaa 1
stop

the less 'a's, the shorter the range
>>
>>3980879
Ive got you mate
http://infosuite.duke4.net
>>
>>3979485
I think you made your weapon switch sounds too loud
>>
I've been wanting to rip some sprites from Duke 3D for awhile now, specifically a satellite and shuttle sprite from the second episode. Thus far, I haven't been able to find any of these online.
>>
File: handlets when will they learn.jpg (1MB, 2784x1856px) Image search: [Google]
handlets when will they learn.jpg
1MB, 2784x1856px
>>3980130
>>3980181
o yeah
>>
>>3981220
>not important goes to gdc
>>
>>3981049
Epic's whole business is literally about selling their engine, id is under contract where their engines can't be used commercially outside of Bethesda published titles. Zero concern going into making idtech6 user friendly to anyone who isn't a professional or part of the id team. For all their effort making an idtech6 SDK version for the public very few people would use it anyway because just the act of making a level with textures in it involves fucking with megatextures, and making a level with AI in it likely involves a billion different nodes and hand tweaked navmeshes given the way the AI navigates.
>>
People are forgetting a key element, id6 uses propietary software.

As somebody else said above, the dream was dead the moment Carmack left.
>>
>Wrath of Cronos version 2.0 has been stealthily released
>no changelog or any official word from the creator
Well fug
>>
>>3980915

Cool shit. It's fun to run people over.
>>
>>3981142

Also reduce the speed.
>>
>>3981246
>involves fucking with megatextures
That's 100% of the reason I want to play with it. I dont know what all they've overhauled for the usability since idtech5, but I've known people who used 5 and said it was super friendly.
Mega textures look fun as hell.
>>
>>3981216

You can open up Duke 3D's sprites in Slade, I believe.
>>
Anyone know in what DECRATE is the godamn mancubus cannon in project brutality?
>>
>>3981263
Virtual texturing as a whole is incredibly nice to work with. The end file size is a bitch but being able to throw a massively detailed landscape texture at a scene and have it only use a fraction of your GPU memory compared to traditional texture usage is wonderful.
>>
>>3981275
DECORATE*
>>
File: Screenshot_Doom_20170509_174754.png (838KB, 1360x768px) Image search: [Google]
Screenshot_Doom_20170509_174754.png
838KB, 1360x768px
Archways are pretty.
>>
>>3981295
you got a map resource pack somewhere?
>>
>>3981315
I'll be releasing the textures once I'm done with a few maps. For now I still autistically change things around as I'm going and the filenames are a mess.
>>
>>3981276
I was speaking more from an artist's perspective. Being able to paint unique details, and even variations in the lightmap, or shadows seems dope. But yeah, there's a lot to be said about mega textures. I think carmack just rolled them out a generation too early.
>>
File: reload_queue_test.webm (3MB, 1280x720px) Image search: [Google]
reload_queue_test.webm
3MB, 1280x720px
You know why weapons with reloading suck ass in doom? You cant press reload button before the shot animation is finished like you do in modern games

so i wrote a little acs that does it more like modern games do it, but you still have to add

TNT1 A 0 ACS_NamedExecuteWithResult("CheckReloadButton",1)

at the start of the "Fire" state and a

TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("WasReloadPressed") == 1,"Reload")

at the start of the "Ready" state for the weapons you use.

https://drive.google.com/open?id=0B2IErgIQg4pkUTRuXzVTNjM1dXM
>>
what's the gameplay mod with the best flamethrower?
>>
>>3981327
i've used a similar system for a melee weapon with combos
except i did it by giving the player a dummy powerup that lasts for about 6 tics, so you didn't have to have perfect rhythm

also your muzzleflash frames don't line up with the barrel, there's a visible gap
>>
>>3981350
i noticedit too but its not mine, its Led's generic weapon pack or something like that
>>
Oh, STRAFE was released.
>>
>>3981364
the first of many terrible not-retro not-90s indie shooters
>>
File: JPCP map 8.png (139KB, 1920x1080px) Image search: [Google]
JPCP map 8.png
139KB, 1920x1080px
what went so right bros?
>>
>>3981367
I'm interested in both STRAFE ad DUSK. Moreso because the developer for the latter has only done walking simulators so far.

>>3981376
I find that author's maps to be visually cluttered. Not in an unfun way, but they still look chaotic.
>>
>>3981367
im looking forward to Spire
>>
Judging by the trailer, STRAFE looks like Quake 2 with a dose of Half-Life in it.
>>
well, speaking about strafe, i thought those shitty placeholder sounds and total lack of animations would be "fixed" by release and oh boy was i wrong. Yet another cashgrab trash, that gets beaten even by vanilla doom with oblige.
>>
>>3980181
because /pol/ is so mature
>>
>>3981376

A bunch of newbie mappers completely unaware of western Doom community mapping conventions, styles, and practices get together and make their own maps, and then hone them again and again. It's rough, it's raw, it's a huge breath of fresh air, and that's what makes it so great.
I've never been of the mind that something being "too polished" or "too refined" is a downside, but it's difficult to really argue the opposite and say that a product's flaws actually enhance it. But for me, JPCP readily demonstrates that something doesn't have to be the utmost perfect in order to really shine.
>>
>>3981295
I like
>>3981404
What conventions do you mean?
>>
>>3981392
It looks nothing like Quake 2 or Quake in general to be honest.
>>
What do you guys prefer, 2 step stairs or 3 step stairs?
>>
>>3980915
>>3980915
I love the feature, yet I have one query:
It works 100% when double tapping the +forward buttin. I play with an xinput pad and sprinting does not register when using the joystick.

I tried to wrap my head around patching in gamepad support, I simply don't know the syntax to check for positive and negative values that should be returned -

https://zdoom.org/wiki/GetPlayerInput
>>
>>3980915
>>3981441
>>3980915

// monitor JOY
if (getplayerinput(0, modinput_FORWARDMOVE) > 0) {w=1;} else {w=0;}
if (getplayerinput(0, modinput_SIDEMOVE) < 0) {a=1;} else {a=0;}
if (getplayerinput(0, modinput_FORWARDMOVE) < 0) {s=1;} else {s=0;}
if (getplayerinput(0, modinput_SIDEMOVE) > 0) {d=1;} else {d=0;}

Is there a way you could incorprate a patch for axis monitoring?
>>
>>3981364
Currently giving it a try, no technical issues so far apart from the framerate being tied to how much of a bitch dwm.exe currently is, like AoE II HD for some reason.

It's also pretty anal with health drops.

>>3981398
>oblige

Honestly I don't think anyone would bother with OBLIGE as much if it weren't for the slew of gameplay mods GZDoom has, even if it's currently the best it's ever been you'll still bump into a lot of similar prefabs. From what I've seen so far in Strafe there's a little more focus on some verticality than Oblige, though going by a few runs in the first act there are still a good chunk of repeats which doesn't bode well, but I'll have to play some more and see how it goes.
>>
>>3981451
i can stand the repeating patterns if the gameplay is overall satisfying

but when gunplay sucks, gameplay is ironically not about "strafing" but about backpedalling into narrow corridors, sound design is shit, animations are nonexistant, and everything feels floaty like its someone's first school project - not even 16 quintillion of handcrafted rooms can save it for me
>>
File: Cacomack.jpg (18KB, 400x400px) Image search: [Google]
Cacomack.jpg
18KB, 400x400px
There's a few things I'm looking for, it's been like forever since I played Doom the last time.

1: There's a wad with a map set in a castle, I don't remember which one but I think it was older and the castle was really huge and detailed with rooms etc.

2: There's a wad limited to 1024 which had a secret map named NUTS1024 or something like that, which one was it?

3: There's a webm of someone playing Gotcha! with Demonsteele and being really stylish.

If anyone could help me out, that would be great.
>>
>>3981441
>>3981446
i have no idea how joysticks work with doom modding unfortunately

the only mod that i know of that has (allegedly, looking at the code) controller support is demonsteele
>>
>>3981463
The answer to 2 is likely Congestion 1024
>>
>>3981562
there's actually plenty of wads limited to 1024 map units, iirc
>>
>>3981463
XCALIB11? CASTEVIL? or not quite that old..?
>>
>>3981568
congestion, claustrophobia, claustrophobia 2, anything with 1024 in the filename on /idgames really. also cyc-384
>>
UAC Research Vessel #1024 - wh1024.zip (134 KB, 2005-02-02) - Will Hackney AKA Kid Airbag AKA Archvile46
Congestion 1024 - 1024.zip (3670 KB, 2005-12-02) - Various mappers
Rf 1024 - rf_1024.zip (47 KB, 2006-04-01) - rf
SPACESHIP 1024 - 1024pc01.zip (58 KB, 2006-05-02) - Paul Corfiatis
Zero Tolerance - dd1024.zip (651 KB, 2006-05-22) - Dutch Devil
1024 - 1024-1.zip (43 KB, 2006-09-24) - alterworldruler
1024-2 - 1024-2.zip (70 KB, 2006-10-01) - alterworldruler
1024-3:Marine goes to hell - 1024-3.zip (40 KB, 2006-10-01) - alterworldruler
Twisted Metal 1024 - tm_1024.zip (61 KB, 2006-10-11) - Mephisto
Gloomy Sewers 1024 - gs_1024.zip (33 KB, 2006-10-11) - Mephisto
FORTRESS 1024 - 1024pc02.zip (102 KB, 2006-12-16) - Paul Corfiatis
Tower 1024 - tow1024.zip (21 KB, 2007-01-06) - Wills
1024-4 Directors Cut - 1024dc.zip (1640 KB, 2007-12-13) - Alter
1024 seized megawad - my1024.zip (1589 KB, 2008-01-25) - Walter "Daimon" Confalonieri
Daemonic Martello 1024 - dm1024.zip (264 KB, 2008-02-02) - Vasek "(The_)Damned" Havranek
1024-4: Directors Cut Version 2 - 1024dcv2.zip (1751 KB, 2008-05-31) - Alter
Claustral - mop_1024.zip (106 KB, 2008-07-31) - Kyle Casteel
Ivano: 1024 - iv1024.zip (106 KB, 2008-12-16) - Ivano Lich

...
>>
Claustrophobia 1024 - 1024clau.zip (7812 KB, 2009-06-17) - Various
Claustrophobia 1024 2: The Mystery of Too Many Maps - 1024cla2.zip (8901 KB, 2010-01-08) - Jodwin
neg_!ke's 1024 Map for Doom II - 1024_neg.zip (106 KB, 2010-02-26) - neg!ke
Nongrato 1024 - ng1024.zip (184 KB, 2010-07-20) - Ivano Lich
Katamori 1024 - Episode 1 - kat1024.zip (1819 KB, 2011-01-31) - Zoltan Schmidt "Katamori"
Proyect 1024 - proy1024.zip (26 KB, 2011-01-31) - Wraith
Katamori 1024: The Lost Era - k1024le.zip (411 KB, 2011-10-14) - Zoltan Schmidt "Katamori"
Titan 1024 - tita1024.zip (6310 KB, 2012-07-17) - Ixnatifual (Jesper Krag Rasmussen)
Bunker 1024 - 1024bunk.zip (3321 KB, 2013-12-17) - HanktheLugia'sBitch
1024:ABC edition - 1024abc.zip (452 KB, 2014-06-17) - Ilya "Joe" Lazarev
1024 x 1024 The Building - 1024bldg.zip (2210 KB, 2015-01-15) - Scionox
Plutonia 1024: The Plutinya Exeriment - pl1024.zip (2128 KB, 2015-03-08) - Various
Mt. Erebus 1024 - ereb1024.zip (20 KB, 2016-02-20) - Subucnameth
Liberate 1024 - lib1024.zip (313 KB, 2016-08-03) - Philip "Liberation" Brown
>>
Anyone playing doom with a potato here?

When playing things like D4D or Metadoom my fps drop like hell.

Is it supposed to be like this or Am I doing something wrong?

Using gzdoom 3.0
>>
>>3979754
Firemace is Secret Weapon and not a BFG replacement. It's supposed to be used only in conjunction with Tome of Power.

>>3979731
Level design for the most part is better than Doom 2.
>>
>>3980031
I will burn a hundred of Ednerd effigys
>>
>>3981664
that isn't a particularly high bar to clear.
>>
>>3981634
whats your specs? gpu and cpu
>>
>>3981463
Is the second one this:
https://www.doomworld.com/vb/wads-mods/85755-rf1024-i-dont-know-whats-going-on-with-this-title-anymore/
>>
>>3981634
Use GZDoom 1.8.10

Dont run anything that has gratuitous blood splatter.
>>
Are there any good videos on Duke 3D map making? I really struggle to use text based guides for stuff like this.
>>
>>3981692
celeron dual core 1.50GHz

the gpu is one of those intel integrated (second generation I think)

I don't expect miracles, probably I will just have to upgrade
>>
>>3981720
well you could try disabling dynamic lights, setting particles and decals sliders to lowest, turning off rendering interpolation ( for silky smooth vanilla 35 fps )

you could also try using software renderer instead of opengl

using an older version like this anon said >>3981713 is a last resort option, that should be avoided, as many mods will be incompatible
>>
>>3981731
thanks my man (and the other anon), I will try these.

Peace.
>>
>>3980104
I'm playing this right now and I'm half way through Inferno.
It isn't bad but you're right about the maze like maps. Some of the sections in Shores of Hell were ridiculous.
I loved the wad's take on the cyberdemon fight though, deactivating all the containment seals around it felt really cool and got me pumped up, even though I knew what it was going to contain and that plot wise it makes no sense for the CyberDemon ruling Deimos to be locked up like that. I also found the way it was lowered into the arena on a small podium felt like an extravagant poledancer entrance, which ruined the atmosphere a little.
I'm looking forward to seeing how they present the Spider Mastermind fight, and will probably try the sequel wad next. It can't be worse than the second half of Doom 2, right?
>>
>>3981718
I like your persistence but most people here have only ever played doom and used gzdoom builder, and I haven't touched MAPEDIT for more than 6 years
You might have to look outside of this thread for an answer, there are anons who make Duke threads occasionally and also NESfag exists
If that doesn't help you may have to go to other sites
>>
>>3981782
it's less that and more that there simply isn't any
you'd need a text-based guide/walkthrough
>>
Why is the plasma rifle so shit? It's just a slightly stronger and flashier chaingun with better accuracy. It also eats the same ammo as the BFG so why waste the ammo for that?
>>
>>3981818
As a young kid I some reason thought the plasma rifle pierces through enemies after seeing the full version at a friend's house. In hindsight, that would actually be an easy way to make it worth using to be quite honest.
>>
>>3981818
It's the best weapon for stunlocking, so if you are about to engage an archvile, you can spray him with plasma and hope it will interrupt his attack, instead of using the BFG and getting hit by the fire attack before you can get the shot off.
>>
>>3981818
Other than the BFG thing, my only problem with the rifle is the knowledge that you're shooting out of the back of the gun they modeled it off. This fact sits there in the back of my mind every time I use the plasma, bothering my autism.
>>
>>3981829
>I'll just hope the archvile gets stunned
t. man killed by an archvile
>>
>>3981818
At least it isn't the Doom 4 plasma rifle, now that thing is fucking awful. It's just silly to think the UAC is replacing the heavy assault rifle with that garbage in the story.

On topic though, the plasma rifle is a really cool concept and it's useful for panic spraying tougher demons in a bad situation if you don't have the BFG yet. It tends to trigger their pain chance often and stunlock them.

The original Doom 1 & 2 plasma rifle has a horrible firing sound though, I'm glad they improved it in the later games
>>
>>3981829
I have to disagree, SSG is alot better for making Archvile cancel his attack if we're talking about close range since Plasma at long range will delay alot to reach such enemy and eventually will get you exploded anyway.

Plasma Rifle have another uses for like clean the mess of a trap with imps or pinkies, even tanking that typical duo of Barons or Hellknights.
>>
>>3981818
Come to think of it, since plasma is a superheated gas shouldn't it do fucking nothing to most demons? They live in a world of fire and lava, and control fire with magic to attack you. You'd think they'd have a resistance to the weapon.
>>
If you believe that Doomguy's gameplay abilities are canon and that the HUD is a part of his helmet, do you also believe that the map feature means his helmet can scan an area to create a map for him?
>>
>>3981882
It makes sense.
The only part that doesn't is the way the HUD shows the Marine's face. Why would you need a constant video feed of your own face on the HUD?
>>
>>3981887
Maybe whoever designed those helmets was some narcissistic fuck, i guess.
>>
>>3981818
It's literally the most reliable way to kill a cyberdemon
>>
i want to make a dynamic crosshair.
using font with a crosshair with different gaps, setfont, hudmessage, and triggering all that through checkactorstate, and every time it is in "Fire" state, the the script will select the biggest crosshair and then slowly "fade" it back to small, cycling through all of them.

would that work or am i gonna waste a shitton of time

also is there any way to trigger the "Grow crosshair on item pickup" through acs?
>>
>>3981887
>Doomguy doing youtube reactions for his channel as he fights through the infested moons using his helmet cam
>>
>>3981818
its the best weapon to use at longer rangers
also you dont have the bfg all the time especially if you pistol start
>>
>Barons and spectre army
Rockets everywhere, occasionally shotgun a spectre in the face
>Cyberdemon
Rocket launcher duel, no other weapons.
>Spider Mastermind
Finished with a BFG point blank to the face, no exceptions. Yes I did this even before playing NuDoom

So does anyone else here like to make the boss fights feel "cinematic"? It just feels really satisfying.
>>
>>3981925
no cus im not a fucking faggot
>>
So, have any of you guys gotten Brutal Doom/the ketchup mod to work with gzDoom 3.0?
I can get it all to work in zDoom 2.8.1, but in gzDoom I keep getting an a fatal error on startup.
(Blood.txt, expected ;;, got 'l')

I'm trying to pair down the number of source ports I have installed to just gzDoom, and maybe Zandronum.
>>
>>3981972
there is a dumb error, smallcase letter L instead of a 1 in some place, that you can correct yourself, it literally tells you where exactly it is.
>>
>>3981981
I just tried that.
It launches now, but the mod isn't doing anything.
>>
>>3981986
it works for me, the version for smooth doom though
>>
>>3981972
it strikes again
>>
>>3981868
I actually love the mechanical fantastic sound of Plasma from Doom 1/2 more than any other gun anywhere.
>>
File: Revenant coding.png (39KB, 1366x714px) Image search: [Google]
Revenant coding.png
39KB, 1366x714px
>>3981972
Open up Ketchup's file with 7zip or whatever you like to use and look at the Decorate.BLOOD notepad file
See the two "A_FadeOut(0.1)" bits in the image here?
Yours say "A_FadeOut(0.I)"
Replace the Is with 1s, save the changes and Ketchup will work.
>>
What are some wads that fit with the theme of Lithium?
>>
>>3981868
The plasma rifle sounds awesome if the sound of a new shot interrumpts the previous shot, something that doesn't seem to happen in modern source ports.
>>
>>3982109
What theme would that be?
>>
>>3981873
Well, plasma is also heavily ionized. And it's being thrown at them at a somewhat high speed. At least one of those things should harm them.
>>
>>3982117
Crazy overpowered

>>3982109
Try Hell Revealeds
>>
>>3982117
Like Techno or cyberpunk.
>>
>>3982129
i don't understand, aren't doom maps techbases by default
>>
>>3982139
Well yeah but i want some variety and i don't really know a lot of wads with that theme in focus.
>>
>>3981265
Gotem finally, thank you anon
>>
>>3982129
Try Mutiny.
>>
>>3982124
>>3982234
Thanks for the suggestions
>>
File: Screenshot_Doom_20170430_215444.png (263KB, 1366x768px) Image search: [Google]
Screenshot_Doom_20170430_215444.png
263KB, 1366x768px
y cant doom crawl?
>>
File: 4rd.jpg (60KB, 1280x720px) Image search: [Google]
4rd.jpg
60KB, 1280x720px
So we can agree that Pandemonium is the worst map right
>>
>>3982275
That's not E4M6
>>
>>3982275
It's one of the best, you idiot.
>>
>>3982272
No knees
>>
>>3981718
All the videos are in Spanish, dude. Lennox is the best you'll get, but he's pretty damn good.
>>
>>3981981
>>3982062
Derp, got it to work.
I was just zipping it back up wrong.

Thanks!
>>
>>3982062
Starting to feel the term "Brutal" actually refers to Mark's modding methods.
>>
>>3981095
It's more that Romero stalled for MONTHS and did very little work (not following the design document he himself hurriedly drafted), he was busy deathmatching in Doom, courting the press (more or less insinuating that he did most of the work on Doom, or refraining from correcting them when they made that assumption).

Carmack decided to have Quake repackaged and reworked into a Doom clone as the deadline had drawn uncomfortably close and they had VERY little to show for it. Was it the most creative direction? No, not really, but Romero had incessantly shirked his duties as a lead designer (a task he took on by himself, then proceeded to not really do), and a game had to be done. This was the start of his dickhead period, and eventually Carmack's dickhead period.

Carmack generally had pretty little input into things like design or gameplay, that wasn't something he did, he programmed, and he still programs now. The last big input he had on a videogame's direction in terms of what kind of game it would be was to make sure that the Colladoody build of Doom 4 was shitcanned and something better was made.
>>
>>3982294
fucking mexicans stealing my mapster tutorials. Guess it's time to get reading.
>>
Sorry for the really newb question, but did GZdoom come with the iwads for ultimate doom and doom 2? or are they available because they were already on my computer before?
>>
>>3982319
They must have already been on your computer.
GZdoom is just the engine, no wads provided.
They might have a download bundled with freedoom though.
>>
>>3982321

Im just surprised, because I didnt even put them in the GZdoom folder? Its like it was able to find the games elsewhere on my PC and fetch it
>>
>>3982328
GzDoom references wad locations from system variables.
>>
>>3981818
It's the best general purpose gun. You can use it on everything with reasonable effectiveness. Other weapons fill niches, plasma gun saves you the time of switching weapons.
>>
Is it me or is Shadow Warrior not as fun as Blood and Duke? Playing it for the first time now and it's just not clicking with me. Are the later levels/episodes any better?
>>
>>3981818
>slightly stronger
More like much, much stronger.
>>
>>3982356
Blood >= Duke >>>Shadow Warrior >>>>>>>>>>>>>>>>>>>>> literal feces >>>>>>>>>>>>>>>>>Redneck Rampage
>>
>>3981634
D4T is optimized for smartphones, surely you have better luck with that
>>
>>3982379
RR isn't even that bad. I'll never understand the hate it gets.
>>
>>3982379
Redneck is not that absolute trash, but it certainly is the weakest of the major Build games
Besides that, you have the same rankings I do, Blood is probably the apex of Build and what 2.5d shooters can be and do
>>
>>3982275
What are you talking about? The music alone makes that map great.
>>
>>3982356
I feel the same way.
>>
File: M0110.jpg (61KB, 656x600px) Image search: [Google]
M0110.jpg
61KB, 656x600px
>>3980595

have the guys who made hardcore henry do it

>an hour of thirty minutes of doomguy incoherently yelling and ripping and tearing
>>
File: 1424901145872.jpg (36KB, 479x492px) Image search: [Google]
1424901145872.jpg
36KB, 479x492px
>drowning in quake drains your armor
id drones WILL defend this.
>>
>>3982568
Corrosion, Lovecraftian enchantments, etc.
>>
>>3982379
I agree with putting Shadow Warrior below Blood and Duke. People complain about Blood's hitscanners, but good lord Shadow Warrior has pisspoor monster balance. Theres a few monsters that look the same, but have a dramatically different amount of HP between another, alongside a few monsters that can literally one-shot you if you aren't careful.
>>
>>3981664
>Firemace is Secret Weapon and not a BFG replacement. It's supposed to be used only in conjunction with Tome of Power.
Is there any use for the untomed Firemace that the Dragon Claw or Hellstaff can't do better?
>>
>>3982559
Fuck yeah Thief secret area dev notes.
Something /pol/tard crossovers might get a kick out of: In Cragscleft prison the zealous Hammerites punish people harshly for petty crimes. The crime of gold-lending carried a punishment of "nose cropping".
>>
File: 1447281550957.png (285KB, 471x466px) Image search: [Google]
1447281550957.png
285KB, 471x466px
I need more FPS like Quake 1. >10 minute levels, only a touch of backtracking, preferably full 3D, secrets and it needs to be FAST
>>
File: zone_fucking_two.png (46KB, 956x232px) Image search: [Google]
zone_fucking_two.png
46KB, 956x232px
>>3981462
Hey first off:
>not retro

Second off:
>bunch of people saying that it's about backpedaling
>just beat it by flying around at top speed and the "Backpedal into a chokepoint" strategy stops even really being particularly useful the second you get out of the introductory zone, downright becomes useless in zone 3 because the monsters spread out even more
>3.8% of players have even beaten zone 2
>zone fucking two
>I beat zone 2 first run
Not to say that it's the best game ever(especially for $20 jesus fuck I just beat it in 3 hours, it needs some more gamemodes, NG+ or something), but if you're playing it like a weenie that's entirely on you for playing it like a weenie. Game was zippy and at least enjoyable for the short amount of time it lasted.

Let's tie this into Doom, though:
Think it'd be worth poking around Oblige to see it it can be made to generate stuff specifically for a gameplay mod? So you could spit out something like Strafe, drop shopkeeper rooms into the maps and everything, but have it not be woefully average.
I'm looking for a game art project, I know someone looking for a programming project. It could be a thing.
>>
>>3982618
Soldier of Fortune 1, except for the secrets part
>>
File: 1445465844764s.jpg (5KB, 125x109px) Image search: [Google]
1445465844764s.jpg
5KB, 125x109px
>>3982649
I didn't give it a shot yet, but I'm pretty turned off after hearing about it using reloads/magazines after touting it's retro fps inspirations. The live action ads have been great though. Also
>no demo
>>
>>3982693
It's not absolute shit, but it's still 100% not worth $20 currently.
>>
has a single legitimate doom clone existed since the 90's?
>>
File: HOLY SHITTING SHAMBLER.png (139KB, 383x364px) Image search: [Google]
HOLY SHITTING SHAMBLER.png
139KB, 383x364px
https://www.youtube.com/watch?v=lVGpqu9yJJs

we've gone full circle
>>
>>3982618
>>10 minute levels
<10 minute. Goddamn, do they not fucking teach greater/less than in schools anymore?
>>
>>3982706
i mean... define "legitimate" doom clone
>>
>>3982308
>The last big input he had on a videogame's direction in terms of what kind of game it would be was to make sure that the Colladoody build of Doom 4 was shitcanned and something better was made.
I have never read a single thing that suggested that Carmack had anything to do with that.
>>
File: 1454716282085.png (251KB, 263x363px) Image search: [Google]
1454716282085.png
251KB, 263x363px
>>3982743
My bad. I didn't forget which signs were which, it was just a typo.
>>
>>3982749
plays like doom
>>
>>3982793
>Make Doom clone
>Inevitably worse when compared to Doom's billion existing mods and maps because, honestly, how do you compete with that

Not the best strategy really.
>>
>>3982808
like most people know about those
>>
>>3982810
Okay.
>Make Doom clone but don't do it for the audience that enjoys Doom
>35 on metacritic "couldn't aim down sights and the character feels floaty and goes unrealistically fast and wtf doesn't my health regen"
>>
>>3982817
Yeah...i guess that's true. a classic FPS just wouldn't get anywhere these days
>>
>>3982817
If Platinum games can get money, I think a well done Doom Clone could sell near those.
>>
File: Screenshot_208.png (135KB, 1061x260px) Image search: [Google]
Screenshot_208.png
135KB, 1061x260px
that aint quake
>>
So, /doom/, what are your favorite mods for running a really silly game of Doom?

I'm currently running Run For It, Fractal Doom, and Ketchup.
>>
so the new order just finished downloading and my FPS certainly could go up a notch

I'm looking for an option to decrease screen resolution and the game won't let me. looking for a ini/config file but all I seem to be able to find is key configurations

what do?
>>
>>3982894
You mean like, normal resolution, or how DOOM 2016 has a Resolution Scale option?
I don't have New Order installed so I can't say if it has the options, but I have a feeling that the latter option was introduced with DOOM 2016.
>>
>>3982896
I mean the game seems to be locked at 1366x768 (native) and I don't see a way to tamper with that.

seems... weird to say the least, yeah. considering doom4 allows you to fickle around with something as purely basic I'd figure nuwolf would include something at least remotely close to res scaling

which is a shame because it'd run fantastically on my laptop. the only steady 60 I can get on d4 is on the entryway classic map lmao.
>>
>>3982894
Before you go dropping the resolution, there's a few other things you should do first.
Id ROYALLY fucked up with TNO when it comes to performance/installation.

Here's what ya gotta do:
>Rename WolfOldBlood_x64.exe toWolfOldBlood_x32.exe
No idea why this works, but it does.
>Create the following folder: AppData\Local\MachineGames\Wolfenstein The New Order\
Id forgot to have the installer make the fucking texture cache folder.
>>
>>3982618
Try RTCW

>>3982582
No. Firemace is a special weapon. That is why it can only be found in secrets with a chance that it won't be there.

>>3975883
Any news on that grappling hook?
>>
Are you faggots ready for the ultimate dindu fighting simulator?
https://forum.zdoom.org/viewtopic.php?f=43&t=56355&sid=93f52f2515d505e9b4b5b2f118313bd5
>>
>>3982706
Any Doom clone that would've come out after '96 would've been compared to Duke3D and that comparison would've never been in clone's favour.

Ater 90's Serious Same and Painkiller came out and they were touted as return-to-the-roots oldschool FPS even when they were not, and since then every game that tried to be oldschool tried to copy them instead.

Even nuDoom fell into that trap - it is more of a Painkiller in Doom's skin than Doom, especially with level design.
>>
>>3982925
camera angle looks terrible.
>>
>>3981897
well thank you all for your help, turns out zsc is much better for what i want than acs
>>
I don't suppose anyone would have the link to some custom Doom 32x Roms? I see a lot of them on youtube, apparently they are from a forum that closed down a few years ago.
>>
>>3982930
I feel like the verticality in Nudoom brings it closer to Quake 1/2 than Painkiller or Serious Sam. No big flat arenas, lots of tight areas with height variation instead. The AI just has a lot of traversal options, only specific types do the Serious Sam/Painkiller chase.
>>
File: mapat.png (85KB, 511x670px) Image search: [Google]
mapat.png
85KB, 511x670px
quake2gruntmakeitstop.wav

likely to remove biggopainting and replace with fully keen-like seekrit room
>>
So how long till STRAFE's textures are ripped for Doom?

How would somebody accomplish that?
>>
>>3983001
I'm just waiting for the inevitable jokewad that confines the Shotgun, Chaingun, and Plasma Gun to separate classes and replaces all instances of zombiemen and imps with pinkies that have no SFX beyond the death sound.
>>
>>3983047
Even Goldeneye had weapon sway so I don't know what you're implying
>>
>>3979634
check GL_Finish or glfinish, it can cause mouselag
>>
>>3980407
Hexen 2 levels felt more bland somehow, also the whole "europe mezo egypt rome" level theming felt lacking compared to the more realized atmospheres in Heretic and Hexen
>>
>dude thing lol
>dude aesthetic lol
>>
How do I get better at Blood? I'm struggling to get past even the second level.
>>
>>3983079
duck. that reduces enemy accuracy (they are programmed that way)

use TNT.
>>
>>3978953
10, 8, 6 (actually the campaign really helped me learn dueling, it is easy to just brute force but if you actually focus on just timing items it is great strengthening exercise but is generally worse than online), 4
>>
>>3982116
i see what you mean testing that out, in vanilla it has this almost cyclical pulse where every couple of seconds the sound finishes before interrupted
>>
>>3982537
>>3982451
levels just never seemed that fun, more tedium than anything, also repetitive enemies
>>
File: fcuk you.png (325KB, 1920x1080px) Image search: [Google]
fcuk you.png
325KB, 1920x1080px
>>3979130
as soon as you learn how to time items i think it becomes really easy. my favorite singleplayer botmatches are q3dm2, q3tourney2, and q3dm5. i redid all of these a fuckload, those bots are fun and those levels are great for the custom skirmishes with different bots of different skills its cool. however as already mentioned, the xaero mission is NOT about item control at all. in fact that mega on the map is the biggest fuck you i have ever experienced. forget the bfg exists, forget the red armor, out the spawn grab the railgun and hope that faggot doesn't spawn closer to it than you. if he jumps, don't peak, grab the rocket launcher and try and bait him around corners

>>3980570
i earned this bragging right
>>
>>3982907
>>Rename WolfOldBlood_x64.exe toWolfOldBlood_x32.exe
did that already. not noticing any considerable changes on performance so far :c

>>Create the following folder: AppData\Local\MachineGames\Wolfenstein The New Order\
>Id forgot to have the installer make the fucking texture cache folder.
uhh bit of a dumb question but should I have done this before install the game? I did do that too but didn't notice anything different

much to my surprise the game has a developer console though!! there's lots and lots of cvars in there I have no idea what to do with. fun. I was able to set my resolution from there though and it only took a game restart.

there's been an increase in performance but sadly it's not quite there yet. which is weird, is this game really that resource intensive or is it really just poor optimization? it's sitting at 800x600 now I think. pondering what to do next.
>>
>>3983097
this i agree with. its a huge maze on a flat plane. it is hard to tell what keys go to what, it is hard to tell what is destructable or not and there isn't a clear direction you need to go to progress at all unlike doom or duke, weapons can take 50 shots to kill a hitscan faggot peppering you from a distance and to top off the cherry on the shitcake i always fail at the end of mission 1 because i keep killing bubba on accident. i want to like it though
>>
>>3983047
Are there options to reduce it?
>>
boy i sure do talking about games released literally just today in the retro fps thread
>>
>>3983105
I spent like maybe 20-30 minutes on Phobos alone, I don't know why but the early matches are the hardest. 1v1, no quad, somewhat a figure 8 map, and butthole clenching tension knowing if that asshole will jump out of a corner and blast you in the fucking face. I had to turn off the music for that shit.
>>
>>3982946
>I feel like the verticality in Nudoom brings it closer to Quake 1/2

Interconnectedness is a more central quality of Quake's level design than verticality, and Doom 2016's habit of isolated encounters with enemies teleported in in trickles is the antithesis of that. Romero's E1M8b map is limited to Doom's "fake" verticality but is far more Quake-like than anything else outside of Quake custom maps because of interconnected design.

I mean what the fuck is Doom 2016's verticality anyway? You jump up to a platform, then the enemy follows you up to the platform and you end up fighting horizontally. That's not how it works in Quake. If there's an enemy up top and you're below, you'll have to deal with it that way. Vertical positioning and height differences between you and your enemies have more persistence.
>>
Any good "mecha" mods for Doom?
Something fast paced with machineguns
>>
>>3983038
I wish this meme would die.
Doom was indeed 3D.
>>
>>3983127
>I mean what the fuck is Doom 2016's verticality anyway?
employing an additional axis to dodge projectiles? to flank monsters? to grant you a clear quick pic where to go or what to kill next in the heist of s battle?

not every single guy is prone to follow you upwards you know. getting out of a monster's line of sight is still encouraged.
>>
>>3983126
that is why i really liked those levels, those bots work really well on those maps. my favorite is actually the phobos mission, my second favorite has to be hunter. keep playing those missions, i think they are the best because later on it becomes more about team games and 6+ player ffa rather than duel which makes it more of a clusterfuck. the only real issue i see with the phobos map is a lack of mega health which is important to learn about. my advice on the phobos map at least is to grab red armor first above everything else, then beeline to yellow armor. armor spawns in 25 seconds, that is all armor; red, yellow, even shards, remember that. health spawns in 35; mega, big health, medium, small, you get it. HOWEVER, on maps such as vertical vengeance mega spawns in 120 seconds, i have no clue why and it is the only map i know that does that but keep in mind it can be different. as for quad/hazard suit/haste i don't know exactly when they spawn or if it is different on other maps, but i recall them spawning sometime between 40 - 60 seconds after the start of the match. upon pickup, in 120 seconds the next big item will spawn. if you learn to time items you can prioritize better, you can take more calculated risks such as a free rocketjump if you know you will have a better stack because of it. you know when it is best to fight or run because having the good items means they have worse items and vice versa, educated decision making is what that encourages and allows you to play MUCH smarter. play those hard matches a lot as they will be very helpful online
>>
File: quakema.jpg (63KB, 500x538px) Image search: [Google]
quakema.jpg
63KB, 500x538px
>>3983138
I definitely gunned for the red armor then yellow then shards. I'm wasn't even confident in my rocket so I went for the shotgun first. The real trouble was his plasma gun, his trajectory is simply not a factor for him. Not that anybody cares but I really like keeping VODs of my struggle: twitch tv/videos/140999336. I'm going to bed then maybe resume singleplayer tomorrow.
>>
>>3982946
This, along with the enemy AI that's smarter with better movement, is why I loved Doom 4. Even if it didn't have the level-design of Doom, or the numbers of Serious Sam, it still had me running around multi-layered arenas while fighting enemies who didn't just charge you down. I'd love to see more games like it.
>>
>>3983123
no
>>
>>3982930
>>3982946
Seconding the Quake 1/2 sentiment - Painkiller would have spammed melee-only enemies without regard for level design, and Serious Sam just spams kleers... also without regard to level design.

That said, the enivronments are pretty.
>>
>>3982649
It's really handy if you have, say, the gas grenade secondary or the black hole secondary, corridor-heavy areas like the Icarus or the Burbs, but not the end-all-be-all.
>>
>>3982706
UT2004 Invasion gametype?
>>
Should I try playing on gamepad?
>>
I beat Doom I and II on the medium difficulty.
Where do I go next? Good wads? Or get trough them on ultraviolence?
>>
Is Final Doom worth playing?
>>
>>3983205
episode 4
plutonia
>>
>>3983213
Yes
>>
>>3983203
people might say no but it is entirely possible and even enjoyable that way. only detriment is weapon switch speed, compared to keyboard only, which is something people manage to play with all the time so hardly a big issue
>>
>>3983205
Just do what you want to do. It might be better to play Final Doom or some other wads and come back and do your UV run later to avoid burnout.
>>
>>3983232
I beat them two years ago
>>
>>3983253
Okay, what about No Rest for the Living then?
>>
>>3980094
I still have to replay D3 and it's expac. Have good memories of it and the Last Man Standing mod for it though.
Still pissed NuDoom didn't have one fucking monster closet in the entire game.
>>
>>3980735
I really liked the FEAR expacs.
It was more of what we wanted with less of the bullshit spookiness.
>>
>>3983262
>No Rest for the Living
downloading :)
>>
I wish Hexen was popular so I would have some full length megawads to play through with mods.
>>
>>3983428
same for heretic
but you can't really make 'just one map' for hexen
>>
>>3983203
It works.

I like using an analog for moving and strafing so much I now use an analog with my mouse for the best of both worlds.
>>
New Golden Souls 2 video.

https://www.youtube.com/watch?v=bBt49x5hEvk
>>
File: 1492109525803.jpg (146KB, 903x713px) Image search: [Google]
1492109525803.jpg
146KB, 903x713px
>>3983541
>>
File: Screenshot_Doom_20170510_171049.png (1019KB, 1360x768px) Image search: [Google]
Screenshot_Doom_20170510_171049.png
1019KB, 1360x768px
ExtraFloor_LightOnly is neat. Doing this on floors instead of the ceiling will make for some nice dark pits of death without floor heights of -10 billion.
>>
What's a good wad to play alongside reading Masters of Doom besides Ultimate Doom
>>
>>3983541
lookin' good
>>
>>3983547
what textures are those?
>>
>>3983541
The sound design is a mess, imo
>>
>>3982062
Zero point I.
What the fuck.
>>
Is voodoo doll scripting useful in vanilla outside instant death teleports? I can't think of a way to get the voodoo doll to cross a line without killing it.

Maybe if you could make a projectile that fired fireballs that do no damage, but still push? But I think damage and the force the projectiles push at are tied.
Anyway. Just curious if anyone knows of any examples.
>>
>>3983589
what's hilarious is that older versions of GZDoom from around the time Brutal Doom v20 were released didn't even bother picking up on the error
now every Brutal derivative that doesn't fix it themselves has the problem that forces you to go in and deal with it
>>
>>3983607
Did they treat the I as a 1 or a 0?
Why would anything interpret an I as a 1 after a decimal?
>>
>>3983613
It effectively read it as a 0.
>>
>>3983576
Some are modified Baker's Legacy textures, some Heretic 2, and a bunch of my own.
>>
>>3983618
Well then...
>>
File: file.png (5KB, 344x115px) Image search: [Google]
file.png
5KB, 344x115px
WHy everything in GDXblood videos looks so squashed? Didn't original Blood had square pixels unlike Doom?

Also what's up with the picrelated statement in q&a section of the gdxblood site? Youtube videos look higher res than 320x200, but if it's true there's literally no point to it since Blood already runs fine at that res in doxbox - it's the higher resolutions it gets trouble with.
>>
>>3983635
Build engine natively supports resolutions higher than 320x200 put of the box.
>>
>>3983636
I know, that's why I ask wtf with the picrelated statement from the author that the game would look like 320x200 in any res.
>>
>>3983613
I was thinking it's a weak typing error, since with weak typing you can just say "screw data types, int variable="k" ".

Sure enough, I looked up the ascii value of l, which is 01101100, and the closest binary approximation for 0.1 is 0.00110011.

If I had to guess, that was sufficiently close that it was never noticed.
Still a fucking retarded error to make, and then not fix for 20 releases.
>>
>>3983636
out of the box*
also when you switch from 320x200 to something higher in blood it fixes the sprites
>>
>>3983603
no, there is no reasonable way to push voodoo dolls in vanilla. one of the great tragedies of the doom engine imo
>>
>>3983743
Damn.
I've been kicking the idea around in my head for a while, but I couldn't come up with anything.
>>
>>3982753
haven't you? i have. something about him standing up at a company wide meeting and saying doom was about shotguns and demons not whatever bullshit they were doing
>>
>>3982969
spongebob is angry
>>
>>3983816
well not him but that other dude in teh same show
>>
>>3983817
i dont get it
>>
>>3983829
the top part looks like an angry lobster, can't you see it?
>>
>>3983001
Would be quite useful.
>>
i dont understand zscript
when i try to use some function from wiki it just says that it doesnt exist, or its not identified or whatever
>>
>>3983889
Welcome to the ZScript experience.
>>
>>3983831
No.
>>
File: Screenshot_Doom_20170510_144026.png (1MB, 1280x1024px) Image search: [Google]
Screenshot_Doom_20170510_144026.png
1MB, 1280x1024px
let's be a fagger

this is the use of the aforementioned "biggopainting"
albertoni does something similar cough
mine's not porn tho.
>>
File: intrpic3.png (30KB, 320x240px) Image search: [Google]
intrpic3.png
30KB, 320x240px
>>3978870
Source Code for the Amiga FPS "Gloom" Released:
https://github.com/earok/GloomAmiga

Hope you like 68k Assembly!
>>
>>3983890
>"Call to unknown function 'DrawImage'"
why
>>
>>3983957
WELCOME TO THE ZSCRIPT EXPERIENCE, MOTHERFUCKER
>>
>>3983945
????
>>
>>3983965
or this shit
>"Can't call play function ResolveState from data context"
a function can only be used in "play", but i need this function or it's result in "ui" or "data", what do
>>
>>3983989
Is this for an actor or a HUD?
>>
>>3983989
>>3984008
for a hud, but i think i figured it out - having an "actor" run a script, store result in a global var and then access that var from hud
>>
>>3984073
nevermind, i still dont get it, this is too complicated and with 0 documentation neigh impossible for someone with just minimal c++ experience
>>
File: Screenshot_Doom_20170510_162039.png (946KB, 1280x1024px) Image search: [Google]
Screenshot_Doom_20170510_162039.png
946KB, 1280x1024px
Alright. I want to combine an Imp reskin with the Imp Trite (have the corpse spawn a Imp Head trite if the corpse is not gibbed within 10 or so seconds and/or on rare random chance, resurrect the imp instead), How would I go about doing this?

pic related, it's the imp reskin to be used in conjunction.
>>
>>3984132
>bloom AND filters
gkljads

You'd do that by on the death of the imp reskin, do an A_SpawnItemEx spawning the trite with SXF_NOCHECKPOSITION as the flag.
Dead simple.
>>
>>3984150
>gkljads
jrkuesd?
>>
File: F I L T E R S.png (145KB, 328x532px) Image search: [Google]
F I L T E R S.png
145KB, 328x532px
>>3984132
>>
>>3984161
dfregshj
>>
File: DEATH AND SUFFERING.png (94KB, 192x256px) Image search: [Google]
DEATH AND SUFFERING.png
94KB, 192x256px
>>3984161
>>3984189
AAAAAAAAAAAAA
>>
>>3984216
don't you know it's rude to break into a civilized conversation like that, Mr. imp?
>>
File: 1484779337980.jpg (45KB, 816x568px) Image search: [Google]
1484779337980.jpg
45KB, 816x568px
>>3982735
holy fuck Doomguy's face caught me off guard
>>
>>3982735
>Hannah finished
l-lewd
>>
>>3983635
I think he might mean aspect ratio?
Look at the comments in this video
https://www.youtube.com/watch?v=MXp94HQKKOg
>>
>>3983945
holy shit i actually wanted to play this but couldn't figure out amiga emulation. SOURCE PORT W H E N? didn't blake stone source get released recently too? has anything come out of that?
>>
File: Yuno Gasai HUD.png (34KB, 310x236px) Image search: [Google]
Yuno Gasai HUD.png
34KB, 310x236px
lmao
>>
Question. I was trying to play the UDV HUD mod + Project Brutality but the game crash in the first levels and have a big frame drop.
Some help?
>>
Playing DRLA, why are the Bruiser Brothers so fucking tough? They're supposed to be more on the level of the vanilla bosses, yet they have killed me more times than the Agony Elemental and the Terminator combined.
>>
File: 6759076765.png (211KB, 578x694px) Image search: [Google]
6759076765.png
211KB, 578x694px
>>3982735
the remixes are better than the actual game music
>>
>>3983945
Fuckin cool. I never played the original, but I remember seeing the in-game game and being impressed with that.
https://youtu.be/BELCO16pwNM?t=2679
It's a shame they didn't do more with it. They could've added some more interesting elements instead of just kinda making a somewhat boring looking shooter.
>>
>>3984189
idspispopd
>>
>>3984345
do not mix cancer with doom
>>
This fucking dynamic light REFUSES to work. I ripped the godamn yellow muzzle flare dynamic light from PB already, why doesn't the blue one from the plasma bolt work? I did the same process for both, and now what's worse, the flamethrower stopped working too.
>>
>>3984150
Ah, yes, but what about the destroy-able corpse?

it's supposed to be analogous to the quake zombie's gib-a-corpse or it'll keep fucking with you

>>3984186
>>3984216
>both edits forget the third eye
come on now.
>>
>>3984402
They didn't forget it, it's just blind.
>>
>>3984402
From there you just need to reset the SHOOTABLE flag on the corpse and the player can continue to shoot it. Its HP will continue going further into the negatives, and theoretically will eventually reach XDeath.
>>
you know the drill
>>
File: TTGL13.jpg (33KB, 500x281px) Image search: [Google]
TTGL13.jpg
33KB, 500x281px
>>3984414
?
>>
>>3983276
I sometimes see people playing deathmatch or LMS when I boot it up. I think the lack of any kind of resource management in nuDoom is worse than the lack of onster closets.
>>
File: 1489161235527.webm (2MB, 640x360px) Image search: [Google]
1489161235527.webm
2MB, 640x360px
>>3984394
Too late.
>>
>>3984414
i do, he's nice. got a wife & 3 kids in beta colony on theta 2
>>
Connection issues, huh?
>>
>>3984404
heh

>>3984406
Huh.

Well, I'm seemingly retarded and don't get it (I get what you're saying to DO, but not how to properly execute it)

I can't post the whole code here; but it's just the imp variant off of R667.

Basically; I just need to know what; and where. I've been tweaking the other entities in the map to my liking as par the map (Hungries health was reduced to 10 due to the numbers thrown at the player, trashmonsters axed to 100 from 400, flesh pillars given bounce properties, etc.)

The decorate txt is becoming a mess.
>>
File: Screenshot_Doom_20170510_190100.png (1MB, 1280x1024px) Image search: [Google]
Screenshot_Doom_20170510_190100.png
1MB, 1280x1024px
>>3984440
Speaking of, I'll post some development shots.

Entry vision. Player is treated to a small patch of flesh-shrubbery, including flesh pods, trees, and some tentacles. Need to get some rain/clouds/lightning in here for the thunder, and make this look a little bit more coherent.
>>
File: Screenshot_Doom_20170510_190415.png (774KB, 1280x1024px) Image search: [Google]
Screenshot_Doom_20170510_190415.png
774KB, 1280x1024px
>>3984448
Some sort of room with a lot of lights.
>>
>the floor is lava
Something this stupid doesn't deserve to be this much fun.
>>
File: Screenshot_Doom_20170510_190438.png (918KB, 1280x1024px) Image search: [Google]
Screenshot_Doom_20170510_190438.png
918KB, 1280x1024px
>>3984454
Room with chairs, red key and computer. Sides open, imps rape you when key is taken, return here after the room replied to and the front computer is open, allowing one to pass; but dealing with two knights.
>>
File: Screenshot_Doom_20170510_190554.png (1MB, 1280x1024px) Image search: [Google]
Screenshot_Doom_20170510_190554.png
1MB, 1280x1024px
>>3984463
Pit you drop into from the computer; to be ambushed by your first four hungry and eight pustules. More decorative tentacles.
>>
File: 1472158213079.jpg (62KB, 490x535px) Image search: [Google]
1472158213079.jpg
62KB, 490x535px
>>3984416
>tfw making Lagann the bfg of my mod
This is easier than you think.
>>
>>3984401
Alright I copied the relevant GLDEFS, decorate actors, sprites, what did I forget? There's nothing missing here and yet it does not work. I HATE when this kind of shit happens.
>>
>>3984469
That sounds great, can't wait to see it.
>>
File: Screenshot_Doom_20170510_190608.png (1MB, 1280x1024px) Image search: [Google]
Screenshot_Doom_20170510_190608.png
1MB, 1280x1024px
>>3984468
Experimenting with franken-texturing of the Icon of Sin face to come up with additional new visual textures. Two secrets (the Biggopainting+WiseMancubus+Megasphere
and the Void Map) are tied to this, can you spot their triggers?
>>
>>3984471
Yeah I will post a webm in a few days. When it's good enough to show off
>>
File: end it.png (159KB, 256x391px) Image search: [Google]
end it.png
159KB, 256x391px
>>3984404
I totally did, though. Well, at least the trio is done.
>>
>>3984478
That does look like a pretty good visual effect for a monster though.
>>
https://www.twitch.tv/seventhsentinel

the sonic fandom has somehow managed to get kart racing in doom
what the fuck is this wizardry
>>
File: Screenshot_Doom_20170510_190722.png (927KB, 1280x1024px) Image search: [Google]
Screenshot_Doom_20170510_190722.png
927KB, 1280x1024px
>>3984472
Trashmonster ambush point
>>
File: Screenshot_Doom_20170510_190746.png (854KB, 1280x1024px) Image search: [Google]
Screenshot_Doom_20170510_190746.png
854KB, 1280x1024px
>>3984490
And now in Hell, or some part of it at least (a deimos sky prop would be lovely for here, not sure if I can rip it out of ZDCMP2) which is the last area of the map and I haven't worked on it yet; but hey, skybox.
>>
>>3984487
EVERYBODY'S SUPER SONIC RACING
>>
>>3984487

What the FUCK.
How does this work?!
>>
>>3984487
That's rad as fuck.
>>
>>3984487
I believe SRB2 has Lua Scripting for mods.
I wish we had gotten ZKart done so I could just map for that, but this is pretty damn cool.
SRB2 Top Down will probably be my favorite mod for it though.
>>
File: 173.png (153KB, 350x447px) Image search: [Google]
173.png
153KB, 350x447px
>>3984487
Fuck my engine up, senpai.
>>
File: Vore_fire.jpg (74KB, 830x700px) Image search: [Google]
Vore_fire.jpg
74KB, 830x700px
Quake 1 is a fair and balan-
>>
>>3984545
i agree, it is
>>
>>3984545

It is. Just getting into it?
You're in for some good times.
>>
>>3984549
>Just getting into it?
Yeah, just got to E4M2 a moment ago. Honestly the Vore's are my only problem with the game. Trying to make make the projectiles collide with a wall or something is really 50/50 for me. Half the time I round a corner trying to get away it whizzes around and keeps on me.
>>
>>3984560

if the projectiles could circle around you like revenant missiles
would that make it a voretex
>>
>>3984560
The Vores have nothing on Arch-Viles, they're not as fast and they don't summon enemies.

At best they're a bulked up Revenant in terms of function.
>>
>>3983079
Episode 1 is the hardest, so don't despair.

All enemies with melee attacks have Pinky Syndrome and can't move forward while attacking, so learn to bait Pro Doom Strats style and you can get a lot of mileage with the pitchfork.

The secondary on the TNT puts it on a timer, meaning you can throw around corners without having it blow up on impact. Thinning out numbers is pretty critical.

Learn the secrets. Episode 1 in particular is very stingy with resources, so getting whatever edge you can is important.

Blood's a hard game; "Pink on the Inside" can be considered Hurt Me Plenty, and "Well Done" is the upper end of Ultra Violence. ("Extra Crispy" is balanced for co-op.) Don't feel too bad if you want to kick it down a notch.
>>
>>3984545
The singleplayer is balanced. Multiplayer is all about LG, RL, and GL as well as controlling red armor which is unbalanced as fuck but fun in its own special way from Quake 2, 3, or CPM if you're an air control fag.
>>
File: spasm0000.jpg (319KB, 1920x1080px) Image search: [Google]
spasm0000.jpg
319KB, 1920x1080px
>>3984545
>>3984560
>he hasn't encountered these guys yet
>>
https://www.youtube.com/watch?v=pdFW8cV38SQ

This game took Doomclone literally.
>>
>>3984612
Oh christ my eyes.
Oh christ my ears.
>>
File: file.png (27KB, 146x147px) Image search: [Google]
file.png
27KB, 146x147px
>>3984612
you are a large fellow, this must mean you posess large internal organs
pull and seperate
pull and seperate your internal organs
>>
>>3984595
Dicking around in E4M5 now. You're right, these guys are worse. I'm having alot of fun though. How are the two expansions and the Machine Games sorta-official Episode 5?
>>
>>3984652
>How are the two expansions and the Machine Games sorta-official Episode 5?

All of them are a huge step down from the original maps, especially the MachineGames episode which is very repetitive and has little creativity.

The only third-party content that nails the quality of the original maps is the user-made Beyond Belief episode.

Here are my top picks for other user-made maps, which are not necessarily similar in style to the original maps but are excellent and sometimes better:
czg03
Metal Monstrosity
Fallen from Grace
The Horde of Zendar
E2M2 Remix (from Arcane Dimensions)
>>
>>3984595
I played Quake long ago on hard and I for some reason completely forgot about Spawn. Played through some custom maps later on and thought they were a new enemy. But yeah, these guys trump Vores anyday.

Also, some fucker made a map where the sky rains voreballs, so you basically have to dart between interiors to survive. It'd have been cool if it weren't so incredibly frustrating to have 57 balls flying at me.
>>
File: 1488988274269.jpg (39KB, 400x509px) Image search: [Google]
1488988274269.jpg
39KB, 400x509px
>>3984624
best post in this thread
>>
>>3984696
I played Metal Monstrosity the other day and I found the bobbots to be just too annoying. Maybe there's less of them on hard, but it seemed like every time I moved, another one showed up.

Beautiful map though.
>>
>try the new version of Wrath of Cronos
>he put synergies in the game
Fuck off with this bullshit, he should've left for good if this is what he does when he comes back.

If you're going to take inspiration from something then don't include the poison that was so shit it literally ruined an entire genre of videogames.
>>
File: spasm0000.jpg (665KB, 1920x1080px) Image search: [Google]
spasm0000.jpg
665KB, 1920x1080px
>>3984652
>>3984696
Oh yeah, both of skacky's maps in Retro Jam 3 and its "DLC" are top notch as well.

I think you should just look out for anything made by czg, sock or skacky.

>>3984716
I can see why some people would find that tedious but I like that aspect of the map because it adds a lot of replay value to it. They roam around and it's highly variable when and where you encounter them; if you play the map in a certain way maybe you'll only have to fight one of them at a time but if you play it just a tad bit differently and take a detour you could wind up fighting a bunch of them at a time because of happenstance. I've played the map a bunch of times and it still surprises me where I can end up running into them.
>>
>>3984745
what?
>>
>>3984814
I think he's referring to how upgrading certain skills also increases the stats of certain other skills e.g. upgrading the Fighter's Stomp also increases the damage of his Hook Shot.
>>
>>3982582
I think it fires faster than both, useful for stunlocking. Also I suppose their bouncing could help hitting additional enemies?
>>
>>3984839
And that description doesn't do any justice to what kind of a cancerous scourge it unleashed when the put it into Diablo 2. It encourages putting all of your skillpoints into a single skill without any ability to modify your build, because the game is balanced for minmaxing everything to squeeze out maximum damage to be able to kill the enemies. And then every Diablo clone after that copied the "minmax everything into one spell you use to exponentially scale the damage to outer space while enemies also exponentially scale to outer space" bullshit model.

And getting back to the new version of WoC, from what I tested it a bit it seems everything has also gotten nerfed hardcore and it felt like it's been completely balanced for co-op or something now. Even Baratus needs to punch the ever loving fucking shit out of even basic ettins at the start of the game to kill them, and I think the fragile classes are somehow even MORE ridiculously fragile than they were in the previous versions.
Reading the WoC thread on zandro forums I can guess where all this garbage came from, there are apparently 1337 pr0 WoC players on zandro with their tryhard co-op tournaments or some shit constantly peppering the mod with their horrible ideas. Leave it to zandrofags to ruin everything like usual when it comes to fun mods.
>>
what's cyriak up to? when is going down 2 i need it?
>>
>>3983814

Does anyone have the story about him putting a bar of soap in the break room microwave and then just leaving the room
>>
>>3984865
Going Down 2 will exist when cyriak gits gud with advanced Gzdoom features and scripting

Imagine the shit you could do with cyriak's mind and his monsters.
>walking along meanderly
>ugh, another plain stock room full of imps
>kill one
>suddenly the others spaz out and start warping to the tune of the music
>the map starts building itself infront of your eyes and 'dancing'
>slopes malign out of existence
>geometry doesn't even exist anymore
>by the time you reach map 30 everything is an indistinguishable blob of madness.
>>
I just read about DoomRL arsenal and it looks rad as hell for coop
What's the best way to play it nowadays? Setup netplay with GZdoom 2.1.1?
>>
>>3984950
implying cyriak wouldn't stick with boomcompat
>>
File: 1426858342702.jpg (31KB, 456x320px) Image search: [Google]
1426858342702.jpg
31KB, 456x320px
>>3984950
holy shit, stop, you're just making it worse
>>
>>3983603
>>3983743
>>3983768
Eternal pulls it off with barrels and health bonuses, I think. Look at some Epic 2 maps, that set is vanilla compatible but does some good stuff with voodoo dolls.
>>
>>3985020
I stand by the statement that there is no "reasonable" way of moving voodoo dolls. nudging a voodoo doll 1 unit by blowing up a barrel next to it is not reasonable
>>
>>3983909
What am I looking at?
>>
File: Screenshot_Doom_20170510_202628.png (996KB, 1280x1024px) Image search: [Google]
Screenshot_Doom_20170510_202628.png
996KB, 1280x1024px
>>3985240
Nothing.
>>
Anybody have good rain/thunder/lightning related textures/props/etc. to use in conjunction with the mapinfo setting? Tried to use the r667 rain spawner but it didn't seem to work.

I also request good things to go with redwall/1 and red snake texture.
>>
New thread. It appears that using the original form will work over the quick reply in 4chanX.

>>3985314
>>3985314
>>3985314
>>
which is better D4D or Death Foretold?
>>
File: advert.png (6KB, 320x256px) Image search: [Google]
advert.png
6KB, 320x256px
>>3984303
A source port will likely take a very long time, since it would have to be completely rewritten in something more platform independent - the game, as far as I can tell, was written in a bastardly combination of 68000 assembly and Blitz Basic.

I've put a non-zero amount of thought into a GZDoom remake... it probably won't happen, but I've been converting the assets from the source DPaint files, for a rainy day...

Yes, there is a Blake Stone source port - it's relatively feature-light, compared to, say, ECWolf, but it runs the game at higher resolutions with nicer controls, and that's all you need for now, really - http://bibendovsky.github.io/bstone/
>>
File: dhead.png (10KB, 289x499px) Image search: [Google]
dhead.png
10KB, 289x499px
>>3984378
Just getting something resembling Doom if you squint a bit running on an Amiga was a herculean feat, even as DOS PCs started venturing into Quake territory.

Ahoy has a pretty good video on the topic: https://www.youtube.com/watch?v=Tv6aJRGpz_A
>>
>>3984696
>putting the fucking E2M2 remix over ANYTHING ELSE from AD
seriously shub-nigga
>>
>>3985510
More room interconnectivity and more replay value than the rest of the AD maps and more importantly it's not a fucking hour long
>>
>>3985318
Thanks for all your work
>>
Any good melee focused wads with OP weapons?
I want to feel OP
>>
>>3985456
Thanks, didn't know about Blake Stone source port. Anyway, sprites from Gloom in GZDoom would be useful for some mod like Reelism or just a weapon\enemy swap, at least.
>>
File: 1494009148466.gif (2MB, 330x330px) Image search: [Google]
1494009148466.gif
2MB, 330x330px
>>3985717
why he play a melee mod for the guns
>>
>>3985717
https://www.youtube.com/watch?v=K4qb_82A5Hw How about this?
Thread posts: 557
Thread images: 87


[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.