DOOM THREAD / RETRO FPS THREAD - Last thread >>4138980
DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~
FAQ/PASTEBIN
http://pastebin.com/hzDnLpct
SO YOU WANT TO PLAY SOME...
Doom: https://desu-usergeneratedcontent.xyz/vr/image/1467/42/1467421002740.png
Doom Downloads:
+ IWADs only: http://www.mediafire.com/file/edy3dhdbp33pdg7/IWADS.zip
+ IWADs and more (>3 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1476/78/1476783249877.png
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Thief: https://desu-usergeneratedcontent.xyz/vr/image/1456/09/1456095399293.jpg
== INFO/LINKS ==
OFFICIAL DOOM WIKI
http://doomwiki.org/
WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/idgames/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.gamers.org/pub/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent (dead)
TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0
SOUNDFONTS
https://pastebin.com/y0Mnk9s4
RESOURCES
https://forum.zdoom.org/viewforum.php?f=37
BUILD ENGINE LAUNCHERS
http://buildgamedosboxlaunchers.weebly.com/
== /VR/DOOM COMMUNITY ==
THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/
MAKING NEW THREADS PROPERLY
https://pastebin.com/yzwgaLp7
IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list
OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K
=== CURRENT EVENTS ===
QUMP
-Two maps still in progress
-https://docs.google.com/document/d/1Zlfb2U2VCeS70uS6Klc2ZEOC9KtnYyCyBXEmeetjh0c/edit
-https://www.youtube.com/watch?v=Mp_ZqCZPJKk
OP
-2016 torrent of idgames archive is gone; needs replacement?
-Looking for more unique images to start each thread with
=== NEWS ===
[7-21] Anon map release: LEISURE.WAD
https://mega.nz/#!UyhnEYxA!BvZc-FDnp2Z6DqiyB3xD1_AJ04NWw9sPDFKE3NVUkXY
[7-21] 12.5 Quadrillion Shades Of Doom (monster randomizer)
https://forum.zdoom.org/viewtopic.php?t=57310
[7-21] Anon map release: "an arena where you can practise fighting two archviles"
https://my.mixtape.moe/xlahtx.wad
[7-21] High Noon Drifter released
https://forum.zdoom.org/viewtopic.php?t=57098
[7-20] New Insanity's Requiem release
https://forum.zdoom.org/viewtopic.php?t=37130&start=480#p1010044
[7-20] BloodGDX 0.771 released, fixes ROR
http://m210.duke4.net/
[7-19] Colorful Hell got updated to 0.90; adds gibs and White Archvile
https://forum.zdoom.org/viewtopic.php?t=47980
[7-16] Spaceman333's proper release of his slow motion addon, adds actual slow-mo
http://www.moddb.com/games/doom-ii/addons/slomobullettime-ultimate-r3
[7-14] Anon shares a Masters of Doom audiobook
https://warosu.org/vr/thread/4117396#p4117883
[7-3] Anon makes a joke map while waiting for QUMP
https://mega.nz/#!lQQSSIjC!TtptcHyxmxi0STHHkYm067tbfCm8yBI77CiIsUIC18k
[7-3] ROOTPAIN V2; the sequel nobody wanted
https://www.doomworld.com/forum/topic/94860-rootpain-v2/
[7-2] scalliano's SUPER Shuffle released
https://forum.zdoom.org/viewtopic.php?t=56220
[7-1] Doom Retro 2.5 released
https://www.doomworld.com/profile/13784-bradharding/?status=1728077&type=status
=== PREVIOUS ===
http://pastebin.com/PZDkqABT
=== PROTIP ===
If you would like to submit any news or your personal map or mod releases here, or want to contribute to the OP, please reply/backlink to the OP or this post.
So now ZDoom forums carefully dance around Graf's terrible behaviour, like they're on a minefield, trying their best to avoid triggering him and MaxED'ing the GZD.
Are there more Tonemaps for GZDoom out there? Or are the ones it comes with just it? They're neat to fuck around with.
Any good art to use as inspo for Doom mapping?
>>4144921
if you're an oldfag like me, rachael's/soulpriestess' behavior really is nothing new
almost as much of a faggot as graf is, but at least graf is honest with you about how much he doesn't care about you
How do you kill the white archvile from colourfulhell? the one that spawns imp ghosts, I mean
do you have to shoot him or his ghosts to kill him?
>>4144921
so graf zahl is little kid in that twilight zone episode with magic powers who everyone has to constantly kowtow to and tiptoe around for fear of setting him off. awesome.
>>4144921
Can you explain the "MaxED'ing" part?
>>4144949
throwing a tantrum and abandoning the long running development project because of mean things some anon said about it somewhere on the internet
>>4144949
MaxED was the dev of GZDoomBuilder and left in an autistic fury because people didn't like his terrible texture browser. The editor is thankfully still being maintained so who cares really.
Wonder how Duke Builder is going.
need cybernetic enemies
>>4144952
Nobody liked some texture shit he insisted on working on.
Also Graf has pulled similar crap before, he just didn't stay fucked off, which was a shame.
>>4144943
answer me
>>4144921
Drama aside, you should try out Lilith.
>>4144961
This, it's a bit vague at times and the last couple of levels really fucking hate you but it's well worth playing.
Playing it to spite Graf is an unexpected bonus.
whatever happened to the guy who was working on a first person adventure game engine in doom
Hey guys, I have a pretty unique & original idea for a map, hear me out. The theme will be brick and metal. The gameplay will be really intense, inspired by Hell Revealed. It will start off in really cramped hallways fighting only Imps but will move outside to a giant RROCK19 field with Revenants everywhere. What do you think?
>>4144990
make it and i'll tell you
>>4144990
wow! why has no one thought of this before?
I'm playing HXRTC, does anyone know how I can get rid of that annoying computer hum that seems to play on tech maps? I thought it was the new lamps, but I disabled those and I still hear it.
>>4144948
it's GOOD you called that modder an idiot retard moron! everyone is happy that you did that!
>>4144990
just do what your heart tells you, famalam. there's thousands of WADs and everyone has played every vanilla idea at least one. if you wanna make normal maps, you do it because you enjoy the experience
>>4144961
>theDMTexperience.wad
>>4145003
I can't remember if it's the ambient sound of a pickup or if that's from some other mod that had some equally frustrating shit going on.
I finished studying Calculus II. Now with the power of surface integers and differential ecuations in my hands, I shall play some DOOM
>>4144943
disable that bullshit you goober
>>4145032
>ecuations
don't skip english class
yo, it seems the vectec site for the ZDL download is dead
for the next thread we may want to change the pastebin and add the ZDL gitthub - https://github.com/qbasicer/qzdl/releases
>>4145038
spanglish is the true patrician dialect
>>4144953
post cacos
>>4144961
>think its an "XD random glitch effects" wad
>there's actually thought put behind the levels
It was a nice surprise.
>>4144961
the fact that this pissed off graf is actually a huge benefit in its favor, now it'll get a lot more attention.
good for it, it deserves it.
This is fun.
>>4145050
It's a proper throwback to old glitch levels instead of wacky missingno faggotry pasted everywhere.
I feel sorry for the dude, he put some serious fucking effort in and then gets called a retard by Graf and his suckups for doing his best to make sure the only weird shit is intentional.
Why can't I sign up on Doomworld? When I want to register an account it always says "You did not pass the security check. Please try again."
But the recaptcha passed and there is the green mark.
>>4144921
>lilith.pk3
I had a feeling that was going to cause drama among the gzdoom devs.
Evolve makes for a bitching resource rip it seems
>>4144921
That thread is honestly a prime example of why I could never bring myself to get into the zdoom forums. Just doesn't have the right atmosphere I look for in a community.
>>4145094
Wins a caco and inspires other glitch wads, that way the gzdoom forums are flooded with similar mods.
>>4145080
Do you have any plugins like adblock possibly effecting things?
>>4145080
if you sign up by linking a twitter/facebook/google account it should bypass the captcha
>>4145086
Speaking of glitches, making a sky texture in Quake 512x256 instead of 256x128 causes it to completely flip out and interlace multiple parts of the foreground and background while stretching half the texture length-wise. Looks pretty neat in motion but the background flickers like mad and probably causes seizures; I'm sure if someone mapped out exactly what parts of the texture showed up where (instead of the usual left foreground, right background) they could make some sort of neat cyber-reality skybox or something.
>>4145112
fuuuuuuuuuuuck that
>>4145106
Apparently this was it. With Adblock disabled it worked right away, thanks!
>>4145086
keep going, I love salvage like this
>a multiplayer mod with shitloads of weapons and the ability to dynamically change the loadouts of the "slots" between matches, like Goldeneye or Perfect Dark.
Does this exist?
If not I guess I'll have to start but never complete it.
>>4145046
>>4145046
>>4145112
>linking a twitter/facebook/google account
What difficulty does /vr/ play on? I am playing Scythe on HMP right now and the last third is moderately challenging for me. I did absolutely not enjoy BtsX Ep1 on UV. This rather annoys me because I always played the original levels on UV.
>>4145246
Ultra Violence because I'm an idiot.
a brave idiot, but an idiot nontheless.
Work continues on the Blazter, I think this is shaping up to be fun and relevant despite the incredibly powerful sword.
https://my.mixtape.moe/vsfikf.webm
>>4145257
>Metal Warriors BGM
nice
>>4145260
I'm toying with the idea of adding Vital Mission to the list of Blaz music. I'm trying to keep Blaz's music choices either rock themed or medieval, but I think I could probably get away with slipping that tune in.
>>4145046
>>4145046
>>4145246
I play on UV usually. HMP if its extreme slaughter, like Sunlust or the second half of Resurgence.
I'm someone who doesn't find the originals all that challenging. Even Plutonia barely fazes me for the most part.
>>4145268
heh cute. like a tex avery character
>>4145046
oc
>>4144960
thus far every gzdoom fork has failed. gz-gpl is obsolete as the original is fully gpl. gloome was abandoned, with its developer absolutely fed up of wrestling with the intractable code base. and so on.
>>4145086
I thought this was the burst rifle and the grenade launcher from doom 2016 fused together at first glance
>>4144953
9 commits total, last one was in March.
all github activity seems to be on a quake2 mod called Mission 64 now.
Am I imagining things, or are the animations for the enemies in quake 2 actually less polished than the ones in quake 1? Especially with melee animations.
Are you guys ready for Jam 9?
https://twitter.com/americanmcgee/status/889667161953755136
>>4145290
They are equivalent, the weird part you see in Quake 2 is just the frame interpolation and that thing showing how shit is MD2 to hold vertex animations.
>>4145295
> one of those big fuckers right behind a door
no i am not
>>4145295
>big library
I like that.
>>4145295
"I'd like to check out the necronomicon please"
"You're on your own m8, hope you like rocket jumping"
>>4144921
>this is a shameful thread
Ironically, because of you and Chris.
>>4145094
That would just make my cock so hard.
>>4144796
can't you slow it down a bit?, seems a little inhuman
>>4145094
I would love it, just to see Graf making herself even more of an ass than she alread is.
>>4145101
Yeah. I was kind of thinking of maybe signing up to make a release, like a beta release, get some input, etc, but I'm having some serious second thoughts here.
>>4145046
>>4145246
Varies.
Original maps I generally play on UV because they're really pretty easy, but mapsets I tend to play HMP because it's a bit closer to my speed.
>>4145246
yeah it depends on the wad, i can do every map in doom on uv from pistol start without trouble, same for doom2 with one or two exceptions (map30, i hate map30, so i never practise it). i still sometimes die on e4. tnt isn't too bothersome either, it's more that some of the maps are too boring to practise, but plutonia, well i've UVmaxed every plutonia level at least once, but some of them took a large number of attempts, and only repeated the feat with a lot of luck.
>>4144921
The devs really did act like children. I thought the creator was straight up. His mod was designed specifically for zdoom, he made it so no other source could be used. Nothing wrong with that, especially in a mod with very specific aesthetics using exploits of a specific source port.
Sad that his project thread is now locked and shamed away instead of having lots of comments, all because the devs couldn't keep their mouths shut. If I were him I would start another thread and specify that it was for posts about the wad only, not about source ports.
>>4145413
I'd ask him to come here and vent about those assholes.
>>4145046
>>4145413
At least his Doomworld thread was more successful. Even got Linguica's seal of approval.
>>4143729
what wad is this
>>4144915
has anyone seeing this?
http://www.unrealsp.org/viewtopic.php?f=4&t=4195
>>4145454
Mutiny, very good, would recommend.
A bit hard, so I would not recommend UV unless you're gud, it's actually rather challenging on HMP (but in a very good way).
Also playing with a WIP retooling of Immoral Conduct, so you wouldn't have to worry about SSG bumrape like I do.
>>4143729
how does your game look like that
im jelly
>>4145460
Aw yeah, love me some SP Unreal. Sadly not much made for actual Unreal instead of UT with OldSkool Amp'd, though.
>>4145471
What do you mean look like that?
The maps are Mutiny
The gameplay mod is Immoral Conduct, being reworked by me.
>>4145508
it's got crunchy pixels and the way it's rendered resembles a DOS game rather than opengl
>>4145512
You can do the same with GZDoom, go to through the display options and turn off the Bilinear filter (which tends to be on by default), it'll make the pixels crisp and give you a bit of better performance.
What with the pasta?
>>4145532
DKG shitposting. Just report it.
How hard would it be to mix and match Final Doomer's weapons to have a custom class of sorts? Something like Plutguy's pistol, SSG, and the rest of Doomguy's arsenal would be cool to have. I know nothing about Decorate but I assume that I would have to fuck around with it to make something like that?
>>4145549
Shouldn't be that hard.
Basically smash them together, take out the stuff you don't want, then alter all the code accordingly.
Is Metroid Dreadnought still getting updates or is it dead?
>>4145565
It's finished, and was finished quite a long time ago.
>>4145568
I just wondered whether or not Term could still add some stuff just for the fun of it.
>>4145576
I would like an option for a Samus status bar face.
>>4145070
Forgive me for asking, but what WAD is that?
>>4145639
GMOTA
Go Medievil On Their Asses.
>>4145641
Thank you. I've heard of it, just never gotten around to it.
Where may I find the GZDoom Builder fork/continuation? My Google skills are lacking.
>>4145642
It's pretty fun but also fairly hard. Going melee in a game designed to encouraged ranged combat is difficult.
>>4145246
UV always, but I never really play slaughter
I've been playing this lately:
http://www.moddb.com/mods/brutal-wolfenstein-3d/downloads/bw-v45
It's basically Wolf 3D recreated in the Doom engine (more polished graphics, destructible furniture, sloped floors, elevators, etc), but with a lot more weapons, and a decent amount of Brutal Doom touches.
It's really quite fun, and it's the full Wolf experience, the first three episodes of the original game, and the three extra episodes of the Nocturnal Missions. It doesn't have the Spear of Destiny missions, sadly, which I've never been able to play.
If you miss playing Wolfenstein 3D, here's a great way to do it.
>>4145654
Oh, and here's a nice video review of it if you don't want to just jump in blind.
https://www.youtube.com/watch?v=4dydUVhLplQ
>>4145656
I stopped watching when he said the gameplay's faster than the original and that blaz's more agile..
>>4145667
I mean, he's not technically wrong on the second count. You DO have faster movement speed.
As for the first, when you get into a big room and enemies start chucking grenades and you're taking fire from all sides AND long range enemies who have rifles, it does get pretty fast paced.
I mean, I've not played vanilla Wolf 3D in years, so I can't really compare. But overlook his nonsense, it's still a great WAD, and lots of fun.
Since in MetaDoom, the demon keys spawn near BFG's, does the same happen for the BFG only ammo?
>>4145560
Thanks mate, was able to get it to work.
>>4145654
>Brutal
Pass.
>>4145645
it's called "gzdoom builder bugfix", try searching for that
>>4145729
Thank ye.
>>4145726
To be fair, the only aspects taken from Brutal Doom are the gore and location damage. There are no fatalities or human shields or any of the other pointless shit.
What are some weird Quake maps?
>>4145756
Nyarlathotep: https://www.quaddicted.com/reviews/nyarlathotep.html
a big low-gravity aztec meat meat, equal parts frusturating and awesome
lower forecourt: https://www.quaddicted.com/reviews/coag3_negke.html
a big wandery non-linear void map, with an alternate gamemode (survival-ish)
weird comic art quake https://www.quaddicted.com/reviews/wca.html
short surreal map by k. s. known for his various half life mods
city 2000
https://www.quaddicted.com/reviews/c2000.html
a small mapset with a urban/cyperpunk type theme not quite weird, but old "realistic" quake maps always give of an uncanny feeling that i find charming
there are probably more that i am forgetting, but i need to leave for work, i might come back with a few more later
Are there any wads that are RPG-style with, like, a skill tree? Howabout wads focused on strategy over straight combat?
>>4145767
>non-linear
my favorite mapping meme
>>4145767
Yes. This is the sort of content I'm looking for. Thanks!
>>4145784
if like that one, try his other stuff, like "peaces like us" "sweet half-life" and "mistake of the pythagoras"
>>4145786
Oh, I remember those. Neat to find some other work of his.
This actually gives me an idea. A lot of currently industry employed map/level designers usually started mapping in DOOM, Quake, HL1 or HL2. A list compiling some of that work would be interesting.
I wish doom had somenon mememovement tech like quake
>>4145795
>Quake
>meme movement quake
What does this mean?
>>4145795
non-meme
>>4145795
Dawkins invented the term "meme" long before Doom or Quake. Grenade jumping, plasma climbing, quad damage boosts and bunny hopping have always been memes. They just weren't called that until muh atheism popularized the term after "fad" wasn't popular anymore.
link me to cybernetic doom enemies that arent the cybruiser/cyberbaron
>>4145812
I meant skill demanding movement exploits, since SR50 is rather shallow and limiting compared to the options in any of the quake games
>>4145821
Well there are wallruns that require spatial awareness and map memorization so you can use it in specific cardinal directions. And horizontal rocket jumping is very difficult.
>>4145815
you tried drla's technophobia stuff?
>>4145831
I don't think we're allowed to rip from DRLA. Unless Yholl says otherwise.one of the initial ideas was that the map was to be a Durla-specific map wad- you could play without it, but it was considering being built for DRLA and having some monsters specifically replaced as a result.
If that's the case, I might need a blue forcefield texture. Anybody remember what texture resource wad that was in? I remember seeing one
>>4145835
Speaking of Durla, did the nightmare cyber get an altered sprite?
>>4145795
>Term will never work on Cyberrunner again
;-;
>>4145576
a scan visor would be interesting from a coding standpoint, but what would it add in-game?
>>4145654
>It's basically Wolf 3D recreated in the Doom engine (more polished graphics, destructible furniture, sloped floors, elevators, etc),
There already exists a far more accuracy TC for this.
>>4145890
name
What is the ratio of sensitivity in quake based engines to gzdoom?
>>4145898
https://forum.zdoom.org/viewtopic.php?t=4608
afadoomer's wolfenstein 3D TC is crazy accurate
>>4145903
is it? How does it differ from normal wolf3d?
>>4145903
>https://forum.zdoom.org/viewtopic.php?t=4608
I dunno, the purists will hate me for this, but I like the polished graphics and more varied weapon selection. I could do without the Brutal Doom stuff though.
>>4145929
>not using the fuckoff chaingun all day every day
what are you, gay?
Yo, does the DOOM.wad music come in MIDI or mp3? in what instances do wads use MIDI?
>>4145963
the IWAD music is in MUS format, which is easily converted to MIDI by SLADE
non-MIDI music only tends to be used for zdoom maps, since MUS and MIDI are the only common ground supported by all ports
you could get away with ogg music in a boom map, since most people will use prboom+, zdoom, and eternity for them, but I'd still recommend midi
ok, I'm on a surface pro 4 and this is causing unexpected graphical thingies ot appear
Apparently this aspect ratio fucks with the HUD, is there a way to get rid of the yellow bars in pic related?
>>4145971
wht's the difference between MUS and MIDI?
Will it change if I load a different soundfont?
>>4145978
MUS is basically MIDI with fewer channels and a file size limit
https://doomwiki.org/wiki/MUS
Alright. Six general rooms left and the outdoors. Something tells me my mapping partner is going to bail on me, so i'll probably have to end up doing the entirety of the outdoors myself.
>>4145978
aw dang. surface pro has 3:2 aspect ratio, zdoom doesn't have it.
I guess 4:3 will suffice.
>>4145654
To people who want a polished up Wolf 3D experience that's actually interesting and brings something new to the table, I rather suggest Totenkopf SDL.
>>4145740
Brutal Doom's gore is kind of overrated IMO, I feel NashGore does excess bloodspray in a much better way.
>>4146013
To people who want a polished up Wolfenstein experience that's actually interesting and brings something new to the table, I rather suggest RTCW.
Hey, can anyone explain the difference btween BASSMIDI and Fluidsynth for playing the game? Or I wouldn't notice a difference?
>>4146034
I'd suggest both, actually.
>>4146034
I actually liked RTCW, even if UberSoldaten were a pain in the ass to kill.
But I'm usually really bad with hitscan enemies.
>>4146060
The prototype soldiers aren't really too bad, but the full fledged super soldiers could be a bitch with their tesla guns.
>>4146065
There was a difference? I know there's a boss super soldier that has all three weapons, but I don't remember the prototypes.
Unless you mean these hilarious no-legged one.
Hey anons, i'm going to add this guy as a new monster in my mod, he's not going to be a Cyberdemon for sure, he will stay as in his original statement mentioned in nuDoom Codex, any ideas for attacks before i start animating him?
Hooboy, okay.
Whilst I should of been focused on the two side-rooms:
>>4145848
>>4145831
>>4145835
>>4145815
I went and did the additional two on either side of them. Stupid of me.
As a result thus far, I've run into a snag and don't know what room to start with. Help a comrade deliver a top-tier map?
>>4146083
>Not a cyberdemon
>clearly has cyberdemon ports
Cute, my foot-fetish boy. Open up the SuperDemon as a base and go from there. Certainly give him a bevy of attacks like his D4 equivilent but none of the cyber stuff, maybe the crescent slashes and the rock waves of immobility but yeah. Maybe some kind of charge that stuns him if he impacts a wall or non-thing? He'd be smart enough to try to actively avoid hitting them during it, though. Possible pick-up-and-throw of player?
>>4146090
Oh well, i didn't meant the cyber-demon category, i meant "The Cyberdemon", as is, i will not replace the Doom 3 one with this, i will add instead.
Anyway, yeah i was thinking about he using earth as his main form of attacks, though not anything all that martial like in ATLA or TLOK but with the attack effects pretty much the same, i love when there's a character that can bend earth like Terra from DC or Toph.
As for picking up the player, i will have to use ZScript if i want make it the simplier way, ACS would require too much hackery, also i'll keep his original size i think, a lot of monsters in the mod could have this ability since many of them are very bigger than 90% of the playable characters, but Zandronum prevents me from using ZScript yet.
>>4146083
shooting laser beams instead of rockets
>>4146113
obviously they should come out of those cyber nipples
seriously holy shit that is some blatantly mirrored texturing and it looks like a face
>>4145963
>>4146126
y-yes?
>>4146128
I'm disgusted but interested
>>4146128
are there jump pads in any doom wad?
>>4145295
>Romero making a Q1DM map
>McGee retweeting Q1SP stuff
WHAT IS HAPPENING
>>4146070
There were two kinds, the weaker ones which looked jankier, and the ones covered in strong armor plating which you had to shoot away at a lot, the first time you see one he's a boss encounter, with Deatshead overlooking the fight.
These were the finalized Super Soldiers that Deathshead made, he made like six of them, which the Paranormal Division wanted to use for sacrifices as they would be really strong warriors, something he thought was complete rubbish, as he thought they had genuine applications, and decided he would keep one for further study (I don't know if this is the one you fight the first time).
Later you fight a few in the last part of the game, two are guarding the digsite, and one is down in the mining shafts. The remaining ones were turned into deathknights in a the occult ritual at the end.
>>4146128
That is horrifying.
>>4146148
I never noticed that you end up fighting the boss version of the super soldier several times.
I guess I was too busy panicking.
>>4146157
Well they're a big dude in armor plating firing heavy weapons, it's pretty understandable.
I never actually noticed it as a kid, only in later years replaying it.
>>4146128
>>4146128
>filters
>>4146158
I'm surprised I never noticed.
But I do remember crying when there's that mission in the crypt where guides told you to let the nazis die. I always tried to save them, and I remember crying when they tried to kill me.
>>4146128
yamero this
>>4145767
Not the guy you replied to but these are some pretty neat maps, thanks for posting 'em.
>>4146165
That's, uh. That's interesting.
>>4146175
I was a very nice guy. It's only when I discovered 4chan that I became a cynical murderhobo.
>>4146175
Maybe he felt horrible by the idea of a human being being eaten alive by horrible undead monsters.
I know I was scared shitless of the crypt levels as a kid, because the monsters were scary, and you'd occasionally hear or see people getting eaten, sometimes while still alive.
>>4146202
The monsters weren't scary. What was scary were the screams of the poor sap caught by them. I remember doing almost all the level with just a knife and the kick, to make the undead suffer as long as possible.
>>4146203
I guess I just felt them very imposing, their resilience, how they never stopped, how gruesome they looked and what they did to people.
>>4146182
Welcome to the club. Unfortunately, it also turned me into a god-awful furfaggot.
>>4145646
I wouldn't say it's hard, the mod's awfully generous with health and ammo
I played through the first few levels of Munity and ragequitted because the level layout was retarded as fuck and I never knew where the hell I'm supposed to go.
>>4146217
One of the early levels is actually kind of really annoying in that, so I can see why. I was on the verge of quitting too.
I think maybe it could stand a 2.0 release to fix a couple of small things, maybe make that one level less obtuse.
Otherwise I think it's got a lot of good aspects.
Are there any wads that are one large continuous map with hubs and bosses?
>>4146165
even as a child you were /pol/
>>4146213
same t b h
4chan made me a happier guy, i learned how to chill the fuck out and to appreciate the littler things in life
Spent like an hour figuring out how to make fluidsynth work
turns out that after you configured the whole thing you need to change the MIDI synthesizer again and put it back on fluidsynth, or it won't be detected even if you close zdoom and load it again
>>4146145
it's called "middle age crisis"
>>4146145
quake 5 confirmed
>>4146226
They weren't officers or anything, just small soldiers.
Even as a kid, I knew that every soldier couldn't be held responsable for everything they did.
>>4146231
QVAKE
>>4146226
I don't like Communists but I'll still feel sorry for some poor 50's era Vatnik being eaten alive, alone and afraid, deep in an icecold tomb, because some asshole up in the brass had some fix idea to fuck with something they should have left alone.
>>4146128
I think this needs a littleTONSbit of polish
I have faith in you anon, go for it
>>4146242
I really wish I could've at least send them a rope, or have them following me around. Shit, even them just being grateful and giving me supplies would've been good.
q: is mouselook acceptable for vanilla gameplay
>>4146219
yeah pretty much. 4chan taught me to appreciate lots of things
>>4146231
Would there ever be any way to merge the Quake and Strogg lore? Like for example the idea that the Strogg were actually a cult secretly trying to resurrect Shub-Niggurath? (hence the Phoenix in their flag)
>>4146247
mouselook is fine, even romero used mouse to look around
>>4146225
Yes. ZDCMP/2.
I think my mapping partner was being a worthless scalie cunt and bailed on me. Whatever, his fucking loss considering he won't learn to map otherwise. Probably going to have to shitcan the whole map as a result as it was designed in mind of this.- It's not balanced nor designed for the player to initially start inside the building, as he was to get his full arsenal outside and deal with the vanilla roster there too before going inside.
>>4146252
I don't really like the idea
>>4146253
I mean full mouse look, up and down
>>4146259
it's not really vanilla, but the general impact on gameplay isn't that serious so
>>4146252
The strogg logo was praelevant in Q1, so I'll buy it.
>>4146247
I would say that it largely is if you don't use it to break sequence in maps.
The original game was largely intended for you to play with a keyboard for moving and then use a mouse for shooting and horizontal turning (as in, you couldn't look up and down), assuming you could set your PC up for that back then (so keyboard only controls existed as an option for people with no mouse or without enough memory in their machine to run a mouse and Doom at the same time).
>>4146252
desu I prefer to look at Quake and Quake 2 as two completely separate settings.
>>4146264
I guess I use it for "snipping", that is to say, enemies that I have a clearl line of sight of but the engine doesn't auto aim me towards them
Please be patient i have autism
>>4146292
>i have autism
no an excuse
>>4146292
nice early doom2 map sense from this
>>4146292
Please don't make fun of autism.
>>4146257
Now that I think of it, Quake is always more interesting because of the dimensional travel that allows very different themes, whereas Strogg is just generic sci-fi and gore. Quake has themes of Earth, Gothic, Infernal and Lovecraftian.
>>4146263
I wasn't aware of that. It actually makes it less of a good idea because having a phoenix logo for a faction whose goddess is alive makes no sense. After her death it would be sensible but I dunno...
>>4146304
Speaking as an autist, I will never not make fun of it.
>>4145960
The chaingun was great, but with only 99 bullets, it was kind of stupid. It ate through ammo too quickly to be of any use against anything except bosses where you NEEDED to put a ton of rounds downrange very quickly. I always ended up using the MP-40 for everything until I got to the boss.
>>4146305
Like I said, I'll go with it, This also being said, my worthles fucking mary sue character also directly gains from Shubby's death.
Also, I'm streaming my horrible failures at ZDCMP2. Watch if you give a damn.
>>4146292
getting a good underhalls vibe from this
game looks good
>>4145887
Fluff. Or maybe, for "bosses" monsters like the Cyberdemon or the Mastermind, a health bar.
>>4146412
This. Meaningless fluff + actually useful data please. I love meaningless fluff.
>>4146263
The logos in Q1 vary a little bit, but they most commonly have skulls, sometimes a T-shaped icon, a lightning bolt on the 'access panel' wall textures, and no phoenix to be found.
>>4146421
Still reminds me more of the Strogg. Maybe the possessed troopers in Q1 become the initial founders of the Strogg?
I'd ship it.
>>4146419
I remember analyzing everything in Subnautica, expecting a lot of useless fluff, such as "similar plants are considered a delicacy to alien races". Got nothing.
>>4146425
I mean, the legit reason is the artists liked the logo and mostly re-used it for Q2 so they didn't have to think of new designs. Same with the lightning bolt variation, the original skull version (which shows up on a number of walls and IIRC some of the crates in Q2 are straight ripped from Q1), and the appearance of parts of Q2's techbase theme in general (TRIANGLES).
>>4146440
For what the game actually was, these were extremely wise decisions though. It benefitted from such ideology. Though it really should of just been named a diffrent name instead of "QUAKE" so it sold.
Like I said prior, "STROYENT" or "QUAKE II: STROYENT" would of worked just fine.
>>4146439
you can stop bringing attention to yourself now
>>4146451
Knock it off.
>>4145246
I set the difficulty to be inversely proportional to the length of the wad I'm playing. A full megawad I use HNTR for. A single episode I will play on HMP. UV for anything shorter than that.
I only use ITYTD as an absolute last resort.
Why are there almost no Quake 2 source ports? Is the engine cursed or something?
>>4146465
I think it just needs one sourceport.
Also I think Doom and Quake 1 had much stronger lasting appeal.
>>4146138
The Skulltag multiplayer maps have plenty of jump pads.
>>4146482
can they be used on a single player map?
>>4146490
Yes, it's actually just a sector effect. You could set the entire floor to be a jump pad if you wanted. I presume the ability to make these is present in ZDoom but Zandronum/Skulltag actively uses them for its multiplayer content.
Damn, those alien bastards are going to pay-
>>4146465
yamagi does just fine. I don't see why you need to ask every single thread.
>>4146504
Nobody steals our chicks an-
SOMEBODY'S GONNA FREAKING PAY FOR SCREWIN
>>4146507
hey, the sherriff is a n-
>>4146528
why are we allowed to trash the hell out of some people here (for an example see the end of the previous thread) but others are off limits?
>>4146534
Because this is purely a vendetta by a delusional, angry furry rather than something that actually contributes and involves the community at large.
It's the difference between shitting on the game market policies of Nintendo and shitting on the game market policies of Greg at the store down my road.
Whats the /doom/ opinion on starting a discord?
>>4146580
why?
>>4146580
Not needed.
>>4146580
if you got something to say post it here like a proper anon
>>4146580
irc for noobs. not interested.
>>4146580
For a project, it's fine.
For us, it's unneeded. We've already got a nice thread.
>>4146580
Haven't you learned your lesson from the offtopic shithole that was #vr?
>>4145268
whyboner
>>4146580
too much autism
I'm playing Plutonia
Have to say, the levels feel really crude. map05 has been so far the only nice looking one
>>4145295
oh god that's so pretty. quake's aesthetic would be so much better if it looked more like this
What is this picture from?
It's the product image for Ultimate Doom on Bundlestars, and I'm really confused as to where it's from
>>4146613
is there a "revamped" quake 1 mod?
>>4146617
I've never seen this before.
>>4146608
No, but he is a pussy.
>>4146613
A fair amount of the textures in that screenshot (arches, bookshelves, possibly some of the bricks although I'm not used to staring at things that aren't idbase) are from vanilla Quake or have close equivalents in stock id1, and even the custom textures adhere to the original game's palette. Quake's aesthetic is entirely down to the mapper.
>>4146621
Multiple, and they're all fucking awful "SUPER HD MEGATEXTURE REMIX TURBO" stuff that doesn't touch the original brushwork or models, just slaps 1024px or larger textures on everything.
>>4146626
yeah that's what i'm saying. vanilla quake doesn't make very good use of it's visuals imo
>>4146623
This is why I'm so interested in it
Even tried reverse image searching, got Ghost Recon.
Why wouldn't they use a normal picture?
>>4145285
Honesly I could give a shit. So long as someone maintains it, new features are mostly icing at this point. The engine already does just about everything I want out of it.
Better/alternative multiplayer code would be nice, though. Client to client is inconvenient.
>>4146630
Well, it was pretty rushed, not to mention multiple level designers trying to make maps with multiple texture sets from artists who had no idea what the final product was going to look like, using pretty damn primitive tools for brushwork and very basic compilers that would take hours to run on the hardware at the time- even the high end workstations id was using- so there was no 'build, compile, test, repeat.'
Hell, lighting alone makes a huge difference- the bounce lighting and ambient occlusion available with a modern light utility can change the feel of a map massively.
>>4146632
>The engine already does just about everything I want out of it.
Basically this.
There's few times I actually hit a wall trying to do something the engine just can't do.
>>4146536
Nah I just thought it was funny
>>4146617
on that same vein
what kind of cover even is this?
SHI...!
>>4146617
Looks like it could be assembled from stock photos and Doom image assets.
Kind of makes me think of all those cheesy knockoff boxes in which people would distribute the Doom shareware in.
>>4146660
>what kind of cover even is this?
It looks like a coop session in some sort of mod with custom maps and weapons.
>>4146665
that cacodemon is adorable
>>4146736
is it only me or do the barons faces in doom 4 somewhat look like a pinky's?
>>4146728
Speaking of which, did the new update for d44m add/change anything to snapmap?
Taking doodle requests. Pencil and pap
>>4146758
No idea.
>>4146764
Baron sitting on a toilet chair and reading a newspaper.
>>4146764
Doomguy and Crash (Quake 3 Arena) on a date.
>>4146632
I'd really really like the possibility of doing brushwork on a doom map
or somebody porting doom into quake at least
>>4146764
Fred Chexter teaming up with Count Chocula to fight evil.
>>4146780
You'd need a new editor for that too.
Speaking of, a feature I think would be cool for GZDoombuilder would be the ability to sketch a map on the grid. Like a paint overlay.
>this
>the Beretta pistol
I suppose the chaingun is also of Italian manufacture?
>>4146794
The zombieman rifle wasn't based on that thing (they had probably never seen or heard of it), it just kind of looks like a weapon that'd fit right into Doom's aesthetic.
>>4146794
That's the ugliest fucking thing I've seen today.
>>4146796
I'll one-up it.
>>4146795
I know, but it's my headcanon now. It just fits too well.
>>4146805
Sweeeeeeeeeet. My favorite part is the way it makes no fucking sense.
>>4146665
Need a Pinky version.
I feel like playing a Doom clone, but I think I've played them all.
>>4146780
>or somebody porting doom into quake at least
Talk about not making use of the Quake engine at all. Romero would be ashamed of you.
>>4146830
>>4146764
ranger looking at shub niggurath and scratching his chin, unsure what to do
>>4146818
More pixels means more good.
>>4146765
Does anybody have that image with the montage of shitty Baron sprites and a caption like "Just say no to HD sprite packs" or something like that?
>>4146860
>filenameis that what he calls it
>>4144914
>>4146667
but bundlestars is an authorized reseller for bethesda
Most of the time, they use the same pictures you'd see on Steam
but this one just seems wrong. It looks like a poster for some fake unmade movie
>>4145059
SO YOU WANT TO PLAY SOME FUCKING DOOM VERSION 8?
>>4146617
>>4146917
>It looks like a poster for some fake unmade movie
That is exactly what that picture is, to a surgical precision I might add.
http://niteowl94.deviantart.com/art/Ultimate-Doom-Movie-Poster-347303337
^
That was the original url but it seems that the author deleted the picture, you can still find it using Google.
"Ultimate Doom movie poster by NiteOwl94"
>>4146860
>>4146962
Well damn
Why are they even using it?
>>4146972
Rule of cool
is there an updated version of project msx that uses the zdoom reload function?
oh jeeze, how do I get to the red key again?
>>4146969
Hi Res was a mistake.
>>4147068
Step on the box and turn around quickly. Do it twice.
>>4146768
Internet died, have a late delivery.
>>4146772
I liked this one too much to just doodle. Please accept this.
That's Keen, Ranger, and Blaz spying behind the bush.
>>4147110
I wonder what it would look like if he had the actual ingame backwards legs.
>>4147121
He would look like he's going to fall backwards instead of forward.
Goatlike bipeds are weird
>>4147118
y e s
I'm looking through different mods and I keep seeing "####" "#" where the sprite name and rotation would be, what does it mean?
>>4147164
Good question, I would also like to know.
>guys what if... we defrauded the IRS?
>>4147197
With pogs...?
>>4145070
What version is that? I heard Combine Keegan died, Im pretty surprised that wad is still being updated.
What is the best mappack to play HXRTCPROJECT with? Plz dont say nuts.
>>4147213
>I heard Combine Keegan died
you asshole, i thought you meant it. my heart almost fell out my ass
>>4145848
No, it hasn't changed. Why?
https://my.mixtape.moe/qzoqur.webm STOP RESISTING
>>4147281
Shit that's brutal
I now want a police brutality mod
Is there any script that I can just plop into my autoloads that forces pistol starting and is compatible with weapon mods?
>>4147286
WildWeasel's Terrorists might be what you want
>>4147291
Not that I know of, no.
>>4147291
>and is compatible with weapon mods?
Since most of them define their own pistol/fist and after ClearInventory you'd need to specifically re-give the pistol/fist, unfortunately no.
>>4146128
Where's the download link to this?
the one I got was Doom 3
>>4147217
I'm not dead. Dingus.
>>4147217Whoever you are, I love you too.
>>4144921
I hope lilith.pk3 wins a Cacoward.
I know they barely mean anything but it's a really nice and fresh concept that deserves at least a mention.
>>4147084
what is this atrocity
Did Graf get upset when people started adding anti-BD scripts to their mods?
>>4147382
i wonder who's behind this post
>>4147382
>It was a totally reasonable change.
Lol.
>Graf actually seems to care about the experience of the laymen users who only play mods
Lol.
>>4147386
He hasn't specified.
https://www.doomworld.com/idgames/random.php
It's roulette time again.
Roll until you get a singleplayer map/mappack, play a little bit (gameplay mod of your choice optional), post a screenshot and your thoughts.
>>4147386
That doesn't seem to be advocating the use of outdated versions of GZDoom though which I guess doesn't bother him.How does he feel about DRLA, which also specifies it's designed for older versions in mind?
>>4147408
he hates it
>>4147421
If he hates it then why didn't he close the thread?
>>4147427
he's probably worried about getting yelled at by the actual mods for abusing his powers for personal interests
>>4147281
Is that Barney?
>>4147360
Castlevania: Resolution of Sorrow
>>4147440
It looks like a Valley Without Wind.
>>4147402
https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/twilight played this thing
Forgot to take a screenshot, but the map was actually very neat
At first I didn't know what the fuck, starting out was kind of confusing, but the level tells you what to do
Played with vanilla
>>4147449
I want that guy to share whatever he drinks.
Get that weak shit outta here.I don't think the scattershot needs any tweaks, all I did was remove the ripper effect and the limited range for the projectiles
>>4147452
Yeah, the map was kinda goofy... a lot of the monster noises were changed to either something from an old movie, or Darth Vader
Kinda reminded me of Sky May Be.
>>4147449
That readme is a thing of beauty.
I miss the 90s mod community and their enthusiasm.
>>4147458
Don't you mean Dark Vador?
>>4147456
Should probably not use that around nukage barrel fields.
>>4147464
Frenchfag ?
>>4147470
And one that was really offended by how the super special DVD edition completely fucked up the movies by randomly changing Vador's voice when he talks with the Emperor in the second movie or when he grabs the Emperor's ass and throw him down a shaft while yelling "NO".
Fuck you, Lucas. You had fucking gold, and you turned it into crap.
>>4147408
A ton of fairly popular stuff only really works with 2.5, or at least that's where they're most stable but I guess he can't bitch at every developer and deem their work unworthy of "supporting" on any version.
I'm not even sure what the benefit of using 3 or anything beyond that is, it just seems to fuck up a lot of mods.
>>4147471
I never watch the french dubs to be honest. I still remember the original trilogy fondly, but I have to admit I'm getting a bit sick of Star Wars.
>>4147489
I will feed you to a Cacodemon. While you're still alive.
>>4147402
https://www.doomworld.com/idgames/levels/doom2/a-c/cry
Well, it was mediocre/bad, but at least it was playable. At least until the end which was a lava tunnel with not enough health to make it close enough to the end where an archvile was, and an untextured exit switch. Felt like a novice's first doom ii map... and indeed it was made over 20 years ago. Jesus Christ thanks for continuing to make me feel old /vr/.
>>4147492
Mm, talk dirty to me more.
>>4147493
> getting burned to death inches from a +100% health pickup
welcome to tf2, enjoy pyros
>>4146860
Is it bad that until I just saw this now, I've believed the former human to be wearing black and red camo?
>>4147516
so thirsty
>>4145246
I had the habit of playing in HMP. Ive recently started to play with custom doom. And I bump my damage just high enough to where a shotgun blast will kill an imp 100% of the time but i'll also move up on difficulty level. This makes the whole game much faster and much more enjoyable over all.
>>4147519
No.
>>4147519
Gee you sure sound salty as fuck.
>>4147519
>thinking that anyone is interested in whatever shit you are cooking up.
can confirm i am interested in this mod.
>>4147402
Something weeaboo-y.
https://www.doomworld.com/idgames/levels/doom2/m-o/otakondm
Unfortunately, it doesn't seem to work quite right.
>>4147537
i've played that, it's lol.
forget exactly what you need to do to it to get it to work, it's missing sprite markers (SS_START/END) or some such.
>>4147519
Fuck off, I like webms.
>>4147402
Hell Medley
>1EM3 is a minotaur maze like map with no map indication
I'm good senpai thanks. Seemed ok tho.
>>4147519
I'll rip off your head and shit down your neck.
>>4147519
>>4147571
>wooow_im_pressing_buttons
Jesus, no. Let Doom rest in peace without that manchild reaching for it.
>>4147402
>Lost Cities
Yeah no
>>4147519
>I am angry.
>ANGRY ABOUT MODS
on the topic of FORBIDDEN mod webms here's a webm showing off some new menu stuff in doom delta
>>4147591
https://www.youtube.com/watch?v=KCent_2q7ZE
>>4147630
[HORRIFIED SCREAM]
>>4147630
>>4147402
What did I stumble into
I missed out on retro FPS games
just finished my third Doom 1 playthrough
since you fags have some experience with them, what would you recommend- playing some wads or moving on to Quake/Wolfenstein/Duke/Blood?
I tried playing Doom 2 but the level design felt like a significant downgrade from D1 and I eventually got too bored to finish it
>>4147493
What mod uses that player model?
>>4147661
Of all the wads to get
>>4147619
yoo
das cool mang
>>4147739
Yeah doom 2's design is extremely hit and miss.
If you're confident in your skills you may want to try TNT or Plutonia, both of which have much better level design. I'm a big fan of Heretic, love the level design in that, but it's not for everybody, you may try to give it a spin.
If you want to start fresh, try quake or douk. They're both from pretty significantly different schools of gameplay when it comes to retro fps, if you're meh on one, there's a chance you'll like the other.
>>4147630
> angry man literally experiences a meltdown in a videogame
>>4147813
nah, douk a shit and quake is top HUUH
wait shit, i just confirmed and justified your entire post
>>4147813
I played and really liked Hexen, so I guess I could give Heretic a shot now
thanks for reminding me about it
>>4147619
why is it forbidden?
>>4147661
is that one of the CIF wads or a terrywad
>>4147832
not the poster, but I believe it's called Atomic Assault or Attack, something like that
>>4147519
I'm interested in this
>>4147739
>would you recommend- playing some wads or moving on to Quake/Wolfenstein/Duke/Blood?
Both, really, go play some Quake, then go back and play a levelset of Doom, then some Wolfenstein, and some Duke Nukem, then maybe some more Doom
>I tried playing Doom 2 but the level design felt like a significant downgrade from D1 and I eventually got too bored to finish it
Understandable, personally I find that Map 12 grinds the game to a complete halt and there's a bunch of not really that fun levels following (made worse by the fact that Map 12 is preceded by some pretty good levels). Doom 2 is kind of a mixed bag with it's levels.
I feel TNT and Plutonia are more interesting for the most part (though they're also harder, Plutonia especially).
>>4147783
Blow it out your ass.
>>4147828
see >>4147519
>>4147884
oh. it has a hater?
>>4147885
I'll turn you into bait.
>>4147885
>muh social experiment
>>4147619
I forgot this existed. How much of the pre-release stuff is already in?
>>4147885
"Jokes on you, I was only PRETENDING to be retarded!"
>>4147912
in terms of weapons, the rifle and bayonet are in, along with the dark claw and unmaker from the doom bible. 2.0 will be adding the machine gun. the helmet hud is in too with a functional minimap, but it brings down performance unless you play with the software renderer. there's also some optional enemy skins/behaviors that can be enabled thru an options menu
if you're interested (and wanna try it out) there's some more info on the zdf thread:
https://forum.zdoom.org/viewtopic.php?f=43&t=52262
>>4146816
I wasn't talking about the maps, anon
I have no idea who first linked the duke dead quick video here but I gotta thank him for real
I was at 9 am at work and low-key laughing Rick Harrison style
>>4147976
>the people browsing today won't know what you're talking about and will think you're sperging out over someone posting screenshots of a map they're working on or just playing
it hasn't been that long, right?
>>4147985
no i meant, was that the name of the map you posted? sorry i realise my post could be misinterpreted
>>4147992
no i know what you're talking about and i'm pretty sure you're right
fuck i just realized how badly i worded that, it sounds like exactly the sort of post i was describing
i was just oldposting, back to the retirement home for me
>>4147992
Not him but it's one of the maps in 200 minutes of /vr/. IIRC it was named something different, but it had what you said written in words on the automap.
>play map
>brown sludge is damaging
>quit map
>>4147995
Yeah, I think for some time someone had been just repeatedly posting that phrase as shitposting. I think the name of the map was "Seldom heeded advice". Someone was also really upset that the guy who had been shitposting that for all this time got to submit a map to the compilation.
How long ago was the 200 Minute compilation?
>>4148015
https://www.doomworld.com/idgames/levels/doom2/megawads/200minvr
three years!
>>4148015
It was made 3 years ago. It's a shame that it's pretty much the only /vr/'s finished megawad.
>>4148018
Everything was downhill after Gone Homo.
>>4148018
I think I suggested we'd do a Boom episode or something once but it kind of petered out.
>>4148021
Yeah mapping projects here hardly ever seem to work out well
>>4148018
there have probably been enough single map releases done since then to compile into a second megawad. i probably would have done this, had i bothered to save them.
also is it too self-aggrandizing to count the DUMPs as /vr/ productions? most likely.
oh well, let us take heart from the fact that many successful gameplay mods have come from here at least.
>>4148027
I think the reason was that I suggested it'd be a Doom 1 episode, which people weren't that hot about.
Mainly it was me coming off the high of playing Double Impact, and thinking we could all whip up something nice and simple.
>>4148017
>>4148017
Damn it's been that long already? Someone should start up another one sometime.
>>4148007
>play map
>water is damaging
>delete system32
>>4148046
I still think the Boom format is a good choice, since it gives you some more stuff to work with but still remains pretty strongly in vanilla.
Don't know what the rules/gimmick/theme would be though. Maybe trying to do lots o nature and outdoors areas? Would custom textures be allowed?
>>4148061
I see CC4 textures being used a lot lately so probably that. I don't know about themes though. Maybe create a strawpoll listing what you have in mind to see what people people would be interested in doing.
>>4148074
CC4 has some good textures.
I think maybe the Useful Textures set can be nice just for detailing too.
Anyway, here's a poll: http://www.strawpoll.me/13540755
>>4148007
>play megawad
>brown sludge isnt damaging in the first three map
>it's damaging in map04
>Delete yourself from existence
>>4148087
>i think you will get more interest if you just let people make whatever they want
That's fairly compelling in itself, and why I made it an option.
But I think there ought to be some basic rules or something, like, no slaughter, unless maybe you get a secret level slot, or the levels should be beatable from pistol start.
>>4148007
>play map
>dscybsit after firing
>ERASE
>>4148087
>oh and for goodness sake please choose something less overused than cc4-tex!
give us a better one then
>>4147819
>douk a shit
>>4147819
the fuck you don't like douk
that's the anime talking
>>4148207
>douk is the shit
>>4148214
Why would weebs specifically have anything against Douk?
>>4146962
>Luke Goss
>>4148232
yeah i remember when i saw Blade II, i was like "isn't that the geezer from Bros?", it was hilarious
>>4147778
It's a player skin from vrskins, you can search it over at http://allfearthesentinel.net/wads, just type vr in the searchbox. Throw the file in a new folder named skins in the Zandronum directory; won't guarantee they will work right in gzdoom or other sourceports.
>>4147294
it's a Mutator inside this Mod, you use it with the Invasion Gametype:
https://www.utzone.de/forum/downloads.php?do=file&id=3435
Map is:
http://www.mapraider.com/maps/unreal-tournament-2004/deathmatch/3806/DM-Doom1Level1
Skins:
http://crash-ut3.clan.su/addons/ut2004_personazhi/male/doomguy/69-1-0-4277
for some reason it doesn't show in the game for me
>>4148251
>unreal gold for ut2004
I did ask for this
Hey guys, here is my brand new mod. It features non-orthogonal fluid organic geography with a nonlinear layout, and hardcore gameplay inspired by Hell Revealed. Requires cc4-tex and gothictx.
>>4148285
>>4148285
salsa ass
I'm so sick of this setup.
Surely this will surpass Map 07 clones in being a pestilence.
>>4146128
Is there a download link for the Doom 2 monsters
>>4148285
Is there something you'd like to tell us, anon?
Is there something you don't like about that?
>>4148285
Maybe what you want is this.
>>4148325
Is that mayhem mansion? I don't remember this creepy part
I've never made a map before but I'm trying my hand at it now. What do you when you have a good, solid idea for a part of a map but don't know what else to put in the map? I have these central areas of my imaginary map figured out, but I can't create 'filler' so to speak. When people make maps, do they have the entire thing planned first or what?
>>4148390
Could be from the original Exploding Lips
>>4148393
Filler doesn't have to be interesting, it only has to exist. Look at other maps for examples. Filler only exists for a way to get from place to place, and does not need a purpose other than that. Seriously, just put up a window or two and maybe a torch of some kind, you're good to go.
>>4148428
It doesn't have a HUD like that, maybe its a custom map for it, or its just my shitty memory.
>>4147619
Is the mod getting a big update?
>>4148472
I'm giving ur mum a big update.
Do you guys think we'll ever see HDoom fully finished?
>>4148285
But is it Boom-compatible?
>>4148549
Hopefully
>>4148549
>There has been at least other three meme clothes after heyhole sweater.
That's being behind the times!
It's going so slow despite being only spritework and in the most expected parts (round demons and Archie) you can speculate there's just no inspiration for designs anymore.
>>4148549
I'm hoping for a non anime version
>>4148549
doubt it
a man far more cynical than i would say that if he finishes it then there'll be nothing left to fund his patreon for, but i think it's more simply a matter of effort required versus in-game impact
first off, gameplay mods rarely reach a finished state, especially those that require a lot of custom art assets. in over 20 years of modding, you can count on one hand mods that have really been completed
second off, 2d fpses are perhaps the most art-intensive medium next to fighting games, and custom monsters in general require an insane amount of sprites to do. even a simple design requires a whole fuckton of individual sprites, and that's even if we skimp on rotations and frames
third off, the main benefit of hdoom isn't the gameplay but the animations--which means the best way to play it (and indeed to develop it) isn't in working on the monster sprites but on the sex animations, which can be distributed as simple .gifs
it's a one-two-three knockout combo that doesn't spell good fortune down the line for the project
but i'm getting too analytical and writing too many words about a dumb porn mod so have some anime titties
>>4148251
I tried to install the unreal 1 game type but it's not appearing in the menu
>>4148549
>it's been almost four years since mike showed off those first hellknightess sprites here
>>4148549
and isn't he moreso focused on that monstergirl thing right now?
>>4148635
.txt goes to Help
.ut2 goes to Maps
.ogg goes to Music
.uax goes to Sounds
.int goes to System
.u goes to System
.ucl goes to System
.utx goes to Textures
>>4148613
Pretty much this.
Gameplay mods never finish, art is hard.
I'll still follow it because I like animu tiddy but I don't expect it to reach the end.
>>4148613
hubba bubba
>>4148635
don't look for it in the Mods tab
>>4148675
Did that
Didn't work
>>4148679
I'll do mine, you'll see.
>>4148680
Morrigan is pretty tasty but I prefer Lilith desu
>>4148696
delete the ut2004.ini and the user.ini (do a back up)
you will lose your settings
>>4148030
And a bunch that just disappear as if into thin air. Nevermore, that MSX remake, Tower of babel or whatever it was, etc.
>>4148723
Yeah, or that Immoral Conduct revision faggot, like he just fucking disappeared or something.
quick question about making player sprites.
what is the average size of a doom player sprite
nope
>>4148773
Do you have any rockets?
>>4148760
(width height sprite)
41 56 playa1
35 54 playa2a8
42 53 playa3a7
45 51 playa4a6
36 50 playa5
37 56 playb1
35 55 playb2b8
36 55 playb3b7
41 54 playb4b6
35 54 playb5
38 56 playc1
37 55 playc2c8
38 54 playc3c7
41 55 playc4c6
34 54 playc5
40 55 playd1
35 55 playd2d8
34 54 playd3d7
40 54 playd4d6
35 54 playd5
26 56 playe1
43 55 playe2e8
51 53 playe3e7
38 52 playe4e6
26 51 playe5
26 56 playf1
45 55 playf2f8
52 53 playf3f7
41 52 playf4f6
24 51 playf5
39 55 playg1
36 56 playg2g8
43 55 playg3g7
43 52 playg4g6
34 54 playg5
44 50 playh0
35 43 playi0
36 46 playj0
41 38 playk0
51 14 playl0
51 14 playm0
51 14 playn0
38 56 playo0
44 59 playp0
48 57 playq0
53 52 playr0
55 47 plays0
57 40 playt0
57 33 playu0
57 23 playv0
57 22 playw0
>>4148709
did that
didn't work
at least i have a back up
>>4148780
don't think i'm close enough for it
>>4148782
Thanks, man this is very helpful.
>>4148773
it helps if you remember to take the partial invisibility before entering the three-key teleporter. i can only assume that's what it is intended for.
of course how you're supposed to know this on a first try is anyone's guess, but then it can equally well be argued that maps you can beat first time are too easy.
>>4148793
no problem, here also have this, don't know why i didn't make an image in the first place
>>4148798
yeah, not gonna lie, I expected plutonia to be better
so far most maps have been "press button and be surrounded by enemies"
>>4148816
plutonia is an acquired taste, not everyone cares to make the effort. i was very satisfied to have pistol start UV maxed every one of its maps, but it took many days of attempts spread over a period of years. i can understand not everyone wants to be arsed with that kind of time investment when there are thousands of other pwads and pk3s to get through.
>>4148827
It's just that it's not only crude to look at, but it's also pretty uncreative
TNT had more quirks and consistent level design, even if the icon of sin level was bugged, and had clever and minimal use of enemy positions - ie: single chaingunner traps to hit you once before you kill them
Plutonia has crude as fuck maps, every fourth level tries to get creative, and their gameplay has been the same over and over.
>map author places a rocket launcher
>thinks I'm not going to bypass 3/4 their map
Are there any good videos of people making maps? I'm having trouble starting mine and I want to see how other people do it.
>>4148836
I think that's why I like all the derivatives and 'sequels' to it more.
They feel like they do the concept proper.
>>4148838
>map author places a rocket launcher
>along with invisible walls so you can't sequence break
>>4148842
Just tutorials, that I'm aware of.
>>4148708
>lilith.pk3 doesn't have Lilith
>>4148773
Triggered.
>>4148742
Speaking of which, since I colored up and dolled out the zombies to make them more distinct and interesting looking, I decided I could paint up some randomly replacing marine corpses, since the regular green marine would look a bit out of place next to all those guys otherwise.
One is based on an unused death animation from the Doom beta, showing Doomguy splitting in half, the third one is based on one of the bloodless death frames from H-Doom of all things (and subsequently made gory).
I'm thinking these would have a chance to drop a 'medium' sized ammo pickup or rarely a weapon, or maybe a mid-sized health pickup (like an MRE or something).
>>4148845
I'm at level 12 right now.
I have to stop periodically because the sameishness really tires you out.
But well, after that, i only have DOOM 64 and DOOM 3's expansion left, and I'll have played the whole mainstream series.
>>4148963
Neat.
Bottom one reminds me of Dukes "that's one doomed space marine" bit.
Anybody got a link to the Beta Resources? Alternatively, one that's more organized than the alpha/beta resources? IIRC, the textures and Things were lumped together. I wish them separate.
>>4148084
OTHER: Industrial+Hell. Let's see what people can come up with for Hellish Factorys.
>>4148981
Oh yeah, kinda does, didn't even think about that when making it.
>>4148836
>implying Hunted isn't godlike
>>4149012
It's the most creative map I've played so far, but:
>hey let's repeat the same encounter 14 times
>lol k
Player sprite for my upcoming mod.
Alright /vr/doom/, let's settle this once and for all.
GRAY or INDIGO?
>>4149030
indigo, but the palette doesn't have any, so it renders as grey
/discussion
>>4148786
I don't know
try a clean install
I have a clean copy of my ut2004 folder, the other one has a terabyte of mods, it's easy to break something
>>4149049
tried reinstalling the game just for the unreal 1 singleplayer
NNNNOPE THAT DIDN'T WORK
>>4149030
>hue and saturation are both 0
Grey, you idiot.
>>4148597
Yes yes, we get it already.
>>4148549
I doubt it.Thank God.
>>4149150
Instead, we'll get HQuake.
>>4149025
>not hexen themed
missed opportunity
>>4149161
>implying the kind of people who make porn mods are the kind who play/mod quake
>>4149167
You'll get Kawaiik instead, and you'll like it!
>>4149167
>>4149167
you...haven't looked around a lot, have you
>>4149167
You're so adorably innocent.
>>4149193
>tfw can't decide if Super Enforcers and giga nigga Shamblers are worth making everything "cute"
>>4149209
>>4149210
>>4149216
Listen, I'm trying not to bring up fucking Vore Tournament. That doesn't count, at least not in the same way as HDoom.
>>4149220
>in the same way as HDoom
That's technically correct, HDoom in being a monster replacement is a bit of a unique beast.
But there are a wide variety of porn mods for Quake! There's a lot of nude skins for Quakes 1 through 3, and there's even a couple unsavory maps.
There's degeneracy no matter what game you choose, friend!
>>4149228
>there's even a couple unsavory maps.
>>4149220
> That doesn't count, at least not in the same way as HDoom.
They both deal with explicit sexual content, just one of them is openly fetishistic while the other is more vanilla in its material. They're both born from the same thought process of "Hey, what if you could fuck or eat or be eaten as a sex thing in this game but a joke. haHAA" I don't see how they wouldn't count. >>4149228 makes a great point tho.
>>4149231
Lol'd.
>>4149231
>>4149243
HDoom is a Doom porn mod about fucking (anime girl versions of) Doom enemies, Vore Tournament is a furry fetish mod that uses no Quake assets, themes or inspiration beyond the Xonotic engine, which is a fork of Nexuiz which in turn comes from Darkplaces (so that's four steps of separation for the engine alone).
>>4149163
Doesn't have the same effect, given that it's a jab at Eternal Doom
>>4149260
And I've seen characters based around tentacle rape and vore for MUGEN. Doesn't mean they have the same intention of indulging player/creator boners.
has anything more overpowered ever existed?
>>4149030
INDIGO
I don't get the image + filename.
Okay anons, I need a plasma sniper rifle, of sorts. Narrowed it down to the Karasawa, Plasma Cannon and Dual Laser. Of these three (any additional suggestions highly reccomended), which one would you like to use most?
I'd keep or probably keep the Swarm Plasmagun for this- if the projectiles properly angled. As the nature of the projectiles does not allow them to angle towards monsters properly (you have to aim almost straight up to hit anything above you and vice-versa.). So, dig through the R667 armory and pick out a couple. Plasma preffered, no "plain" bullet weapons please.
>>4149309
On that note, disregard the plasma cannon. It's not accurate enough.
>>4149309
I don't know what any of those aside from the Karasawa is.
>>4149314
Dual Laser is just a really strong Slug-Based SSG with two plasma cells consumed. However, this increased range comes with some decreased damage, meaning you cannot one-shot pinkies.
The plasma cannon is actually the "Plasma Repeater"- but there's two of them on the R667 shop. The larger, bulkier one is the one I'm renaming the "plasma cannon"
>>4149320
The leftmost one is the SwarmPG
Center is the Solar Drill
Right is the Devastator
>>4149286
Are you running another mod with Demonsteele?
>>4149391
No? Unless you mean the mapset, it's Eviltech.
>>4149404
I just assumed you were running it with something else since I don't think I ever saw those counters in the top left the last time I played.
>>4149309
How about you make one yourself instead of wholesale copying from R667
>>4149407
Those are the health counters for the hatesphere and ravens, Shihong's "equivalents" to the blind guardian and sentinel. The ravens don't need to reload, you get two of them, and they're by your side instead of over your head so they'll shield you from attacks. The hatesphere is totally goddamn busted. It protects your ass, same as the blind guardian, but it also gives your punches a retarded range boost. You can effortlessly hit and maintain S rank with it and its one disadvantage of low health almost never comes into play since you can just put your back to a wall and punch anything to death before it even gets close enough for projectiles to be a problem.
>>4149424
Still not as broken as her being able to go invisible for a relatively small amount of the gauge.
report and ignore.
>>4149420
https://zdoom.org/wiki/Creating_new_weapons
like talking to bricks
>>4149435
That doesn't last long and you have to use the speed style to access it, so your damage output is decreased when using it. You could change back to another style after activating it, but you'd likely be out of time once the animation ends. Hatesphere throws any and all difficulty right out the window with no chance of it ever coming back. It's disgusting. You can at least choose to not use the invisibility special, it's a specific input you have to do under specific circumstances. The hatesphere is a pickup that you might be forced to obtain during a mapset and it won't go away until it's broken, which can only happen if you let it and it's more like that you'll kill yourself in the process.
>Lilith has a new thread on the ZDoom forum with the "unpleasantness" removed by another moderator.
You could put money on this not lasting long before another display of Graf getting butthurt.
Also posting these, just in case the original shitfest conveniently disappears. http://archive.is/BSKrt http://archive.is/RPoGe http://archive.is/kAH7F
>>4149626
based zdoom mods (not including graf and rachael)
>>4149167
I'm sorry to spoil your naivety anon.
If you want to keep it, don't click on the spoilered image.
But yeah, rule 36 exists for a reason. If it can be modded, it has been porn modded.
>>4149636
>the cock uses cells and not rockets despite all the penis jokes that have been made about the Q1 RL since 1996
>>4148842
there's a montage of Ribbiks creating the womb from Sunlust which is pretty phenomenal but it is sped up so you miss some of the nuances.
A couple years back Tarnsman used to stream his abyssal speed map submission which was very helpful although I'm not sure the videos will still be there, but mappers do stream quite frequently on twitch, dobu and dragonfly come to mind.
>>4149634
i thought graf was a dev, outside the moderator circle
and whats wrong with rachael?
>>4149646
>and whats wrong with rachael?
Trying to lead a lynch mob in the attempts to pressure a developer into making changes to their mod that don't even make sense.
>>4149652
Really because she seemed like the one who was trying to rein in Graf's retardation.
>>4149218
Scrags were always cute
>>4149641
>cells
I think I see what they did there...
sperm cells
human cells
ifyaknowwhatimean
>>4148549
Would you believe that making full sprite sheets from scratch takes both time and effort?