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DOOM THREAD / RETRO FPS THREAD - Last thread >>4250082

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/1503/77/1503778360511.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
>>
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=== CURRENT EVENTS ===

300 MINUTES OF /vr/
-Speedmapping project managed by 300manager !Os4LYDp5eQ
-33 maps submitted
-no even beta, alpha release?
http://temp-host.com/download.php?file=di91da

QUMP
-hello darkness my old friend
-https://www.youtube.com/watch?v=Mp_ZqCZPJKk

HUMP
-Project is underway
-All rules found here
-https://forum.zdoom.org/viewtopic.php?f=42&t=57649&p=1014985#p1014985

OP
-Looking to update the OP, suggestions are welcome

=== NEWS ===

[9-11] Doom Builder X: continuation of DB2 by anotak
https://www.doomworld.com/forum/topic/96943-doom-builder-x-2130-map-editor-forked-from-db2/

[9-11] PortaDOOM Cacowards 2016 released
https://spideroak.com/browse/share/Kroc/PortaDOOM/releases/

[9-10] A new Touhou Doom mod
https://forum.zdoom.org/viewtopic.php?f=19&t=57817

[9-10] The Inmost Dens, a sideblog of new mod releases for Doom and other retro FPS
https://inmost-dens.tumblr.com/
http://terminusest13.tumblr.com/post/165135258746/the-inmost-dens

[9-8] Golden Souls creator working on a Castlevania TC, Simon's Destiny
https://www.youtube.com/watch?v=Uvzan3IQoac

[9-7] Zeromaster successfully completes a pacifist run of MAP02 Underhalls
https://www.doomworld.com/forum/topic/96901-pa02-2057-underhalls-done-pacifist/

[9-7] Zandronum 3.0 finally released
https://zandronum.com/forum/viewtopic.php?t=8500

[9-2] Ter Shibboleth for Quake released
http://www.celephais.net/board/view_thread.php?id=61507

[9-1] Anon made a website for uploading and sharing WAD and PK3 files
http://thevidya.site/

[9-1] Anon remakes E1M1 in ROTT
https://www.dropbox.com/s/k1nj0mronfq1uu0/WANWAN.RTL?dl=0

[8-31] Tim Willits BTFO
http://rome.ro/news/2017/8/30/multiplayer-only-maps

[8-31] Colorful Hell 0.91
https://forum.zdoom.org/viewtopic.php?f=43&t=47980&start=465#p1016169

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

Would you like to submit any news, personal releases, or other contributions? Just reply/backlink to this post with a link.
>>
How do I Init refresh daemon?
>>
>>4255178
I'll init your refresh daemon ;)
>>
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>>4255178

Refreshing a demon?
>>
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>>4255184
>tfw you are demons
>>
>>4255191
demon in exotic beach
have... TASTY drin k
>>
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>>4255192
>>
>>4255170
Any wads where I ride a cacodemon?
>>
>>4255214
hdoom
>>
>>4255217
You cheeky breeki
>>
>>4255168
I've got a challenge: Beat/get as far as you can on UAC Ultra with Hideous Destructor or Project Brutality + UDV on UDV Truly Brutal with no PR health regen.
>>
>>4255232
Challenge image for this one
>>
>>4255083
code it yourself anon, its easy. Just a little bit of ACS.
>>
Post dumb and silly mod ideas.
>Everything is the same except all sound effects get randomly switched around at the start of each level
>Plasma cannon can be a constant stream of revenant screams
>Explosions could be replaced with UNF
>>
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>>4255303
>It's Hideous Destructor but good
>>
>>4255303
>Revenants run around with streams of urine trailing after them everywhere they go
>the explosion sound from the revenant is now a fart
>>
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UAC Ultra is honestly a fine mapset, but certain sections make me want to rip and tear the skin.
>>
>>4255303
The Chao Garden style pet cacodemon mod idea from last thread. Raise baby cacos in different gardens, play mini-games, raise stats until they turn into different breeds, etc.
>>
I just downloaded Arcane Dimensions for Quake. How do I play this? I have Quakespasm installed and set up.
>>
>>4255389
Did you read the readme?
>>
>>4255389
iirc, place the AD folder in your quakespasm directory, name it "ad"

Then when you start quake, type this in the console:

-game ad
>>
Is 300 minutes ready yet? I installed GZDoom at work just to play it.
>>
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>>4255418
>GET BACK TO WORK, YOU SLACKER!
>>
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>>4255396
>>4255408
It's not working anon. I tried -game ad and what it says in this pic but it didn't start.
>>
>>4255428
Take a screenshot of the contents of your Quake directory and the \ad directory.
>>
>>4255430
I'll post the screenshot one sec. Pic related happens. It says game changed to ad but it doesn't actually start.
>>
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>>4255436
>>
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>>4255439
>>
>>4255389
Just use QuakeInjector and download it from there.
>>
>>4255439

Can we see what your launch line looks like? Not sure if this is right but Quakespasm is reporting it as "-ad" when it should just be "ad", right?

Actually, it looks like you are trying to run "game" in the console, when you should be running it as a command line flag.
>>
>>4255439
Simple error, you put a dash before 'ad'. Don't do that, the command is just 'game ad'. Or make a shortcut to QS and use the -game ad launch option (this is better so you don't have to use the console every time, because you are NOT going to finish all of Arcane Dimensions' maps in one sitting).

>>4255441
Also word of advice, if you're using multiple sourceports it's usually a good idea to keep them separate in different folders with their own \id1 copies. Darkplaces in particular likes to fuck with config files and not play nice with other ports.
>>
>>4255448
>Actually, it looks like you are trying to run "game" in the console, when you should be running it as a command line flag.
It works fine from the console, you just have to manually type exec quake.rc in case the mod has extra stuff set up in its own default configs. Using the -game switch in the command line tells it to automatically also read quake.rc.
>>
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>>4255441

>>4255448
>Actually, it looks like you are trying to run "game" in the console, when you should be running it as a command line flag.
what's the correct way to do it then? :(

>>4255449
>Darkplaces in particular likes to fuck with config files and not play nice with other ports.
yeah I noticed that... made my cfg read only
>>
>>4255449
>Or make a shortcut to QS and use the -game ad launch option
How do I do that? Sorry for being such a noob.
>>
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>>4255449
>Simple error, you put a dash before 'ad'. Don't do that, the command is just 'game ad'.
hey it worked, thanks my dude
>>
>>4255445
Do you want our son to grow up like a sissy-boy? We're gonna teach him about command lines and autoexecs and subfolders and we're gonna make a man out of him yet. I don't want him being tainted by that wussy QuakeInjector crap, or worse, Doom-esque drag'n'drop file-onto-exe nonsense. That's how you never learn how to troubleshoot things.

>>4255456
Right click the Quakespasm executable file. Left click 'Create shortcut.' Right click the newly created shortcut, left click 'Properties,' and look for the text field labeled 'Target.' At the end of the line, add
-game ad
then hit apply, save, and you're done.

>>4255458
No problemo. Quake's console commands are finicky at times- if something doesn't work right, always double-check your spelling and make sure you didn't accidentally hold shift too long if you were using underscores 'cause all commands are case-sensitive.
>>
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>>4255461

I like this doomer.
>>
>>4255462
but I'm not a doomer
>>
>>4255476
you're a /doom/er
>>
>>4255494
yer a /vr/zard, harry
>>
>>4255303
A weapons mod that replaces all weapons with various demon arms (or head/eyeballs) that lets you shoot out their respective projectile attacks.
The catch is that you have to rip the arm/head/eyeball off by force before you get the "weapon" and have to do that once the body part runs out of demon magic (ammo).
>Imp arm fires fireballs
>Caco's eye spits lightning orbs
>Baron/knight arms shoot green flames
>Revenant skulls, somehow, fire rockets
>Archvile skulls summon flames
Etc. etc.
>>
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>>4255476
>>
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>>4255496
>>
>>4255418
that sounds like a terrible idea
>>
>>4255303

Make a monkey ball-esque mod for doom.

But basically The player and monsters are all stationary and you move yourself (and the enemies) around the map by tilting it with the WASD keys.
>>
>>4255574
The only way I could see this working is if using WASD instead moved all actors and objects around the map instead of tilting the map itself, which seems impossible in Doom even if it'd be cool.
>>
>>4255303
VRDoom
Doomguy can only move by teleporting short distances
>>
>>4255389
just fucking use quake injector, speaking of which I think im going to play some quake right now
>>
>>4255303
Custom monsters that are balanced around Russian Overkill weapons.
>>
>>4255303
Stick RPG but it's Doom
>>
>>4255639
Complex doom monsters.
>>
Reminder MAP14 is the best map in Doom II
>>
>>4255303
Every song has the first few seconds of D_RUNNIN mixed into the beginning, and D_RUNNIN itself is just those first few seconds playing over and over again.
>>
anyone have a download for Tenebrae for Quake?
the link on the quake guide doesnt work
>>
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>>4255427
God, I love Duke Nukem 3D so fucking much.
>>
>>4255427
https://www.youtube.com/watch?v=NpYt4qobkgw
>>
>>4255668
you were close. its second best after circle of destruction.
>>
>>4255709
*refueling base
>>
Objective Doom 2 Map Rankings

God Tier
>11 Circle of Death
>14 Inmost Dens

Great Tier
>1 Entryway
>2 Underhalls
>3 Gantlet
>4 Focus
>7 Dead Simple
>9 Pit
>15 Industrial Zone
>17 Tenements
>20 Gotcha!
>22 Catacombs
>25 Bloodfalls
>26 Abandoned Mines
>27 Monster Condo
>29 The Living End
>30 Icon of Sin

Good Tier
>5 Waste Tunnels
>6 Crusher
>8 Tricks and Traps
>10 Refueling Base
>23 Barrels O’ Fun
>28 Spirit World

Okay Tier
>13 Downtown
>21 Nirvana

Shit Tier
>12 Factory
>16 Suburbs
>18 Courtyard
>19 Citadel

Chasm Tier
>24 Chasm

Doom II is not as bad as everyone likes to meme here. Only 5 maps are outright bad. Ultimate Doom is fucking boring and reaches nowhere near the heights of Doom 2 at its best.
>>
>>4255574
>>4255579
or go the other way, Rock of Ages except the player is a rolling cacodemon.
>>
>>4255670
>D_RUNNIN itself is just those first few seconds playing over and over again.

A couple of maps in WOOO and WOOO2 do that, in fact.
>>
>>4255645
I hate to be the one to correct but Complex doom enemies alone doesn't contain the legendaries
the legendaries of complex doom comes from LCA, its addon "dusted addon", its other addon "random mons", and a shitload of Uncredited and umpermisioned stuff from the addon creator, also in regards of news of the mod creator he is removing the bullshit invincibility shit from the normal legendary monsters best attacks.
>>
>>4255729
sorry i misswrote it
a shitload of other addons made for lca that aren't credited or permisioned by the addon creator, usualy those type of Addons are made by russians and they are pretty broken all things considered
>>
>>4255717
>Objective
Nah
>>
>>4255717
>Inmost Dens
>Dead Simple
>Industrial Zone
>Tenements
>Catacombs
>Bloodfalls
>Abandoned Mines
>Downtown
>Nirvana
I honestly don't much like these maps at all. Tenements, Downtown and Inmost Dens in particular are really boring to me. I outright hate Nirvana.

>Factory
>Suburbs
Agree, especially Factory, I think I hate it the most.

>Chasm
Honestly, I can see why there are lots of things to not like about Chasm, but I actually find that enjoy many parts of it. Same with Citadel and Courtyard.

>Spirit World
>Refueling Base
>Circle Of Death/O Of Destruction
>The Pit
>Tricks & Traps
I really like these, I think they're the strongest maps in Doom 2
>>
>>4255717
>Doom II is not as bad as everyone likes to meme here
You're right, it gets a lot of hatred but its levels aren't that bad
>Ultimate Doom is fucking boring
Okay, you are just having the meme contrarian opinion now.
>>
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AAAAAAAAAAAAAAAAAAAAAAAA
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>>4255717
>"Objective" rankings
>Ultimate Doom is fucking boring
>and reaches nowhere near the heights of Doom 2 at its best
>>
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What does the Z& 3.0 release able to run that it couldn't before?
>>
>>4255752
Off-topic, but is there some explanation somewhere for how/why computerised text isn't actually black and is made up of a bunch of different colours when you zoom in/enlarge it?
>>
>>4255778
clear type font
>>
>>4255778
https://en.wikipedia.org/wiki/Subpixel_rendering

From what I can read, it just smooth out the letters and allow for higher resolution.
>>
>>4255729
who cares lmao
>>
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>>4255781
>>4255783
https://www.microsoft.com/typography/WhatIsClearType.mspx
Oh I see, it's fading out subpixels for smoother text, which in turn makes the coloured effect if you enlarge the image past normal pixel size. Thanks!
>>
>>4255760
A bunch of nerdy stuff and details normal people don't care about.
>>
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>>4255789
>john carmack.gif
>>
>>4255171
https://www.youtube.com/watch?v=ENm-hx9aiZ4
>>
>>4255760
DoomRLA's pre 1.0 betas.
>>
>>4255796
> December 2015, Skillsaw took it and made a "vaccinated" edition, removing the custom monsters and weapons and replacing them with vanilla equivalents, providing an alternative mapset that people could play with gameplay mods. It wasn't the intended experience at all, but it sure was fun to go through.
>This is the same thing, but for Ultimate Torment & Torture.
Those 4 Hectebi still appear at the end of the first map, though?
>>
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>>4255389

download THIS version of quakespasm:

http://www.celephais.net/board/view_thread.php?id=61462

download this version of arcane dimensions:

https://www.quaddicted.com/reviews/ad_v1_50final.html

paste this map over it:

https://www.quaddicted.com/reviews/ad_sepulcher.html
>>
>>4255561

I love low poly models
>>
>>4255808

I didn't see the troubleshooting kept going, I'm a flying faggot
>>
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>>4255687
>>
Any of these retro fps splitscreen? want to play them with my nephew in coop.
>>
>>4255820
quake 64 had multiplayer I guess.
>>
>>4255820
https://doomwiki.org/wiki/Doom_Legacy
This should be what you're looking for, my man.
>>
>>4255827
>https://doomwiki.org/wiki/Doom_Legacy
thanks he's only 6 but he's pretty good at games. I'm going to try playing Sonic robo blast 2 with him, which I found out about because of you.
>>
>>4255369

>Where do I find the DarkPlaces Engine for Quake?

>Doesn't look like its on Moddb..

https://icculus.org/twilight/darkplaces/download.html
>>
is there any Doom mod that let's me play multiplayer vs bots offline with splitscreen?
>>
http://www.romhacking.net/hacks/3666/
> Doom 2 (GBA) - PC Conversion Pack
Does anybody even play GBA version?
>>
I got annoyed that you cannot disable panning for ambient sounds in ZDoom, makes doing an area sound difficult as the user can make out an origin of it. So I tried implementing it myself with a linear scale for falloff.

I don't feel like working on it anymore much; I took it as an opportunity to get into ACS and that shit's left a foul taste in my mouth.

Anyway, here is code: https://pastebin.com/wfS43BJY

>Error: Audio streams are not allowed.

Fuck you, too, Jap Moot.

https://www.dropbox.com/s/t2dbbnv8ej86jmc/gzdoom%202017-09-13%2002-26-46-46.webm?dl=0

By the way, can ZScript do everything ACS can? Wiki makes it out to be just a supped up DECORATE.
>>
>>4255864
I had Doom 1 on GBA and it was pgud for what it was. Doom 2 GBA is way harder to find though.
>>
>>4255864
On the topic of handheld ports, did anyone ever do a good source port for the 3DS?
>>
>>4255864
Back in the early 2000's, it was the only way to have portable Doom (outside of a laptop, but of course that's a different beast).

They're kind of butchered and truncated in many ways (though surprisingly all the levels and enemies in 2 are largely intact), but ultimately, they are still Doom, and Doom is still fun.
I speak as someone who enjoyed the 32X port though (not for it's music, mind you).
>>
>>4255873
3DS can run Doom, but no one managed to make a good port so far. Like, the only thing you have is prboom3ds that can only run Doom IWADs and cannot run PWADS.
>>
>>4255896
Oh well, guess I'll have to stick to ctrQuake then.
>>
>start up 300vr
>first map
>absolutely raped until I give up
Good show so far boys, fuck me
>>
>>4255907
Low energy chum.
>>
>>4255907
when doom 1 was released in 1993 there weren't any other FPS games like that. it was straight upgrade from glorified dungeon crawler level designs from wolfenstein 3d
>>
>>4255907
> Duke Nukem, Blood
Those came later


If you want to play good looking levels, try Wads
Any stuff made by Lainos or SkillSaw are pretty good for example
>>
>>4255915
>>4255918
It's bait you idiots
>>
>>4255909
wait, what... its released?
>>
>>4255923
Like a day ago, I dunno why its not being spammed
>>
>>4255925

it's an alpha release
>>
>>4255923

it's right in the news post
>>
>>4255928
That site seems unsafe.

Why wasn't there a massive announcement from the 300vr manager? did I miss it?
>>
>>4255942
That file was mostly for me, since it contained the map title graphics I had been asking for. I'm trying to fix a visplane error on one map. Once that's done I'll upload the complete version of 300 minutes of /vr/ to Dropbox and post the link so we can have some last minute bugtests before I send it off to idgames.
>>
>>4255907

Guy who has played Doom for over 100 hours here.

Is it bad that I agree with this post?
>>
>>4255168
How do I run the Twin Dragon and Wanton Destruction expansions for Shadow Warrior?
>>
>>4255970
I'm afraid it an ANCIENT CHINESE SECRET
>>
>>4255909
Yeah the first maps a bit large for a starter imo, it also skews continuous play by giving you plenty of ammo and all the guns but then again the maporder isn't final I think
>>
>>4255973
yeah ideally you want a short and snappy map for the first slot.
First map of doom2 has 19 monsters. Crash site has 123
>>
testing.

(I like Arcane Dimensions)
>>
Are ya winnin, /vr/oom?
>>
>>4256009
What mod is this?
>>
>>4256013
Hideous Destructor, mapset is Ultimate Torment and Torture. Took me a while to get past the first room, but it's been pretty smooth sailing since then. These fights aren't easy, but I've got the tools I need to win them.
>>
Best Hell wad?
>>
>>4256028
my_life.wad
>>
>>4256020
>three archviles guarding the blue key
>now scattered across the map, reviving monsters and shitting fire everywhere
It's not smooth sailing anymore.
>>
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>>4255717
This goes to show how debatable DOOM maps are. I love DOOM II, but I have a lot of disagreements here.

>14 Inmost Dens
I like it, and the architecture is nice, but it feels under-cooked. Neurosphere from Plutonia is a superior remake of this map. Would not put this in the top-tier of DOOM II.

>25 Bloodfalls
This is the worst map in DOOM II. It's just a straight line with uninspired encounters, tons of energy cells, with nothing really to use it all on. Don't know why this is in your great-tier.

>5 Waste Tunnels
>6 Crusher
This is where the complexity of DOOM II's maps really comes into play, and this is where the game truly starts for me. No idea why these are so low.

>10 Refueling Base
Now, ranking this one so lowly is just wrong. A wonderful combat sandbox, tons of challenging encounters, with tons variety in strategy and approach. A blast to pistol-start.

>13 Downtown
I know this one is a bit contentious, but I strongly disagree. Except for that one elevator which you have to take several times for 100% completion, it's an incredibly fun map.

>Shit-tier
>19 Citadel
What the actual fuck? It's one of the best maps in the game. Navigating such an intricate, labyrinthine structure is a blast.

>Chasm Tier
>24 Chasm
I know this one is widely loathed, but the hate this one receives is largely a meme. I get that ledge-walking is an immediate turnoff for casuals, but this is actually a pretty ambitious and rewarding map. It's far from the worst map in DOOM II, which like I said, is Bloodfalls

>Ultimate Doom is fucking boring
Wrong.
>>
>>4254260
>>4254260
>So if I wanted to make my shotgun not only reload two shells at a time (assuming there's space for at least two more and that there are two more available), but also mimic the thing in Accessories To Murder where the pump-animation is skipped if you start a reload with ammo left in the gun, and I wouldn't have to calculate a whole bunch of state jumps and checks and set up dummy items?

Yes to all of that. Sorry for the late answer. I use a custom base weapon all other weapons inherit from which has these default variables and values:

ammo_useamount = 1;
ammo_mag_cap = 20;
ammo_mag_cur = 20;
loaded_chamber = true;

It can get a bit complicated if you want to obsessive about details which I personally am. My shotgun for example has a tube capacity of 4 shells. If you've expended all 5, the reload animation pauses after the 4th shell, pumps a shell into the chamber, then inserts the 5th.

Also, shooting a gun doesn't take away an ammo inventory item, it just subtracts 1 from the magazine cartridge counter variable. Reloading checks if you have the actual inventory item, removes one, then adds 1 to the magazine counter.
>>
>>4255949
Guy who has played Doom for over 101 hours here.

Yes it is bad that you agree with that post.
>>
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Here's an example reload state with no loops or inventory tokens. (I've since gone on to use custom A_Something type functions but this is easier to grasp).

"invoker.variablename" means the variable is stored in the gun actor itself rather than on the player. If I'd put "owner.variablename" that'd be the player.

Side note: points like that can be used with action functions. Like you could put

TNT1 A 0 {target.A_Explode(...);}

in a monster's state to make it telepathically explode whatever it's chasing after.
>>
Where do I find Quakes "map directory"? Do I just have to make a map folder and place in the ID1 folder?

This shit is so much more difficult than Doom modding..
>>
how do people put non-midi songs in their mods?
>>
>>4256083
By defining level music in the MAPINFO lump.
>>
>>4256034
door stuck
>>
>>4255476
I'm a mid-niiiiiiiight tok-er.
>>
Is there any console command which will give me the Light Amplication Visor in GZDOOM? Some dark sections are almost unplayable in daylight.
>>
>>4256064
Thanks, that's what I wanted to know.

>If you've expended all 5, the reload animation pauses after the 4th shell, pumps a shell into the chamber, then inserts the 5th.
That's what I want to do.
>>
>>4255909
what?! it's far from a difficult map.
>>4255923
>>4255925
i'm not 300manager. but i posted an alpha build in the last thread, mostly for his benefit, but it got picked up by others including the news post writer.
>>4255942
>unsafe
it's fine. use wget --content-disposition <url> if your browser / OS's false positive warnings bother you so much.
>>4255947
i look forward to it. just so you know i am still working on various small fixes across several of the maps: jumpy things near moving sectors, unpegged doortracks, transparent textures on one-sided walls, that sort of thing. i'll be glad to finally have a beta from you so i can know my own set of maps are all the latest ones.
>>4255973
the fact that the first map gives you every weapon in the game is an anvil-sized hint that it's *not* made for playing continuously.
>>4255985
i put crash site first precisely *because* it is a long adventure map with a great introduction scene of crash-landing on a planet. i believe this will draw in players, who are probably thinking "oh this is going to be another bunch of shitty tiny speedmaps". please see my map order justification post in the previous thread.
>>
>>4256096
You could always get a flashlight mod.
>>
>>4256096
just type IDBEHOLDA outside the console. Or "give infrared" within it.
>>
>>4256101
Nah, except for free mouselook in GZDOOM, I prefer to play as vanilla as possible. DOS has a console command for the visor, but I can't find one for GZDOOM.
>>
>>4256102
Thanks, famm. Exactly what I needed. Now I can actually play through Pharao in the daytime.
>>
>>4256079
pls respon...
>>
>>4256103
bind [key] give infrared
then press [key] when it gets too dark
>>
>>4256108
yes
just make a folder called 'maps' in the \id1 folder
if you mean to play the maps in a mod (i.e. arcane dimensions), put the files in a 'maps' folder in the mod's folder instead
>>
>>4255751
map?
>>
>>4256119
Much obliged anon.
>>
>>4255949

Guy who has played Doom since 1993 here.

Yes.
>>
>>4256126
no, no oblige
here in quake land we've gotta hand-build each and every one of our maps
>>
does anyone know where to download the Doom RPG launcher?, the dropbox link on the forum post is 404'd
>>
>>4256124
the status bar suggests it's from jenesis but i forget which map exactly.
>>
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>>4256098
https://www.dropbox.com/s/nyf1y8iz4mre0y9/300minvrBETA.zip?dl=1

Alright here's the beta. Map 32 still causes a visplane overflow when the archvile pillars lower, if we have any experts in the thread please help with this because I'm a huge retard.

If there's anything wrong or missing in the wad or the txt file please let me know.
>>
>>4255949
>100 hours here
That's almost nothing, I can easily get through that in a week.

>>4256139
>Map 32 still causes a visplane overflow when the archvile pillars lower, if we have any experts in the thread please help with this because I'm a huge retard.
Hate being a smartass, but reduce the visplanes?
>>
>>4256142
I've tried, got the visplane count to below 128, but for some reason, when they lower chocolate doom still crashes.
>>
>>4256107
If the mapset is to blame, it's probably better to adjust the "minimum light level" opengl option though.
>>
>>4256139
excellent, thank you!
>>
What's that recent quake-looking fps done by a fan that's meant to play like old FPS games? I think it was made a by a japanese guy?
>>
>>4256124
It looks like map 03 from Epic.
>>
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>>4256151
There's just too many visplanes even if pillars are up.
>>
Frankly I don't get why anyone gives a shit about staying within vanilla visplane limits when http://prboom-plus.sourceforge.net/doom-plus.features.html exists
>>
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I wonder why there was no Doom port to the Amiga CD32, PSP, PS Vita, nor DS? I could understand the former of the 3, but why not the others?
>>
>>4256298
*former of the 4
>>
>>4256298
I'm not sure the PSP ever did that hot.

Good point on the DS though, I would love to see a new port of classic Doom (with all the iwads) on the 3DS. Problem being that Nintendo would force the 3D gimmick on it which might not work that good in a raycasting engine.
>>
>>4255717
My SUBJECTIVE list.

God Tier
>8 Tricks and Traps
>11 Circle of Death
>27 Monster Condo
>29 The Living End

Great Tier
>1 Entryway
>9 Pit
>10 Refueling Base
>15 Industrial Zone
>17 Tenements
>20 Gotcha!
>26 Abandoned Mines
>28 Spirit World

Good Tier
>2 Underhalls
>5 Waste Tunnels
>7 Dead Simple
>12 Factory
>14 Inmost Dens
>18 Courtyard
>19 Citadel
>23 Barrels O’ Fun

Okay Tier
>3 Gantlet
>4 Focus
>6 Crusher
>13 Downtown
>16 Suburbs
>21 Nirvana
>22 Catacombs
>24 Chasm

Shit Tier
>25 Bloodfalls
>30 Icon of Sin
>>
>>4256139
I don't know if that was intended but you can sort of "break" this part of map04 by just continuing running forward
>>
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Probably a newfag question, but what's a turtlemap?
>>
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>>4256298
here you go.
>>
>>4256267
chocolate doom refuses to support doom plus. fraggle thinks its offtopic, or something.

https://github.com/chocolate-doom/chocolate-doom/issues/811
>>
>>4256321
yeah the wall doesn't go up fast enough, i could fix this in the same way as i fixed the ambush end of Crash Site if consensus thinks it's worth it?
>>
>>4256298
There was a doom port to the PSP if I remember correctly
>>
>>4256298
doom is on psp and ds
>>
>>4256139
Do you plan to change intermission screens in the final version or is it something that's not usually done in these sorts of projects?
>>
>>4255907
*sighs theatrically*
@doom_txt fell for this. He thinks it's real, and so do all his retarded followers.
https://twitter.com/doom_txt/status/908011833910423554
God damn it, Claude. Learn to recognize fakeposts, and stop falling for obvious bait! Stop being part of the problem!
>>
>>4256356
you can't alter where they show up in vanilla so IMO it's better not to bother instead of coming up with some forced plot or whatever
>>
>>4256367
Could just make it say some silly meme stuff. Or just say nigger a lot.
>>
>>4256098
In regards to continuous play unless we explicitly enforce pistol starts (which I imagine is impossible in a vanilla was) then people are going to play continuous no matter how much you or I advise against it. What's worse is that there aren't any monsters in the hell section that deserves a BFG.

First impressions are important and I agree that a longish map should be first so we can deter the stigma associated with speedmapping and the implied crash landing is a cool idea aswell.
>>
>>4256374
yeah, no.
>>
>>4256328
Chocolate Doom is specifically trying to be as accurate as possible to vanilla. If you don't want limits, use Crispy Doom.
>>
>>4256375
>First impressions are important and I agree that a longish map should be first so we can deter the stigma associated with speedmapping and the implied crash landing is a cool idea aswell.
thank you for your support but it looks like i've been overruled - the beta has the maps in a different order and Crash Site is now map10
>>
>>4256139
i propose the two unnamed maps be called "Conception" rather than 300minsconceptign and "Choose Your Path" instead of 300vr_anon. i have added this to my build and will regenerate the level title graphics.
>>
>>4256267
Some people like the challenge of keeping within those limits while mapping. And believe it or not, some people also like to play without source port enhancements of any kind.
>>
>>4256404
you still have plenty of limits while mapping for vanilla doom. having the game crash if you find a spot where 129 visplanes are in view instead of 128 is not fun or neat or user friendly.
>>
>>4256359
yeah doom_txt never posts trolly stuff on purpose. nope never
>>
Oh shit, did /vr/doom make another 300min speedmap compilation? I loved the first one and did a handful of maps for it.
>>
>>4256438
yeah.
i want to know how many 200 min veteran anons came back for 300 min
>>
>>4256102
>IDBEHOLDA
You mean IDBEHOLDL, IDBEHOLDA is for the map I believe.
>>
>>4256430
Visplane limit is still a vanilla limit.
>>
>>4256151
Probably because you aren't checking visplanes with them lowered and all doors open? the visplane checker can't account for platforms that might move later on.
>>
>>4256451
see >>4256196
>>
>>4256438
You should stick around, we're thinking of making a short one in Boom format for Halloween.
>>
>>4256442
Oh it's 300min instead of 200, didn't realize. Wish I was paying attention as I'd have loved to make a map or two.
>>
>>4256465
we are?
>>
>>4255236
was it ever explained why demons impaled their own boss to a wall and exposed his brains?
>>
>>4256468
Yeah nigga. I need to find some good textures that would fit a spooky theme.
>>
>>4256472
The Icon of Sin was just a mass-production facility, it wasn't the boss of anything.
>>
>>4256472
chaotic evil man. dun gotta splain shiet
>>
>>4256474
Canonically it's a unique Super-Demon though, and it seems to be the one building most of the demons you've been fighting.
He's got to be important to them somehow.
>>
>>4256472
He was into that sorta stuff
>>
>>4255803
yes, the bosses have been left in
>>
>>4255874
I played C2Doom port for on both Siemens C75 and Nokia NGage QD.
It was pretty cool and very much playable thanks to first one having a 8-positional stick and second one an actual D-pad.
>>
>>4256323
A map that encourages defensive play.
>>
Does metadoom reduce the player's movement speed?
I can't beat scythe's "run from it" map no matter how perfectly I pull everything off, it's literally impossible
>>
>>4256472
It looked imposing and metal as fuck. Maybe it's part of some dark ritual, or is how the ruler of Hell spends their time. Satan in the Divine Comedy spends his days half frozen in the ground and crying about it while munching Judas like gum that's lost it's flavour, it's just how the bosses of Hell like to hang out I guess.

I do like how it looks like he's just shoved his face through the wall in the boss room like the "I cam here to laugh at you" image though.
>>
>>4256323
>>4256493
i've never heard this term before. what is its source?
>>
>>4256472
He isn't "impaled to a wall," he literally IS the level. The flavour text literally describes his formless limbs (Akira-style) slithering throughout Earth. What a fucking nightmare to imagine.
>>
>>4256495
I thought that was the case, but then i tried to check both vanilla play and MetaDoom and didn't noticed a difference.
>>
>>4256493
But I always play defensively and carefully. Running out on a full assault can be too risky and normally needs to be choreographed though multiple attempts, be it pistol starts or saving.
>>
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>Mfw you make an article to get highlighted in ModDB and it gets ignored but months later you make a regular article and it gets highlighted

I will never understand how the admins on ModDB priorize stuff.
>>
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>>4256504
I recorded myself going through the level and it definitely seems slower to me than a vanilla playthrough I found on youtube, but maybe it's just my butthurt making me see things
I'll let you guys judge
webm vs https://www.youtube.com/watch?v=NyvrlnMgkbw
>>
I only ever played Doom way after the fact, and I thought it was okay but didn't really get what made it so insanely popular and how it's still widely-modded today. Are there some mods or something they elevate it to crazy heights, or do you have to already be in love with the core gameplay to really "get it?" I just kind of feel like I'm missing out on something.
>>
>>4256528
The mods might twist the gameplay but it is ultimately the same gameplay. If you aren't big on the gameplay, you won't be super into it. I reccommend playing through vanilla.
>>
>>4256525
Do the weapons in MetaDoom have horizontal recoil? That'd slow you down if you're shooting while running.
>>
>>4256536
I've never noticed them having such recoil and before recording this I tried several times without firing a single shot
>>
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>>4256497
>I do like how it looks like he's just shoved his face through the wall in the boss room like the "I came here to laugh at you" image though.
>>
>>4256359
i wouldn't say they "fell" for it, because doom_txt does often post blatantly trolly stuff
but there's no way that comment wasn't made intentionally just to get on doom_txt, which is the problem with _txt accounts: they glorify this shit

people don't see it as a mark of shame, they want their stuff on there and go "woohoo! my post!"
so they intentionally make shitty posts to try and get on there
>>
>>4256525
you appear to be just running. i'm pretty sure sc28 needs straferunning (or even strafe50) to win on UV.
>>
>>4256528
play the ultimate doom first for the atmospheric genre-setting, critical step imo
doom 2 for the new additions but it's not as good
>>
>>4256546
>the problem with _txt accounts: they glorify this shit
Ironically, this was the justification on Doomworld for getting rid of Post Hell. The reason it's ironic? Linguica is one of the people behind @doom_txt.
>>
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>>4256378
>>
>>4256556
Fucking sausage-man.

>>4256557
I'd like to think we're not 2006 era /b/
>>
>>4256550
I never realised it made a difference, gonna try it again
>>
>>4256557
your idea of fun is spamming memes and nigger? go back to v/pol/wherever you came from
>>
>>4256550
>>4256565
I failed again but that was because I got bodyblocked by an enemy right before the exit, it's definitely beatable now. Thanks a lot
>>
>>4256528
Wolfenstien sort of invented the modern FPS, but Doom made it popular through (what was then) amazing graphics, music, satisfying combat and good level design. Back then there was nothing like it and the reason why so many FPS games came out in the mid to late 90's was due to companies wanting at least some of it's success.
It's still popular today because the game play is sound - it is the standard FPS formula in it's most basic form after all. Plus all the monsters and weapons have their own uses and purposes, making a well designed map a lot of fun to play.
>>
>>4256581
>it is the standard FPS formula in it's most basic form after all.
Quake is even simpler than Wolfenstein and Doom, as you don't even get a use key in that game.
>>
>>4256594
and what a great idea that wasn't.
>>
>>4256447
indeed. but there is zero reason anyone needs to play doom.exe in 2017. even if you really want to play on ye olde 486 in DOS there is still a patched doom.exe that raises the visplane limit significantly and removes the omnipresent danger of the game spontaneously crashing because someone didn't take into account what happens if you happen to see through two open doors at once.
>>
>>4256139
D_MESSAG (map20 music) is definitely not the one i submitted. i don't know what it contains, but it's 6729 bytes long, not 232.
>>
>>4256594
Wolfenstein don't have powerups.
>>
>>4256581
>>4256594
True, but there's another point I forgot to mention on it's popularity: The Doom engine is super versatile and easy to mod compared to most FPS games.
>>
MF Doom stands for MetaFucking Doom
>>
>>4256594
Except for how Wolfenstein 3D had no verticality and all walls are at perfect 90 degree angles in perfect even length, Doom has good potential for verticality and can have walls at any angle or height and all kinds of floor levels, and Quake has endless potential for verticality, allowing you to build and shape environments in any which way you want.

True 3D environments is a very serious advancement, and can allow for unbelievably advanced and imaginative level design with very few limits.
Quake does a good job of showcasing this capability, especially in some maps.
>>
>>4256139
>>4256605 (me)
heh, i see what's happened, you've copied the wrong lump out of cchest3.wad. it appears to be D_ROMER2, not D_TENSE
>>
>>4256603
>even if you really want to play on ye olde 486 in DOS there is still a patched doom.exe that raises the visplane limit significantly and removes the omnipresent danger of the game spontaneously crashing because someone didn't take into account what happens if you happen to see through two open doors at once.

I highly doubt you'd be able to play a limit removing wad smoothly on a 486.
>>
>>4256631
D_TENSE doesn't seem to actually play any music. Is this intentional?
>>
>>4256636
It's a solid enough mod, but the guy behind it is a dick and it essentially tries to get the CoD audience into Doom, who then demand all other mods are compatible with it because they refuse to use vanilla guns or gameplay after it.
Plus the emphasis on torturing injured opponents as they scream for ages is a bit fucked up.
>>
>>4256598
>implying wallhumping and UNFing every texture you see is better than smacking a super obvious button with an axe
>>
>>4256650
But I enjoy grinding and grunting against every wall like a horny dog. Plus I like to imagine the looks on the Demon's faces as I do it.
>>
>>4256648
>Plus the emphasis on torturing injured opponents as they scream for ages is a bit fucked up.
I mean we are killing demons as well as blowing them up
>>
>>4256657
Yeah, but this is literally loud, agonized screaming that lasts for far too long and then you start tearing and gouging at them as they lay bleeding.
Standard gameplay has them fighting back at all times until they collapse dead, fighting a furious demon is different to tearing the head off a guy as he howls in pain on the floor, unable to do anything.
>>
the old "new to doom here why do people hate brutal doom???????" is still bait and it's amazing people still fall for it to this day

even if they say >i just want opinions before downloading!!
form your own opinions
it's not like it's a game you have to buy, it takes 5 minutes to download it and play it and make your own thoughts
>>
>>4256639
yes that is exactly as intended.

it goes like this: i don't, and never have, played doom with the music on. so having no working knowledge of available MIDIs and so forth, i have no way to choose appropriate music for my maps, nor any particular interest or motivation for doing so.

when i submitted a map for cchest3, i thought about this, and i decided i wanted the music to be silent. after attempting a couple of hacks that crashed various old engines that couldn't cope (like zero-length lumps), The Green Herring (who was cchest3 manager/compiler, now better known as one of the /idgames archive maintainers - he's sure gone up in the world!) gave up, and wrote a tiny midi that was a looped minute of silence.

i asked him if i could reuse it in future projects, which he was fine with, and we joked about John Cage, hence the silly name credit.
>>
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Here's to all Brootal Dum posters
>>
>>4256667
So were you the fag who reported and got my post removed? I ask because I wanted some opinions that weren't kissing the mod's ass. I have some free time at work and want to have a general idea about what to expect or even see if it's worth my time at all
>>
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>>4256682
captcha "toilets right" symbolizes
>>
>>4256684
then download it and play it and form your own opinion
>>
>>4256684

And what's stopping you from playing it yourself?
>>
>>4256684
But you got responses, some of them even helpful. Just scroll up.
>>
>>4256684
Stolen content, claiming ideas of others as his own, generally being a dick everywhere he goes.
Cancerous fanbase.
Numerous bugs that break most maps with voodoo-doll based scripting because Mark was a faggot who tied looping scripts to doomguy actor.
Spaghetty code that makes it a grand achievment to fix it, and Mark is too busy adding new shit nobody wanted instead of fixing his mod.
gamejournos praising BD as The Thing that revitalised Doom Modding, while all it did is bring in hundreds of whiny schoolchildren that pestered modders about BD compatibility that just couldn't be done.

Project Brutality is a better version of BD that adds tiered monster and weapon variants (that you can turn off if you want to) and attempts to fix numerous map-breaking problems original BD causes.
>>
>>4256690
>>4256692

There is literally nothing wrong in wanting to know someone else's opinion beforehand, it's not like it makes it impossible for him to form an opinion afterewards.
>>
>>4256681
Alrighty, it's fixed. Thanks for letting me know.
>>
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>>4256684
>>
>>4256696
Only helpful 1 was >>4256702

Everything else seems to be "REEEE FIND FAULTS WITH THE CREATOR AND NOT THE GAME REEEE"
>>
>>4256704
no, but there is everything wrong in intentionally trying to invoke another brutal doom shitstorm, especially with so unbelievably flimsy a pretense.

got caught, simply put.
>>
>>4256709
I actually enjoyed his childish excitement over Doom'16 because it was nice to see someone having that much fun, but watching him playing the classic games is horrible. He's part of the reason why so many annoying kids demand BD compatibility for fucking everything or even refuse to play the game without it.
>>
>>4256712
This one too, though.
>>4256648
>>
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>Moonlit Harbor

Don't suppose there's any relation to another custom Moonlit Harbor map for another game?
>>
>>4256716
>No way someone could be new to Doom and want opinions from a Doom General

Get over yourself and take a break from 4chan
>>
>>4256725
Maybe if this was actually new.
>>
>>4256725
you realize this has been happening for years
>>
>>4256725
"i'm new and why does everyone hate brutal doom?" is literally the lowest-hanging bait.
>>
>>4256725
certainly not no way, but the chances of it being authentic are miniscule at best
>>
GZDoom starts doing really absurd things when you mess with alpha channels in shaders.

A sprite should *not* be able to mess with the color of anything behind it AFAIK
>>
>>4256735
It shouldn't but that looks rad as hell.
>>
You'd think that after so much time, someone should have come up with an informative pasta about BD so that this becomes a non-issue.
>>
>>4256737
they did.
it stopped nothing.
>>
>>4256737

That just changed the posts from "i'm new and why does everyone hate brutal doom?" to "i've read the pasta but i wanna know what people REALLY think..."
>>
>>4256725
In which case, lurk moar faggot.
>>
>>4256741
lol bye
>>
>>4256741
you mentioned BD.
rest is your fault.
>>
>>4256737
Anyone got this pasta for future reference?
>>
>>4256657
I'm fine with fatalities in a decent context, Doom 4 made them a core gameplay function, and did so rather well.

The fatalities in Brutal are not perhaps so graceful, but they're not really the worst part, there's the fact that you can shoot an enemy and they don't immediately die, they make a ruckus and get in the way.
Largely this feels like it's playing on the suffering especially, and honestly it doesn't appeal to me that much.
The monsters in Doom are supposed to be vicious, determined and fearless, they don't run for cover, they don't dodge, they don't stop their goal is you and generally this means they will B-line straight to you to try to get you.

When they enter that wounded state it really plays on their suffering but also their fear, the imp desperately holding in his guts and what not. It changes the tone of Doom radically and in my opinion not in the best way.
It feels too sadistic (especially the brain damaged caco), it makes me uncomfortable, I prefer the killing to be relatively expedient.
It doesn't have to be clean by any means, blood and guts is great, but please make it fucking end at that point.

I think if the demons, instead of going into a state passive of shock or suffering, instead just maintained their aggressive mindset, the guy is crawling, limping, or is bleeding profusely from his gut wound, trying to apply pressure with one hand/claw, but he's still advancing towards you with deadly intent and a mean look, pitching the odd projectile or making a lunge. Perhaps some of these states have a limited 'timer', with them bleeding out or collapsing in enough time.
Given the lacking self-preservation of the Doom AI (walks into incoming fire or hazards without stopping) and how aggression is their only mode, I feel this better 'characterizes' them.
>>
>>4256741
It's only that way about BD for very obvious reasons mentioned in a few of the posts above you.
And maybe a bit uppity on the pistol start and saves issue, but that's probably only a couple of anons and otherwise this place is really chill and is the nicest general I've been on.
>>
>>4256528
Legit, play Brutal Doom or Project Brutality, purists will whine about it but they're legit fun, and good gateway mods to Doom. Brutal Doom is more "vanilla" while Project Brutality adds more weapon and enemy varients.
>>
>>4256736
Fuaark it works for hud sprites as well. Fucking demon-vision or whatever.
>>
>>4256741
nigga this shit ain't even mildly warm you blubbering pussy
you ever go into the shmup general? or even spend a couple moments on /vg/? this is practically fucking daisy petals tinkling across your face
>>
> hey guys what's going on in this thread?

...

guess i'll check back in an hour or two
>>
>>4256741
someone is new to 4chan
>>
>>4256682
>>4256702
Mark is like the ultimate example of a terrible modder and yet he's the one getting all those articles, praise and a fucking Patreon.
>>
>>4256735
That's cool as fuck.

Someone should tell Graf to implement that as a feature, if it wasn't for him [NO]'ing it.
>>
>>4256741
Who do you think even made that guide?
>>
>>4256758
> activate nightmare vision goggles
>>
>>4256741
Low test.
>>
>>4256769
But he's already [YES]'d custom postprocessing shaders, and they'll make zscript able to hook into it eventually.

I have no fucking idea what I've discovered, except that it's the sort of thing that sends graf into a rage because you're not supposed to do that.

Basically, the shader just sets the color of the sprite to 0.5, 0.0, 0.0 in rgb then sets alpha to 10.0 (!). For some reason alpha unlike rgb goes way above 1.0 and fucks things up when it does.
>>
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This thread right now
>>
>>4256681
> i don't, and never have, played doom with the music on
But why?
>>
>>4256782
for the first five years i had the game, the computer i played it on simply didn't have the means to play the game music, so i never played the game with the music. even when i got a new computer which could play music, i didn't care. it's all stuff i'm not into anyway.
>>
>>4256785
So do you put on something else instead?
>>
>>4256684
you've been trying to pull this shit day in day out for, what, 4.5 years now? just shut the fuck up.
>>
>>4256774
>>
>>4256790
Not him, but I used to mute the music and play some music on youtube or something in the background.
Then that anon made the Synthwave Jimmy's Jukebox and I've been using that instead/ adding to it occasionally.
>>
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>>4256794
this is rad
>>
>>4256803
>>4256794

COOOOOOOOOOOOOOOOL
>>
>>4256803
>rad
No, this is red
>>
>>4256810
C A R L O S
>>
>>4256790
yeah i listen to old hardcore and jungle techno pretty much constantly.

here's some records i like

https://www.youtube.com/watch?v=qX-dLthdDRY
https://www.youtube.com/watch?v=hPz9jkscXic

the null lines bootlegs are better than the originals.
https://www.youtube.com/watch?v=QMshCjiuo1k
https://www.youtube.com/watch?v=the8ALJr7d0
>>
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>>4256818
Fair enough.

I have pretty wide tastes. I used to be a big metalhead (still am), but I find there's just so much I like. I recently found I really like Cameo.
>>
>>4256794
>>4256803
>Virtual Boy Doom
>>
Final one. Fit the sprite (huge 1920*1080 one scaled through TEXTURSE) better to the screen and made it BRIGHT. Here's the entire shader for anyone who wants to try it out:

vec4 Process(vec4 color)
{
vec2 texCoord = vTexCoord.st;
vec4 texColor = getTexel(texCoord);
texColor.r = 0.5;
texColor.g = 0.0;
texColor.b = 0.0;
texColor.a = 10.0;
return texColor*0.5 ;
}

That's literally it.
>>
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I just learned about the High Noon Drifter weaponset, and it made me realize I would fucking love to play a weaponset or mod with an emphasis on melee and projectile deflection. Recommendations? Pic unrelated.
>>
>>4256839
demonsteele from same guy
gmota has sword and shield
>>
>>4256836
aagh jesus my eyes christ fuck
>>
>>4256707
did you remove the music from map30? i seem to have a D_OPENIN which isn't in your beta.wad.
>>
>>4256836
doom had a virtual boy release?
>>
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>>4255864
I was legitimately playing through GBA Doom via emulation for a while but haven't picked it up in a long time. I just wanted to see what the port was like and experience the game in a new, highly pixelated, hard to control way. Using a USB SNES controller made it easier to handle but the control layouts (it has six options) are still pretty clunky, I use L/R for strafing (basically necessary to play well) and have to hold L+R+up/down to switch weapons (and some control layouts are pretty funky). I think it did a pretty good job of running the game that it is on the handheld that it was, even if it's a slightly chopped up version of the Jaguar port, it did a good job for the time as a weak handheld port. Some levels can be really hard to recognize though, whether it be due to small changes for simpler geometry or texture changes.
>>
>>4255970
Anybody know how to do this? I'm playing the game in DOSBox, but I've only been able to find the vanilla version of the game (with 2 episodes). I have no fucking clue how to get the expansions working.
>>
>>4256852
D_OPENIN is the default music for map 30, no need to add it.
>>
>>4256707
>>4256852
heh, never mind, the D_OPENIN in the wad you posted is just D_OPENIN from doom2.wad. now your map is in the right slot, it doesn't need its own music lump.
>>
What is the best way to play Dark Forces on a modern system?

Last time I tried it, I think it was the GOG version, it had this really annoying thing that made you move foward and backwards when you moved the mouse. didnt see any options to disable it.
>>
>>4256873
>>4256874
oh look at that
i was 8 seconds too slow!
>>
>>4256875
Dosbox, no other way.
There was a tool to disable back/forward mouse movement.

Or get a ball mouse and tear out vertical roller.
>>
>>4256885


if you have a razer you can configure x and y movement independently
>>
>ROTT support in ecwolf never ever
fuck
>>
>>4256842
Thanks
>>
>>4256904

does WinROTT suck that hard? Never knew too much about ROTT source ports
>>
>>4256387
Sure these titles sound good. I was actually debating on whether I should have changed them or not.
>>
>>4256915
it never ran properly for me

besides the zdoom features and the QOL improvements they bring would be nice to have for that game

imagine having mouselook that's actually smooth and doesn't cause y-shearing
>>
Anyone want to play some DOOM co-op?
>>
>>4256937
i would but i'm at work
>>
>>4256937
in what source port?
>>
>>4256947
Marine's Best Crispy Chocolate GGQZVaboomternity+
>>
>>4256948
retro
>>
>>4256947
GZDoom, Ultimate doom.
>>
Doominati-chan
>>
>>4254946
>>4254975
What HUD mod is that anyway? It looks like Ultimate Doom Visor, but not shit.
>>
GUYS LOOK LEAKED DOOM 2016 SWITCH GAMEPLAY

https://www.youtube.com/watch?v=zGIye6Bkxvw
>>
>>4256994
Jokes aside, DOOMGUY IN THE NEXT SMASH GAME WHEN?
>>
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Hey /vr/, have *you* finished DOOM & DOOM II already?
>>
>>4257015
I'm guessing these levels were just stolen off community projects and not quality tested at all? Like the D! Zone bullshit back then.
>>
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>>4257015
>>
>>4257015
no, i couldn't beat the cyberdemon lord of the lost deimos base

>>4257021
heh
>>
Has anyone know if there is any Turn Based Doom mod? or maybe something like an jrpg?
>>
>>4257015
This looks like a shovelware scam in the making. Maybe even a random level generation scam if they had that available.
>>
>>4256132
http://thevidya.site/pub/blazkowicz/tools_and_executables/
>>
>>4256359
>God damn it, Claude.
its claudette now. or something
>>
>In addition, lost souls damaged by other monsters forget their targets after a single counterattack (whether successful or not) and then turn back to the player, although the monster that the lost soul had damaged does not forget the flaming skull's offense.
Sometimes the wiki makes me chuckle for innocently silly writing.
>>
Is GoldSrc Half Life good or is Half Life Source better?
>>
>>4257091
goldsrc
>>
>>4257091
Retail GoldSrc HL1 > Steam GoldSrc HL1 > HL1 Source
>>
I don't know if this counts as news because it's not about the original games, but Doom 4 is getting a Switch port alongside Wolfenstein II.
>>
>>4257091

isn't Xash3d closer to retail than Steam HL1?
>>
>>4257095
it's a shame that valve seemed to be fixing all the issues in the steam version 1-2 years ago and they just stopped
>>
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>>4257104
Yes. All versions of vanilla HL1 have issues in any video rendering mode other than software, though- all the textures get blurry as fuck because the game is forcibly stretching them to a power-of-2 resolution. This is really obvious with filtering disabled so you can see the lower quality.

Seems like a weird bug? Backstory: the exact same thing happens in Quake. Software mode doesn't care about texture size, but GLQuake resizes everything to power-of-2: not a huge deal because most of Quake's textures are already 64x or 128x, plus filtering is enabled by default, but Valve used a lot less standard-sized textures when making Half-Life and GoldSrc is directly based on the Quake 1 engine so the same bugs crop up.
>>
>>4257081
Yeah I know, that thread was where JoeIlyaBestEverPost.png came from.
>>
>>4256993

WildWeasel's Doomvisor HUD
>>
What are your top five favorite Doom songs?
>Blood Jungle
>Sadistic
>Sign of Evil
>Legion of the Lost
>They're Going to Get You
>>
how do i get Hideous destructor running in ZDL?
>>
>>4257149
Load it with a command line option. Or pack it up into a .zip and rename it to a .pk3.
>>
what if doom modding was done in current year

doomguy dating sim
>>
>>4256994

>they are not kidding about about a Doom 2016 SWITCH PORT

reeeee not retro
>>
>>4257053
All I can think of is DoomRL, although that's a separate game rather than a mod for Doom. But it's just as addictive once you learn it.
>>
>>4257070
The didn't. It's just stolen user maps compiled onto a CD with a frontend.
>>
Does doomguy wear Pomade?
>>
>>4257137
Cool, thanks.
It's pretty much what I've been looking for in a HUD for a long time.
>>
>>4257179
He's a Dapper Dan man.
>>
>>4256323
Themed and built faster than a speedmap, but usually more compact and constrained than your average solid/good/great map. I've only seen Quake mappers use the term regularly.
>>
I absolutely love map09 of 300 Minutes, it's a shame that the track it uses doesn't loop properly though.
>>
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>open doomseeker

>Complex Doom
>MegaMan 8-Bit Deathmatch
>servers that still haven't updated to 3.0

>close doomseeker
>>
>>4257245
sure wish everyone shared your tastes huh?
>>
>>4257245
I should add, I think it's time I start playing more single-player Doom and start beating some of these WADs.

>>4257249
So wanting variety is a bad thing now?
>>
>>4257249
it's been nothing but exactly that for like, a year or two now
>>
>>4257250
Nobody said it's good or bad, it's just you implying like it's wrong for people to like something you don't, regardless of how popular that is. Those wads are popular for a reason, people like them.
>>
>>4257251
So? Completely irrelevant, it could be that way till the end of time and it wouldn't matter to the point at hand. Just like some people like to only play one sport and that passion is shared by millions, lasting decades and even centuries.
>>
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Which demon type do you think is the most liked amongst other demons?
I'd say it's the Archvile. Who wouldn't like a guy that can resurrect you and forces the bane of your kind to run the fuck away
>>
>>4257245
Start a server then, nerd.
>>
>>4257251
not him but I miss playing all out war 2 on doom seeker there used to be a game going every night, it was so fun just getting baked as hell and running around listening to that amazing soundtrack from renegade
>>
>>4257252
people like brutal doom
>>
>>4257245
>open doomseeker
>see if anyone's playing d4t
>one server
>its canadian
>everyone stops after every kill to say sorry
>>
>>4257251
Stop lying, everytime I check there's different things like wrath of chronos, whodunnit, ghouls, shotgun frenzy, zdoom wars, realgunsadvanced that other level-based rpg mod I forgot the name of but it's initials are something like "dnd". And that's just gameplay mods, I'm not even counting maps, even if there's always one complex alien vendetta server up and packed, it doesn't make the other servers not exist.
>>
>>4257264
ok.
>>
>>4257257
u bickd up a suber shotgub!
>>
>>4256994

https://www.youtube.com/watch?v=k038cik6uDw

Ninteodo of Japan's going for a pacifist run.
>>
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>>4256465
>>4256473
A Halloween themed boom project sounds great. Will it have time limits?
>>
>>4257268
the one guys wrath of cronos server is fucked and he didnt have the right flags set so the RPG menu doesnt even work, I was running a server the other day and played hexen with some dudes from /v/ it was pretty awesome. Ill probably run a server again once i get moved into my girlfriends place
>>
>>4256875
>>4256885
I'm honestly shocked that a game like Dark Forces hasn't gotten a proper sourceport yet.
>>
>>4256442
At least 2.
Most people didn't list as anonymous this time though.
>>
>>4257274
>nazi symbols and satan's hellspawn in a nintendo video
now I've seen everything.
>>
>>4257282
can't make a sourceport when you don't have the source

i think the daggerxl guy was working on reverse-engineering it though
>>
>>4256139
>>4256919
okay, first round of fixes:

- updated cwilv11 ("conception"), cwilv15 ("choose your path") for maps 12, 16
- dehacked: set map names to be consistent with level title graphics
- map04 (warehouse cleaning): speed up blue key trap barrier so you can't just run past it
- map05 (bay 54): fix transparent textures on 1s walls, lower unpeg all the doors
- map09 (go slowly): move several things to prevent jumping when nearby sectors move

https://a.uguu.se/WKhKiVGeVxyG_300minvrBETA_fixes1.wad
http://temp-host.com/download.php?file=kt66da

also in the text file please credit Demo Anon as RjY instead. but i didn't make the title and intermission screen pictures, i don't know who did that. thanks in advance. i will carry on with E2/E3 tomorrow, also i'll try to make an ENDOOM screen out of the title picture, as 200minvr had.
>>
>>4257286

>where have you been when Todd Howard saved Nintendo
>>
>>4257179
Only if you activate filters.
>>
>>4257291
>but i didn't make the title and intermission screen pictures, i don't know who did that.
wait i am stupid and misinterpreted "intermission title graphics". never mind.
>>
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What would life be like if Deus Ex were on Goldsrc instead?
>>
>>4257278
Nope. Project will start October 1st and end on the 30th for a release on the 31st. I'll probably have people sign up to take map slots. I don't think I want it to be a megawad though, so there will most likely be 12 maps.
>>
>>4257291
Thanks a bunch!
>>
>>4257252
I'm sorry but I seriously do not get the appeal of MM8BDM, at all. I think it's dull as fucking shit.

I guess it's time for me to play every WAD on the "So you want to play some fucking Doom" image. And probably time for me to make my own maps too.
>>
>>4257290
he was working on it 7 years ago
>>
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>>4257298
>end on the 30th for a release on the 31st
might not want to cut it that close. should probably end on the 28th or 29th at latest, given /vr/'s penchant for last minute contributions.
>>
>>4257305
it's boring and its for fucking shitters who suck at greenwar or anything that takes any semblance of skill
>>
>>4257297
Less HUPs, more HUHs
>>
>>4257304
no problem, i see you've already done a bunch of things i was going to fix too, which is pretty cool!
>>
>>4257310
You mean, not the Super Shorgun Spam, right?
>>
>>4257325
super shotgun spam at least takes lightning reflexes
>>
>>4257264

and?
>>
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Anybody got a link to that internal memo about how Broussard wanted to defraud the IRS?
>>
>>4257297
the problems with deus ex aren't the fault of the engine
>>
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Does anyone have any good suggestions for WADS for Coop? Especially ones that add on/change weapons/full conversions. I got High Noon Drifter n Metroid Dreadnought around but, anything else good? Any suggestions on good level packs/monster packs would be appreciated too. Thanks in advance.
>>
>>4256735
>A sprite should *not* be able to mess with the color of anything behind it AFAIK
Dunno what you were expecting when working with shaders and transparency.
>>
How the fug do I host servers through Quakespasm? I'm trying to play arcane dimensions on co-op but no one can connect.
>>
>>4257559
port forward
>>
What are some good map wads to use with DemonSteele?
>>
>>4257561
Yeah, I'm doing all that, but for some reason it doesn't work. Which ports should I be forwarding? I'm only doing 26000
>>
>>4257565
scythe 2 is the obvious answer
>>
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What Doom mod let's me play B-ball?
>>
>>4257620
Reelism has a basketball stadium as one of its maps that opens up with WELCOME TO NBA JAAAAAAAM
>>
>>4257628
All I remember is horrible slowdowns due to reflective floor + multiple camera feed textures in a large open area
>>
>>4255203
>only the dead know the joys of this evil
>>
>>4257640
It chokes like a motherfucker on Z& but I've had better luck on GZDoom.
>>
>>4255717
Good Doom 2 maps are Circle of Death, Suburbs, Dead Simple, Industrial Zone, Courtyard, Downtown, Chasm, Refueling Base, and Living End. Everything else is pretty forgettable or just bad.
>>
downtown is the greatest doom map
>>
>>4257292
Looks like Bethesda has higher confidence in making ports for the Switch in general than other third-parties it seems
>>
wait a minute deus ex isn't a game about the matrix
>>
>>4257660
it is if you enable cheats and type 'thereisnospoon'
>>
>>4257673
No he should ride a Deviljho instead
>>
>>4257673
More like faithful butthole-seed.
>>
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>>4257278
>>
Is it possible for Spawn() to return a number bigger than 1?
>>
>>4257673
Fuck that. Instead, give me the mod where you play as Iosa the Invincible.
>>
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>>4257760
Now that's fuckin' obscure, my man.
>>
>>4257681
>>4257673
>please someone validate my fetish, please, please
>>
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>>4257681

No.
>>
>>4257760
Denied
Your bosses are acclimated and shall be accumulated for our own purposes.
The Talon shall bring about the end of all things.
Demons are the least of your worries. Because we bring the fight to you; the one most capable of interrupting His demands.
>>
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When playing through HL1 and its xpacks, does /doom/ prefer the classic or HD models?
>>
>>4257827
classic
always classic
>>
>>4257827
Classic. HD anything is rarely good.
>>
>>4257839
Even the official HD models?
>>
>>4257842
Normally those aren't done by the original devs.
>>
>>4257297
Even uglier.
>>
>>4257845
in this case they aren't, iirc the hd models are from gearbox, not valve
>>
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>>4257852
What's the difference?
>>
>>4257854
i don't understand the joke
>>
>>4257827
I prefer the HD pack.
>>
>>4257858
The MP5 change into the AR is weird though
>>
>>4257845
I always felt a whole lot of the original Half-Life models were pretty ugly, especially the weapons.

The HD pack models I feel fits the aesthetic while looking good.
>>
>>4257854
BAZINGA
>>
>>4257860
How do people have such poor taste?
>>
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>>4257856
That's the joke.
Gearbox and Valve are pretty much on par for being scummy companies now!
>>
>>4257827
when I was younger I liked the HD pack but now I definitely prefer classic.
>>
>>4257859
Eh, I like the idea of an MP5 with a 40mm launcher, but the AR is an oldschool Colt 733, not like one of those modern thing covered in rails. I'm a sucker for classic AR15s

>>4257862
They're really ugly though, the Crowbar barely resembles one, the revolver has really chunky and weird proportions, the shotgun and MP5 are just rough, etc.
>>
>>4257867
Has Valve defrauded Sega for millions of dollars?
Gearbox has.
>>
>>4257871
i wouldn't even say the shotgun is rough, it's an abomination
>>
>>4257872
Has valve mislead and lied to it's consumers to extract money from them to secure it's corporate future then simultaneously stab it's entire fanbase in the back by more or less telling their fans to go fuck themselves and never produce another game again by pushing out a card game?
Valve did.
>>
>>4257874
Don't forget CS GO scam.
>>
>>4257879
Oh I haven't forgotten their mannconomy and GACHA BOXES
>>
>>4257880
Valve silently approved CS GO illegal gambling before government found out.
>>
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>>4257883
It's a "shut it down" episode?
Fuck happened, valve? Did all that hat money go to your head? Did contact with EA on L4D turn you into it's clone?
>>
>>4257876
who is "you"?
>>
>>4257897
i am assuming the xenofag that loudly and obnoxiously announced himself and insisted his bad idea had a lot of "potential"
>>
>>4255970
If you're using DOSbox, you'll need to find and download the extra expansions. Those were released for free by 3D Realms, so I assume it will say in the readme file how to load them.

I used to be big into Build engine level design but I've actually forgotten how to do it off the top of my head. If you're still stuck Just buy the Redux editionand try to ignore the butchered skyboxes
>>
Does anybody has a link to that hilariously terrible review of the original Doom that took a dump on the modding scene for sticking with obsolete game and not something like CoD? Im sifting through archives but can't find it.
>>
>>4257827
Classic - and make sure to play the game using Xash3D source port as well.

Bonus points if you use it with the WON version of the game.
>>
>>4257974
>Xash3D

Never heard of this source port before. What are the benefits and isn't GoldSrc closed-source?
>>
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>>4257731
>d44m doesn't have mod support
it hurts even more when you consider it's published by FUCKING BETHESDA
also post more friendly/happy doom
>>
>>4258046
Does this count?
>>
>>4258046
>Bethesda urges id to add mod support to their games
>There's a shitload of strings attached
>>
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>>4258046
>>
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>>4258046
>>
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>>4258046
>>
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Serious question, is Mystical still going to be doing the HDoom CG? Because...yeah.
>>
>>4258080
His old stuff was better.
>>
>>4258080
sauce?
>>
>>4258083
tumblr obviously, but i don't know the name
>>
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>>4258046
Sooner or later nuDoom will have mod support, it takes time, but it will happen.

remember that everyone said that skyrim SE would never run Script Extender, and now its running because bethesda "helped" them

as for SwitchDOOM
>https://www.youtube.com/watch?v=k038cik6uDw
the magic of idtech6 and Vulkan
>aim looked like Prime aiming on video
>>
>>4258105
>bethesda "helped" them

What is the story about this? Seems like it's getting some kind of release by the time most people would be disinterested.
>>
>>4258110
Creation Club exclusive
>>
get this modern shit outta here
>>
>>4258080
I miss old Imp-tan.
>>
>>4258124
me too, my aim is awful
>>
>>4258114
>http://skse.silverlock.org/
>alpha release
>it runs every shit from old SKSE

Creation Club was made for sonyfags, bethesda knows that you can pirate CC mods and they will do nothing.
>>
>>4257918
Is there anywhere to download Shadow Warrior Classic Complete?

I can probably find the expansions. I'll try to get them working, but who knows if that'll work.

If anyone knows any more about this, a step-by-step setup would be appreciated.
>>
>>4258125
Well wait for half an hour and try again.

Unless you have particularly good endurance that is.
>>
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>300 MINUTES OF /vr/
>http://temp-host.com/download.php?file=di91da

>curse of the donuts

>that fucking pain elemental
>those fucking chaingunners
>>
>>4258080
>not liking big aureola
laeve my sight
>>
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>>4258046
>>
>>4258163
huh? it doesn't take that long to refill a supersoaker.
>>
>>4258080
I just played a few levels with this and it's...interesting. I expected it to be a little more over-the-top in a Brutal Doom kind of way, but with semen instead of blood. I don't know how I feel about it. I don't think it will be quite good until its next release.
>>
>>4258201
I was short on time and had to think of some sort of encounter at the end that couldn't be rushed through too quickly. I meant to have only one chaingunner on HMP, but seems I forgot and ran out of time. Did you find the chaingun behind where the mancubus comes out? It's pretty much required if you want to kill the PE.
But yeah, the PE placement was designed to go unnoticed by the player as long as possible and flank them when they're distracted.
Sorry the ammo was so tight!
>>
>>4257960
Anyone?
I remember therebeing such an article and it being talked about for a whole thread and then more, it was about a year or so ago.
>>
>>4258235
If you mean that huge wall of text by that Icycalm guy, please, leave it buried.
>>
>>4258224

yes, my only chance was stunlock him with the chaingun
>>
>>4258206
YOU ARE HUGE!
THAT MEANS YOU HAVE A HUGE HEAD!!
PET AND CARE!!!
>>
>>4258249
TOO LATE
>>
>>4258080
https://68.media.tumblr.com/4987b43c974988838f45d411522586cf/tumblr_o8bjfeURgC1so2yzzo1_1280.png
The new Imp-tan is great
>>
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>>4258269
>>
>>4256994
That running animation, dear lord. He's swingin around that shit like its his penor
>>
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>>4258271
This is the one and only time I've seen something that disgusting on 4chan, and I've seen loli diaper fetishes, and anal prolapses with blue waffle as another guy fucks it.
Jesus fucking christ. This is not okay. It's OVER THE LINE.

FUCK. STOP.
>>
>>4258201
>>4258224
>>4258259

https://www.youtube.com/watch?v=_wXBnYjL35w
>>
>>4258224
please don't think you need to make the map easier because it doesn't need it
>>4258307
nicely played although you did wander round a bit more than necessary. but of course it'll be more troublesome with fast monsters on.
>>
>>4258307
Jesus Christ I didn't know hitscanners behind doors were so horrible with -fast. I'm so sorry about that.
>>
>>4258324
you don't have to balance for -fast, it's a challenge mode
>>
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Posting reaction image
>>
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>>4258205
>too big areola
>saggy tits and ass
>overall design turned into cancerous thicc meme
>>
>>4258216
>supersoaker
Is that what the kids call it these days?
>>
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EYY, PICK UP THAT FAN AND PUT IT IN THE CAN
>>
Why doesn't princess Sevenleaf play Doom anymore?
>>
>>4256724
I expected that map to be very atmospheric and mild. I was wrong.
>>
>>4256750
I like your thinking. If BD did that it would be a much more fun experience.
>>
>>4256830
IT HURTS MY HEAD BUT ITS LIKE IM REALLY THERE
>>
Is there a tutorial on how to make stuff like this
I forget what it's called or I'd google it
>>
>>4257298
Is there a set texture pack being used or just vanilla?
>>
>>4257792
What was the post? I'm curious.
>>
>>4258565
3D Floors, alternatively .m3d models
>>
>>4255168
I downloaded PowerSlave Ex the other night.
It's really pretty good. I'm enjoying it alot
>>
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>>4258269
>>
>>4258635
Are you gay?
>>
>>4258648
Mystical please go back to the older style.
>>
>>4258654
Older style is shit
>>
>>4258654
Who?
>>
>>4258657
Mystical don't be upset just because no one likes the new style.
>>
>>4258663
You're the first I've heard it from.
>>
i like the older hdoom title screen more and older hell knight looked better
>>
>>4258269
nnnnnnah
>>
Now I want to play some The Incredible Machine instead. Also, for some reason I had a passing thought about Terminus as I was playing this map and turns out it's made by him. Spooky. Last encounter was great though.
>>
>>4258672
have you not been following these threads?

it's all anyone talks about once hdoom comes up.
you can set a clock to it, really.
>>
>>4258698
Either that or "n-not monstrous enough!".
>>
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Fuckin, KNEE DEEP IN ZDOOM.
>>
>>4258702
i was under the impression only s'arais cared about that, and frankly i just disregard his opinions on anything
>>
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>>4258648
I don't like fat chicks is all.
>>
>>4258708
Truly the way it was meant to be played™.
>>
>>4258717
But she's not fat at all
>>
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>>4258717
>>
>>4258721
>nu-Imp
>not a chunky and stocky eyesore
>>
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PICK UP THAT CAN
>>
>>4258717
Whatever you just posted, I don't like that.
>>
>>4258729
I don't really care for most of her body anuway
Her boobs are amazing
>>
Don't trigger thiccfags, they can get pretty nasty.
>>
I'm just waiting for someone to casually mentioned thicc=/=fat but all these posts will probably already be pruned by then
>>
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I SAID PICKITUPORFACEPAINFOO
>>
more senseless picking and fiddling with Not-Doors.

https://www.dropbox.com/s/5xj19mtgj6q1fw2/E2replacesaraisA8.wad?dl=0

drop comments

should be vanilla compat; many unusual flaws are mostly workarounds for drawseg/visplane overflow prevention. run in chocolate and above as a safety net.
hopefully it's all fun

best options are to play through E1M8 then go straight to E2M1, as they're intended to be directly connected.
save before exiting e2m1; the player is meant to start with a minimal level of health (enough that one hit will kill him) for sakes of tension on e2m2; which aside from the initial "oh fuck, run" , is pistol-start compat.

i may very well title the episode "i can't see shit without my glasses"- but that wouldn't apply when one gets new glasses. hm.
>>
>>4258732
Sad!
>>
>>4258565
Voxels. Try starting out with slab6.
>>
>>4258754
Voxels are no good in GZDoom, every individual voxel is fucking rendered as an individual 3D model, you'll quickly start using a lot of system resources rendering a room furnished with voxel furniture.

Entirely unoptimized.
>>
>>4258748
only M7 is un-exitable for the reasons of not being remotely done
>>
I'm trying to play Rise of the Triad
But WinROTTgl just keeps crashing!
>>
>>4258812
>>4258807
you should probably stop talking shit about something you know nothing about, f y i
>>
Playing 300 Mins and Ultra Progessive Land is fucking hilarious. And whoever put the Godspeed You Black Emperor hands in that one level I love you.
>>
>>4258764
I know all that but he was asking about them.
>>
>>4258819
So they're a poor solution, he'd be better off sculpting a furniture piece with a voxel program and then converting it to a solid model for GZDoom, much better performance.
>>
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Quit getting so agitated, ya boners
>>
>Try to talk about the newest wad the general made
>h-doom arguments instead
Fucking hell
>>
>>4258846
What do you want to talk about? I'm eager to switch topics right now.
>>
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Could you clowns maybe take this elsewhere?
>>
>>4258846
Is 300mins even complete yet?
I want to try it but the thread has so many anons who want the game to be super hard that I'm worried it'll be impossible for an average player like myself.
>>
Say, what are your plans for the incoming Halloween project?
>>
>>4258853
There's a beta bit that was released yesterday
>>
>>4258854

I want to make a horror game.
A couple threads back there were some interesting ideas about combat in a horror game and how it plays, I wanna try my take on it. I've also been playing a lot of RPG Maker puzzle-horror games lately and they're comfy as fuck, but are sorely limited by the engine in terms of combat abilities.
>>
>>4258850
Favorite maps from the wad so far? Or secrets you've found. Like one map had a Godspeed You Black Emperor album cover drawn in verts on the map.
>>
>>4258818
yeah there's two maps with hands. i didn't get it.
>>
>>4258854
same as usual, huge numbers of teleporting monsters. just this time with Boom silent teleporters for extra spookiness.
>>
>>4258860
Well, I haven't tried many yet, but the Wolfenstein maps are some good fun. Also like how MAP32 does have a Spear of Destiny of sorts at the end.
>>
>>4258884
Silent teleporters could work great for a scary wad.
>>
>>4258853
>Is 300mins even complete yet?
it's like 90% there, there's a bunch of bugfixing to do

>I want to try it but the thread has so many anons who want the game to be super hard that I'm worried it'll be impossible for an average player like myself.
it's not hard at all, it's about as hard as doom2.wad or scythe.wad on average. there are a couple of tricky maps that you might die on a couple of times. but if you play continuous you'll be fine.
>>
What textures could work well for Halloween? I was thinking maybe some stuff Heretic? Also cobwebs.
>>
>>4258905
Dark and orange because pumpkins.
>>
>>4258908
Shall the cacos have Cacolantern skins?
>>
>>4258905
recreate Pumpkin Hill
>>
>>4258889
heh, not the way i use teleporters
>>
>>4258902
>continuous
I normally do, but since this was made by a bunch of seperate people who weren't really communicating I think trying pistol starting might be the best bet.
I hear it's a good way to get better at the game anyway.
>>
>>4257827
i prefer the HD guns but i hate the character models

especially when you consider how inferior they are to the PS2 version and sven coop's variant
>>
>>4258905
Fleshy textures, obviously.

Floor buttons are fun
>>
>>4258924
It will certainly work better for maps like my Punch Dimension. A map built around Berserk could get pretty easy if you start it already stocked with weapons and ammo.
>>
>>4258371
>saggy, natural, full tits
>not top-tier
>>
>>4258913
That'd be neat.
>>
Would you enjoy a game mod with limited weapon slots (2-3, and higher tier monster replacements would be guaranteed to drop higher tier guns) and a lot of heretic-type activatable and throwable objects?
>>
>>4258938
>saggy
Ruined.
>>
>>4258950
If done well, sure.
>>
>>4258924
well yeah i personally think playing continuous on a wad like this is borderline cheating but i didn't want to put you off
>>
>>4258953
That's what heavy things do, anon.
>>
Is there a halloween-themed sprite pack? With Doom monsters dressed in various costumes and such.
>>
>>4258913
>All demons have halloween themed skins
>The zombies have shit costumes
>Cacos look like flying pumpkins
>Spectres are now wearing a white sheet with eye cut outs
>Archviles now wear a shitty martian costume
>Revenants are basically untouched because they're already fucking skeletons how spooky do they need to be?
>>
>>4258924
It's also pretty fun, I used to only play continuous until a couple of years ago and replaying Ultimate Doom by pistol start made my appreciate the game a lot more
>>
>>4258902
But 200 min had a forced pistol start
Shouldn't this one have forced pistol starts too?
>>
>>4258938
they're not natural, they're completely out of proportion with the rest of the body. also the legs are too short and the hips are too wide, making the overall appearance like a midget with dwarfism and steroid abuse. then there's the face. the manic grin is nowhere near as charming as the previous version's frown combined with slight blush that shows she's hiding her interest. no, the new version is in no way superior to the old.
>>
>>4258975
oh sorry, i thought we were talking about the nyx they drew
i don't care about the imp at all
>>
>>4258924
>>4258957
What if we implement dead ends at the end of each episode?
>>
>>4258981
Or wait, this sounds better >>4258974
>>
>>4258974
did it? i remember adding one to a map but then taking it out again. i don't think there were any left in the final version.
>>
>>4258954
Nice. My reasoning is that better guns wouldn't make lower tier ones obsolete, thus forcing more variation into the game. And the inventory items would be there to help when you happen to face relatively dangerous enemies with relatively weak guns.
>>
>>4258974
>Shouldn't this one have forced pistol starts too?
i believe in letting the player choose how they play a wad. if somebody wants to play continuously then they should be able to if they want, no matter what i think personally about how much it might trivialise the maps. forcibly killing the player at the end of each map removes this choice, so i argue against it. it's especially obnoxious to people who want to use mods like DoomRLA with complicated upgrade systems that you want to be able to play a long game to experience properly.
>>
>>4259006
What about killing the player at the end of each episode? Would that work better?
>>
>>4259021
Here's a wild idea: if you want to pistol start every level, just use IDCLEV
>>
>>4259029
that's my preferred solution
leave it to the player to decide
if he starts thinking "this is boring because it's too easy" he'll know what to do
>>
>>4258965
> revenants have a paper skull mask
>>
>>4258905
Do Blood's textures work well with Doom's?
>>
Revenants need xylophone sound effects.
>>
>>4259043
If you can mesh them with pre-existing textures, sure.
>>
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>REMEMBER; DEMONS ARE FOR SEXUAL, THEY ARE NOT FOR KILLING!
>>
>>4259102
Demons are not for sexual, they are for kill.
Doomguy doesn't even know what sex is.
>>
>>4259109
Can confirm, he didn't try to fug any qt 2hus is Touhou Doom.
>>
>>4259109
Has this model been ripped yet?
>>
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>>4259140
Negative
Kinda wish it had shaders like the other skins for him though. He had blue armor too
>>
>>4259109
>>4259153
They should have made cosmetic stuff out of the light amplification viser and the radiation suit.
Maybe even something based on the colored keycards.
>>
>>4259115
This offends me but I can't be arsed arguing.
>>
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>>4259158
Yeah. Lot of missed potential; This said, it's still a very good model

Cacodemon canonically cutest demon
>>
>>4258927
You really need to do something with those filters, senpai.
>>
>>4259183
>There's zero filters in the image
Knock it off memelord
>>
>>4259187
Look at the chainsaw.
>>
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>>4259187
I really don't want to turn this into an argument about filters and what not but... what do you think is going on on this picture?
>>
>>4259187
>>4259183
>just realize that the EXE for the builder somehow switched itself from zdoom to gzdoom
what kinda fuckin' demon magic is this
>>
>>4259204
And gzdoom uses bilinear or trilinear filtering by default, but not any of the 'high quality' resize filters AFAIK, which you have in your screenshots. Don't take this the wrong way, I'm giving you honest friendly advice here. I know I'd definitely be at least a little more receptive to your works if your screenshots weren't always a distorted mess like this pic >>4255752.
>>
Remove most of the bullshit optional features and UDV isn't that bad at all.
>>
>>4259204
>>4259203
>>4259197
>>4259183
Is that better for you, pretty princess?
>>
>>4259232

Yes, actually.
>>
>>4259238
I don't really see how, but whatever.
What about what I've actually worked on instead of the state of some pixels?
>>
Why does Doomguy hold every gun right up to his face?
>>
>>4259260
Near-sighted
>>
>>4259245
Really need to work on your texturing some more. I can't find much else to say based on just these pictures. Jarring stuff like the brown wall texture becoming metal all of a sudden and the red carpet continuing on the ledges and IN the door. Also, that misalignment.
>>
>>4259260
he doesn't, he holds them close to his chest

it's just his eyes are between his shoulders. seriously, they are: check the doomguy's view height and match it up with his sprite, and you'll end up right between his shoulders, near the top of them.
>>
>>4259265
I've 'shilled' the wad I don't know how many times

see >>4258748

E7 is still a wip, as are all of them technically but the others, barring m8, are mostly just going to be polish and fixing up game-breaking issues.
>>
Am I doing something wrong or is the only way to get back to the central pillar on map27 of 300min is by jumping in lava? Guess it wasn't called "Perfect Faggot" for nothing
>>
>>4259260
Could low-resolution technology and low fov be a factor for why the weapons look the way they do?
>>
>>4259282
Strange, I can get back just fine from the red key area but not from the area that does not require a key
>>
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HAve anybody heard from the guy who made Nevermore monster pack for Heretic+Trailblazer?

He was working on retooling project MSX but kinda disappeared from my radar. I havent visited these threads in a bit and only returned recently.

Wat happened?
>>
>>4259282
yes it makes you jump in the lava a lot. aim for the bridge ends and hit the switches as fast as possible.
>>
>>4257918
>>4258147
OK, I downloaded the .exe file for Wanton Destruction from here:

https://www.fileplanet.com/156775/150000/fileinfo/Shadow-Warrior---Wanton-Destruction-Expansion-%5bFREE%5d

When I try to run it, it asks to install. I click to install it, but seemingly nothing happens, yet I end up with less space on my hard drive, so clearly something must have installed? Can someone tell me exactly where these installed files are stored so that I can delete them. I don't want extra shit taking up space that I can't use anything for. I already searched and searched and searched and I can't find shit.
>>
>>4259293
I know some anon did a polished version of Project MSX and it was actually pretty good. But I suppose you're referring to the guy who was instead doing a major overhaul with new enemies and stuff like that, right?
>>
>>4259301
There were 2 anons.
One worked on retooling MSX somehwat big

Other one was making Nevermore, then got burned out and switched to polishing ProjectMSX
>>
>>4259269
>>4259265
A lot of the things don't really feel coherant or fitting to an E2 and better for an E3, but that's probably understandable considering my tear on what to do there.
>>
>>4256702
So PB is the way to go then if I just want something to run through OBLIGE and what not then right?
>>
>>4256702
>Project Brutality is a better version of BD that adds tiered monster and weapon variants (that you can turn off if you want to) and attempts to fix numerous map-breaking problems original BD causes.
Frankly I find PB even more convoluted than regular Brutl.
>>
>>4259307
nevermore anon goes by the name amv2k9 at zdf
>>
>>4259315
I appear to have missed a few untextured walls. My stupidity.

No, you don't fight this mastermind. They teleport away, like the cyberdemon do
>>
>>4258518
I get really bad motion sickness and headaches when I play FPS games. Which, one of these days I should probably discuss with a doctor.
>>
>>4259438
even if you increase the fov a lot?
>>
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This is getting a little out of hand.
>>
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>>4259501
MY GOD WHAT ARE YOU DOING
>>
>>4259438
I used to get this when I played Marathon on Xbox360 (way before I got into Doom)

Also happened to me recently in The Talos Principle, they even had options for me to fix it. Strangest thing. I get motion sickness in cars and roller coasters and shit, but I don't know what those 2 games were doing to me to make me motion sickness.
>>
>>4259513
I couldn't imagine getting motion sickness from being in a car, but that's probably 'cause I have no public transportation available and so if you can't drive, you die.
>>
>>4259501
Ah, a classic "takes a full fucking hour to complete" map.
>>
>>4259523
I should specify, being in a car for a long time.
I wanna say 1 hour is when i start to feel queezy
>>
>>4259524
Made me drop Eviltech.
>>
>>4259501
Looking forward to playing these
>>
New thread.

>>4259628
>>4259628
>>4259628
>>
So can we make a list of and agree on what are the most popular and iconic maps of Doom and Doom II?
>>
>>4255808
thanks
>>
>>4256765
In my perfect world, Tormentor667 would be as popular as Sgt_Huehue_IV instead.

However, it's not like "game journalists" can't be arsed to do some investigative research on the matter. Have you ever read about the Cacowards on Kotaku or PC Gamer?

...thought so.
>>
>>4260269
>Have you ever read about the Cacowards on Kotaku or PC Gamer?

Actually we have.




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