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DOOM THREAD / RETRO FPS THREAD - Last thread >>4769909

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 and more (>3 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
+ PortaDOOM: https://spideroak.com/browse/share/Kroc/PortaDOOM/releases/
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1514/09/1514094816594.png
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Marathon: https://desu-usergeneratedcontent.xyz/vr/image/1523/93/1523936193601.png
Thief: https://desu-usergeneratedcontent.xyz/vr/image/1456/09/1456095399293.jpg

Downloads for various /vr/ shooters. (Includes Duke Nukem, Doom, Blood, and Quake.)
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q

Doom RPG series
https://doomrpg.weebly.com/

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/forum/4-wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/

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

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
>>
=== NEWS ===

[05-14] Monster Duplication Minimod https://www.bitchute.com/video/zuz0EZxygDuU/

[05-13] Datanon's extension of his first ZScript tutorial, an advanced example of turning DECORATE into more ZS style code
https://desuarchive.org/vr/thread/4765556/#4769745

[05-13] Colorful Hell update to 0.931; a new optional hard tier and filling up more
https://forum.zdoom.org/viewtopic.php?f=43&t=47980&start=615#p1053912

[05-11] Datanon's ZScript Tutorials
https://www.bitchute.com/profile/ObFVcYVZSoSQ/

[05-11] AMC TC Episode 3 Trailer
https://youtu.be/zjEbwtg2luo

[05-10] TTS sound effects, available through a download
https://www.youtube.com/watch?v=tC4F9tQWKOU

[05-08] Deep learning AI generating Doom maps
https://www.technologyreview.com/s/611072/ai-generates-new-doom-levels-for-humans-to-play/

[05-04] Champions, a compatibility-friendly monster variant mod, now 1.2
https://forum.zdoom.org/viewtopic.php?f=43&t=60456

[05-03] Anon's ZScript video tutorials
https://desuarchive.org/vr/thread/4744020/#4748086

[04-30] PROJECT ILE version 0.23 released
https://desuarchive.org/vr/post/4741726
http://www.mediafire.com/file/e52z704ui56acjm/Project%20ILE.rar

[04-27] Powerslave EX Revival "not far" according to lead developer
https://twitter.com/SVKaiser/status/989945964831105024

[04-27] Further details of upcoming DOOM movie
https://geektyrant.com/news/doom-reboot-reportedly-has-a-director-and-lead

[04-26] FreeDoom maps, as PWADs
https://mega.nz/#F!j0cgkJKT!QXo16jxgK1iQf-92Sx1gdA

[04-26] func_msgboard is having a 100-brush mapping contest
http://www.celephais.net/board/view_thread.php?id=61565

[04-26] New Q1SP map, Mire Prison by jcr - feedback requested
https://drive.google.com/uc?id=1iwq_lBPaEDxqee4Qr430fCequXNyx3Fs

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

To submit news, please reply to this post.
>>
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>>4774389
>I would really enjoy a /vr/ take on the 64kb contest. Maybe even 32kb. Anything that runs in a doom engine and is under that limit would be allowed.

I'd be 100% down for that, I'd love to take another crack at making a tiny gameplay mod.
>>
Why haven't quake's visuals aged that badly?
>>
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>>4774398
>>
>>4774397
i just came up with a way to do the "TEXTURES" equivalent of 3d model weapons and I'd love to try that
>>
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>>4774398
Bud, you're tripping balls
>>
>>4774386
What is this?
A OP picture for ants?
>>
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>>4774408
Do tell. Or perhaps show
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>>4774412
Yeah, I probably shoulda resized it first
Oh well, no biggie
>>
>>4774414
>low poly primitives like cylinders, planes and squares take up little memory
>MODELDEFsupports composite models of several models combined as one
>psprites (i.e the weapon, muzzle flash overlays etc) can be 3d and you can have tons of them and they're also depth sorted
>MODELDEF can read the TEXTURES lump so you can do regular TEXTURES hackery and use the result as a model texture
>the Surfaceskin MODELDEF property allows for example assigning different textures to each face of a cube if you've made the model that way

do the math !
>>
>>4774423
That's some pretty dark wizardry, anon. If we do a 64kb thing I wanna see you strut your stuff.
>>
>>4774405
BRING IT IN
>>
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>>4774428
>>
>>4774426
I hope the idea gets some traction. Regular old maps are also more than fine of course. And for those it's an interesting limit as an alternative to monster count or size limits.
>>
>>4774434
I had a lot of fun with the 64kb contest a few years ago, and I've learned some pretty valuable lessons since then, so I'd love to take another crack at making a gameplay mod.
>>
>>4774437
Yeah, me too man. I worked like a man possessed for ~4 days in total. Shame WW lost the motivation for grading the entries
>>
>>4774446
I don't blame the guy. I'm disappointed, but I don't blame him. A little /vr/ 64kb get together could be fun though
>>
>>4774449
Me neither. He's a good guy, and I know full well what suddenly losing all motivation feels like
>>
>>4774402
good art style never goes out of style
>>
>>4774402
I think the animations are a big part of it
>>
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>>4774402
I think it's because it never tried to be realistic.
The textures might be aged a bit but I it goes its favour.They enemies look unsettling and horrifying just like the setting.
>>
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An old drawing I've made.
>>
>>4774496
Draw 50 hands every day until you have no more hesitation to ever draw a hand again
>>
>>4774498
Honestly I don't even remember why I didn't draw hands for that one.
>>
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>replaying D2 Reloaded
>get to Phobos Subversion
>can't remember what that level was about
>shrug and go up the elevator
>see this
>mfw
>>
>>4774505
Is Doom 2 Reloaded worth playing?
>>
>>4774402
the vast majority of the game is full 3d so it all scales infinitely with your resolution
>>
>>4774509
As someone who admittedly hasn't played a lot of WADs, I find it damn impressive, especially for one guy working alone. And I think it's successful at what it sets out to accomplish: Replacing vanilla Doom 2's weird mishmash of zany, abstract maps with a self-consistent chain of connected areas that sell you more or less the same story the end text is trying to tell. Sort of how Duke 3D's levels are designed.
>>
>>4774523
Thanks I'll check it out.
>>
Btw didn't the creator of Project MSX said is going to release an update?
>>
>>4774398
Too late, nerd.

>>4774402
Good art direction, just like with Doom.

I'll say that the weapon models are beyond hideous, however, those always looked bad to me. I really wish someone would port the Deathmatch Classic models to like, Quakespasm or something.

>>4774409
AAASFGD...!
>>
>>4774489
I think the textures is like the strongest part of Quake, they're *really* good IMO
>>
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yay or nay?
>>
>>4774551
Totally yay
>>
>>4774551
Looks good.
>>
>>4774551
I hope that's a literal monster closet
>>
So I played with Quake Stuff Ultra again,this time with PB monsters.I've used Mjöllnir and this happened.The blood was on normal settings.
>>
>>4774505
Where's your face?
>>
>>4774536
Haven't heard that. Where did he say it? I thought he was dead
>>
>>4774536
>>4774614
From what i know, MagSigmaX just dropped because he's like 30 already, i think he just lost interest in keep doom modding as hobbie or something in his real life made him drop it.
>>
>>4774616
That's a shame.Hope he comes back soon.I think he still has a lot to give for the community.
>>
>>4774505
you have 15 flucking grenades man
fifteen
> doom players only have 100 life?
>>
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I'd like to humbly request feedback for my 100b4 map entry before I submit it.

>>4773258
>>
>>4774542
>>4774547
This.
The textures and lighting, colors used. The cold blue stonework that looked just like the (fake) blue lighting cast in dark places in a horror movie. The grody green and beige dungeons. Near-future base installations that still had a brutal marine-proof look and feel to them. Factor in the music, which is a kind of grunge you dont hear anymore, and the atmosphere is pretty damn immersive. Some levels its like walking into a zombie movie.

Quake2 is also still decent because the used-future sci-fi art style is not executed regularly and the setting doesnt suffer from any zeerust. Textures are okay but the overall lighting and colors makes this a visceral, gritty, seductive place to want to explore (especially the mapping in the expansions which is modern-tier and was ahead of its time back then).
> [spoilers]Some changes to the weapons would do wonders on updating it though[/spoiler]
>>
are there any Fireblu liquid textures?
>>
>>4774616
>tfw 32
>>
>>4774530
be sure to nab the music wad too
https://www.google.com/amp/s/www.wad-archive.com/amp/wad/6742e06f624e629c8dfa7b10cab3fe3f
>>
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>>4774741
Thank you very much anon.
>>
>>4774551
looks comfy af
it reminds me of thief somewhat
>>
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>>4774658
Grenades are too slow for the giant fight in the secret area at the end of Waste Processing, so I just kind of accumulated a ton of them and got by on my pulse rifle and sniper rifle. I used a few here on the way to the blue key, and barely got back to the crusher in time just as the shitflood of monsters started teleporting in right behind me. I think I missed a couple secrets I can't go back to.
>>
>>4774782
I think this mod has some of the greatest reload animations in a Doom mod.
>>
>>4774397
A /vr/ megawad based on a file size limit would be fun...
>>
>>4774782
Some of that just gave me an excellent idea for tracking ammunition, so that you dont end up picking up a box of ammo if you're only a couple shy of a full box... its a little ambitious but here goes...

Basically reduce ammunition capacity by a certain amount, this is just what the player has available offhand at any given moment.
(Max Bullets = 100, Shells = 30, Rockets = 10, Cells = 100)

At this rate it doesnt matter if it wont be displayed on the status bar since the real bulk of your ammunition will be in inventory items that you can track separately.

Treat each Box item of ammo as an inventory item which you can only carry a limited number of. For example Bullet Boxes = 2 since you can already carry 100 bullets. When you go to pick up box ammo then you wont be cut short because the box ammo slot will be full even if you dont technically have the maximum ammo you could carry.

Whenever you OutOfAmmo on a weapon check, it can automatically cycle one of the Box ammo items into regular ammo, allowing you to keep firing.
> you'll still get screwed on ammo when it comes to small ammo pickups

Also im not entirely sure how to apply the backpack, im guessing that the backpack would give you additional items, which each have their own Maximum Ammo capacity attached to them to increase your capabilities (like the way health bonuses inherit from health but have a maximum of 200 instead of 100)

Then again the backpack replacement could also increase normal ammo capacities to make up for the normal lack of ammo maximum, while leaving the box items the same as a reserve.
(backpack max bullets = 300, backpack max shells = 70, backpack max rockets = 60, backpack max cells = 400)


The other soluition I cooked up awhile back was to take each box item and divvy it up into the smallest ammo pickups available for the ammo type and have it spawn all of those in the same spot. So a box of bullets is actually 10 pickups that look like a bullet box, but only give 5 ammo
>>
>>4774818
That doesn't seem fun. Maybe if was for mods, but trying to keep track of filesize for maps would be a pain in the ass and probably wouldn't effect gameplay that much.
>>
>>4774818
It would have to have a set limit for each map, and then combine them. I know someone said to have a 64kb map, so if we have 32 maps at 64kb each, the megawad would be called 2048kb of /vr/.
>>
>>4774862
I think it would be better if the maps were full of details and particles and give it a silly name like 666GB of /vr/ or something.
>>
How many degrees does the A_Tracer function steer a revenant fireball every time it is called when it is actively seeking?
I remember an old value given for it saying it was 9.8 degrees but I want to emulate it with A_SeekerMissile
> the maxturnangle for the revenant rocket is never mentioned in retrospect as it usually would be on the wiki for the functions.
>>
Now THIS is a default texture I'm used to.
>>
>>4774849
pretty sure there's already a mod that splits up pickup to prevent waste
>>
>>4774386
is this really the standard of doom thread pictures/titles? can we not do better?
>>
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>>4774916
>>4774890
>>4774862
>>4774818
>>4774397
All of this is cancer
1024 was the lowest common denominator, do not go micro on doom map resolution.
>>
>>4774674
Thank you for this post.
>>
>>4774989
its fun to work around limitations. also udmf maps compress really well with 7z since they're plaintext
>>
>>4774989

you are right, we should do a 16384 sectors challenge
>>
>>4774996
>udmf maps compress really well with 7z since they're plaintext
that just means they're bloated as fuck to begin with
>>
>>4774989
imo congestion 384 was the most enjoyable entry in the congestion integer series.
>>
>>4772881
>>4773983
Don't except him to come back to that anytime soon.
He's already working on Null and even then, he's taking a while.
>>
>>4775012
yeah, but they're "human readable", easy to extend and otherwise future-proof.
>>
Just a question. Are the weapon and hands sprites from Project MSX made by the modder or come from several games?
>>
>>4775029
A combination of both.
>>
>>4774429
Fuck, I love how he smokes that cigar, perfect.
>>
>>4774542
>I'll say that the weapon models are beyond hideous, however, those always looked bad to me. I really wish someone would port the Deathmatch Classic models to like, Quakespasm or something.
I still wish we had something like Smooth Doom for Quake weapons.

>inb4 interpolation
Not only that, but also actual weapon animations like shotgun pumping and properly spinning SNG barrels.
>>
>>4775014
Let's halve that and do congestion 192. I'm sure people would love to play that.
>>
>>4775047
Now there is something similiar. There is a mod that replaces all the weapons with the Doom ones. It's just a reskin but they have the same animations but they are smooth.
So it is possible.
>>
how do i cheat in doomsday engine ?
i go into console by pressing ~ and type "god"
but it says "god failed"
do i really have to compile the source myself
>>
>>4775089
>god failed
well done, james hetfield
>>
>>4775089
>god failed
we can vouch for that
>>
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shit, I didn't calculate an angle since high school

made me think
>>
Which one do you prefer? Berserk or Quad Damage?
>>
>>4775061
Beautiful Quake would be something to see.
>>
>>4775106

https://www.youtube.com/watch?v=a88M3dq5eak
>>
>>4775106
QUAD DAMAGE
BZZHOEEWWRRR
>>
>>4774890
See, that sound fun to me. Maybe not 64kb (not sure exactly what filesize you can make a fun map on), but we should err on the side of smaller. It could help keep the wad consistent too, since people would be less likely to over detail their maps.
>>4774989
Nah. I'd rather have a filesize limited boom or udmf than a 1024 wad for the 1000th time.
>>
>>4774386
How do I get GzDoom to stop spawning pic related?
sv_noweaponspawn 1 doesn't seem to work
Using:
-host 3 -netmode 1 -skill 6 -file pb_1-21-18.pk3 +net_ticbalance 1 +sv_noweaponspawn 1 +sv_weaponstay 1 +sv_doubleammo 1 -warp 01
>>
>>4775106

QUAD DAMAGE
>>
>>4775125

Oh, those are multiplayer spawns for weapons.
There's sv_coop_spactorspawn, but that might be a Zandronum-only flag.
>>
>>4775048
>shrinks playerpawn with zscript and re-scales world textures to fit
>psst nothing personel kid
>>
>>4775117
fuckin weird man, this new age of ai and neural networks is promising to shape up pretty crazy
i mean they're even generating doom levels now!
>>
>>4775106
Two whole different beasts.
>>
>>4775106
>>4775129
>>4775118
quad damage for sure, id rather be shooting things for more damage than punching them for more, even if it doesnt last as long

>>4774989
>>4774397
>>4775120
>>4774996
no because in doom when the mapsize is reduced it means you cant have as many features or textures, the size is uncapped but invariably for the map to be worth a shit to even play it must have some moderate amount of detail to it, like Plutonia Experiment or thereabouts.
You would end up with very small (as in real estate) levels with borderline crappy details, a fairly low monster count... and generally replicating the effect of 90s shovelware wads.
> this is not something worth investing effort or time into
It is not a useful design challenge.

I might be convinced by a 256kb limit as long as it was also "no single area larger than 512x512"

>>4775005
I stick to my guns that we need a 1024 Extended tournament.
> its actually 1536x1536
> but no single area can be larger than 1024x1024
> it sounds better than the 1536 tournament that we had before and it prevents a big box of emptiness.

>>4775014
>>4775048
> doom
> the movie, the game, the room
>>
>>4775176
it triggers me a big deal that you greentext like that and I have no idea why. I'm not even autistic.
>>
>>4775193
He's been doing that for months and I still don't know why.
>>
>>4775176
Nah.

>>4775193
We all have things that get to us like that.
>>
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>>4775092
>>4775094
>>
>>4775176
2048x2048 is better IMO.
>>
>>4775106
What about QUAD BERSERK?
>>
>>4775227
How would that work?
>>
>>4775235
You are four times as angry.
>>
>>4775238
does this mean punching some nearby imp instantly gibs every small fry within a 10 foot radius
>>
>>4775227
I wonder what would happen if you picked up both berserk and quad damage in doom 4. would you be 2016 times angrier?
>>
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>>4775227
I guess it would be something like Quad Damage but lasts for the entirety of the map.
Aka OP as hell.
>>
>>4775248
Hell yeah!
>>
>>4775235
Four fists
>>
>>4775303
but if it's quadrupling what you already have wouldn't that make it eight fists
>>
>>4775303
How about four arms.
2 for the guns
2 for the fists.
>>
>>4775106
https://www.youtube.com/watch?v=sHeuZ-m1tek
>>
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I've brought this topic several times in these threads but when a new Lovecraftian Quake game will be announced do you they have to bring back Trent Reznor?
If yes which NIN song they should use for the trailer?
>>
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>>4775176
>no because in doom when the mapsize is reduced it means you cant have as many features
No shit? Isn't that the point of these challenges?
>I might be convinced by a 256kb limit as long as it was also "no single area larger than 512x512"
Your solution is to have a huge limit but severely restrict the style of map you can make anyway. No thanks. 32 maps of room-hallway-room sounds boring as fuck.
>>
>>4775130
>Oh, those are multiplayer spawns for weapons.
That's what +sv_noweaponspawn 1 is supposed to rectify; sv_coop_spactorspawn doesnt work
>>
Do you guys play using pistolstarts?
>>
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Currently working on a Half Life mod to re-create all of Doom 1. Some progress so far.
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>>4775398
>>
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>>4775402
>>
>>4775392
i do but i think i'm in a minority
>>
>>4775307
Doomguy attacks with one fist
>>
>>4775413
Even in Doom II? It seems like it would be pretty difficult.
Also do you have some way to automatically do this (I'm using GZDoom) or do you just reload the map every time?
>>
>>4775392
>>4775413
don't most experienced players? i mean most wads are designed for pistol starts

>>4775398
>>4775402
interesting and strange idea, looking good so far
does it have a name? i like your wee logo there
>>
>>4775398
>>4775402
>>4775405
Sweet. Is this all you've done? Any demos we can play?
>>
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This unfinished map I tried to make this weekend is 32kb exactly. The file limit idea could be a fun challenge, but what about other stuff we'd need to include like dehackED patches to change map names and other graphics? Wouldn't that make it over 2048kb if we had 32 64kb maps?
>>
>>4775432
maybe 64kb would be a better idea?
>>
>>4775423
>Even in Doom II? It seems like it would be pretty difficult.
it can be but the converse is once you've done half a dozen maps in a row you end up with full health/armour/weapons/ammo and the game becomes too easy.
>Also do you have some way to automatically do this (I'm using GZDoom) or do you just reload the map every time?
i use -warp from the command line, then quit at the intermission screen. prboom's startup time is pretty much instant so it's no bother.
>>
>>4775423
some mods have an option for pistol starts too
>>
to add to that basically once you have full map knowledge (i.e. where to go immediately to get weapons and defences and also foreknowledge of pitfalls and traps) a pistol start isn't much harder than natural progression. then furthermore you can replay the wad in any order you like and ignore any bad maps instead of having to suffer through them to get to good ones that come after it
>>
i mean if i had to play through The Pit every time i felt like playing Industrial Zone i never would
>>
>>4775435
Seconding this
>>
>>4775423
A lot of maps have secrets and "intended paths" that developers and more experienced players are privy too, compared to less others who need to rely on additional equipment.
>>
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>>4775227
>quad berserk
>punching at 4000% the strength of a mortal man at his peak
>>
>>4775425
For now, Half Life: Unforeseen Damnation. Gonna release each episode as I go.

>>4775427
Right now, no. Might have in a month or so.
>>
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>>4775492
2048kb of /vr/ seems to be a go!
>>4775504
Pic is quad berserk.
>>
>>4775506
did you post about this on reddit a little while ago?
if so, good job, didn't think you'd even get this far lol
>>
>>4775392
For community projects or other projects in which the levels were designed independently? Yes
For regular episodes/megawads? No
>>
>>4775363
Trent bailed out early on in Doom 3 development because he personally found id to be sellouts.

If he thought that of Doom 3 id, I'm sure he wants to steer the fuck away from the id taken over by the Bethesda that resells Skyrim every 2 years.

I don't think it'd happen anyway. Trent is busy with his own weird shit nowadays on top of being a dad. Plus, this is just my opinion, but part of Quake's great sound design was the low quality compared to the sound quality we have now. Hard to explain, but a lower bitrate just makes a game sound more dream-like and surreal. You don't get that with high-fidelity sound.
>>
>>4775519
>Trent bailed out early on in Doom 3 development because he personally found id to be sellouts
source on that?
>>
>>4775551
https://web.archive.org/web/20070514173115/http://www.nin.com/access/7_21_04/index.php

i guess he didn't explicitly say they were sellouts, but he was pretty disappointed with it. mustve misremembered
>>
>>4775519
>Bethesda that resells Skyrim every 2 years
How did this become a meme anyways? There was an initial release, the GOTY one, and a remaster. That's pretty standard.
>>
>>4775559
>That's pretty standard
That is absolutely not standard and not in that short of a period of time.
>>
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>>4775363
Something like The Background World pls.
>>
>>4775563
It's been 7 years dude. Literally every major game with DLC gets a GOTY edition released not too long after the final DLC is released, and a lot of last-gen games see remasters these days.
>>
>>4775556
Yah. He said poor management at worst. I dunno the internal workings of Id at the time, but the game turned out fun, imo. Doesn't sound like there was a lot of bad blood between them though.
>>
>>4775559
and switch and vr
>>
>>4775579
>and switch
That's just the switch version of the remaster. If we're counting every separate console release as its own release then we can't fucking talk about Skyrim, cause this thread is 60% Doom.
>>
>>4775582
the switch version came out a year later
again, helping fuel this idea that skyrim keeps coming out

2011 release
2013 goty
2016 special edition
2017 switch
2018 vr

i know that's not obscene but very few games have that kind of schedule and longevity in this span of time
also coupled with bethesda (seemingly) not doing much else (of note) it just stuck out more when they kept pushing it, plus skyrim additionally being in the news for things like the paid modding stuff, and tod howard being easily memeable,
well you can now see where it comes from
>>
>>4775572
yeah, i actually really liked doom 3 for what it was. what killed doom 3 IMO was that it directly competed with half-life 2
>>
>>4775615
>2025
>a single computer chip you stick into your frontal lobe so everything you perceive is in the skyrim universe. It's one long hallucination you can't free yourself from unless you die.
>>
>>4775640
>In the year 2000 everyone has flying cars
>>
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>tfw no Doom streams for two weeks

Is Jogbel dead?
>>
>>4775705
It's probably best for him to not do all the wads at once, or else the later wads could have an unfair disadvantage, being played while Uncle Jobel's tired and burnt out.
>>
>>4775710
I think he said he was sick yesterday so there's that.
>>
>>4775705
how has it been so far? i haven't seen any yet
i really want to see dragonfly's spyro one
>>
I mentioned this before,

Doom Hell needs to be more fucked up and twisted not every map but definitely the horror focused maps. I'm talking Agony level fucked-up-ness, babies and children impaled on spikes. Entire rooms of hundreds of captured civilians/marines sprites mutilated, tortured, endlessly crying and begging for death. Demons in the process of sacrificing people with the lucky ones being killed quickly vs tortured.
I mean only one Brutal doom map made me feel that way.

On that note what would be your idea for a really hellish, hell doom map?
>>
>>4775106
Quad Damage + SShotgun best combo
>>
This wasn't even that hard to do. Fuck. Just needs more number tweaking to be balanced without built-in fear from weapon fire.
>>
>>4775728
please tell me the source of that picture
>>
>>4775736
are you making babel compat with final doomer or something?
>>
>>4775737
Agony- some unreleased indi-game in the likes of Amnesia but in Hell.
>>
>>4775717
Less bad amateur maps than last time but also way more meme maps.
There's been a lot of incredibly long maps that end up boring joel and the whole chat.
Also, lots of Joel not saving ammo and running out and piling up enemies as always but at least he acknowledges it..

So far the contest seems to be way better than last year just for the fact there's been less amateurish shit. I still remember a map that literally was some square maps, one with a HOM and a random untextured corner and didn't even have an end level trigger so Joel just ended up standing there once the boss was killed.
>>
>>4775737
nevermind im dumb
>>
>>4775742
Nah I'm doing the "Monsters Only" version I've wanted to do for a while, I know people love weapon packs but there are very few monster packs to use them with so it might be fun.
>>
>>4775748
Oh, interesting. Sweet. Good idea.
>>
>>4775756
My next planned project is also monster-centric. Technically Babel was also very much a monster mod but the mod as I wanted it to be required some weapon code as well to function. I'm hoping I can get the monsters only Babel to at least be passable.
>>
>>4775728
A Doom level that takes place during the eclipse, and you eventually have to fight The God Hand.
>>
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>>4775705
He booked flight back for September when he was visiting parents couple days ago, he is a Swede after all.
>>
>>4775759
I very much look forward to it, I liked the design ethos behind babel. I also really enjoyed the weapon changes you made in babel.
>>
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>>4775728
Doom was already pretty fucked up, especially for the time. Almost all media that depicted Hell was pretty tame compared to Doom, which had shit like hanging bodies, twitching impaled corpses, that sort of thing.

Not to say we can't go further.

My idea for a hellish hell Doom map would actually be based on Wayne Barlowe's depictions of Hell. His vision is like that of a sprawling demonic metropolis more than pure chaos, where the demon inhabitants have their own economy based off of the souls of the damned. It's a very creative vision of Hell, sort of a corporate lawful evil version compared to Hell typically being seen as chaotic evil, if that makes sense. A map like that would incorporate sort of urban medieval suburb design while still being alien and disturbing, with street lamps being powered by perpetually flaming corpses, or the still-living and twitching limbs and heads of damned souls being stuffed into barrels. Rugs and carpets would be the stitched-together faces of sinners and when you take steps on that surface you'd hear someone moan in pain or the crunch of their nose. But then that rug would be the centerpiece for a massive unholy library, with hovering enshrouded things whispering and watching.
>>
>>4775770
Yeah I liked tweaking them too honestly. It was a great experience overall, despite all the hiccups. I've just got a few more little bits of polish to put on it and then I think it'll be 1.0, mainly filling out the special difficulties and doing a lot of end-to-end stability checking and performance testing. My machine's pretty beastly so I'm not sure how hard it chugs weaker boxes but I've been doing my best to optimize so hopefully it isn't too bad.
You can rest assured that before I even announce a new project I'll be sure to finish this one up, and the next one will have just as much polish since I'm kind of OCD about bugs and shit not being quite right.
>>
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>>4775765
Does it include the full rape of your wafui in the process?
Also the new Brutal Doom Sacrificial grounds map (32). Corpse piles in rivers of blood with tortured marines crying in agony around you.
>>
>>4775676
we do. they're called helicopters.
>>
>>4775786
and for the record yes, everyone has at least three at their homes. do you happen to be poor?
>>
>>4775784
Griffith fucks Daisy instead.
>>
>>4775775
something I wanted to point out in that post but forgot after I hit send was that if you have this environment of constant pain and torture, eventually the player will get used to it and get sick of it. contrast is really important if you want to suck the player in. that's why i like Barlowe's depiction of hell. on one hand, it's quite organized and civilized on the demon's side of things. they have their own culture and society and architecture. but on the other hand, they still do heinous, horrible shit like street vendors serving spitroasted unbaptised stillborn fetuses to lesser goblins, or altar temples being heated by the flaming bodies of sinners. let the player explore a relatively civilized and cohesive environment before yanking on the choke chain and reminding them just how fucked up Hell really is.
>>
>>4774386
Doom 2 "Barrels O' Fun" onward is fucking trash.
>>
>>4775792
BUNNYFUCK BUNNYFUCK

ITS AWWWWWWWWRIGHT

(i wonder if people even remember that meme anymore. my age is showing)
>>
>>4775798
Will it blend? That is the question.
>>
>>4775790
>tfw u can only afford 1 helicopter n u have to park it on the street cuz helipads are 2 expensive
sucks only making minimum wage and spending all your money on skittles
>>
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>>4775775
>My idea for a hellish hell Doom map would actually be based on Wayne Barlowe's depictions of Hell. His vision is like that of a sprawling demonic metropolis more than pure chaos.
If going by doom 3 and doom 2016, that's pretty much what they do and sounds like the capital of Hell which is the city of Pandemonium and also a Doom level. I also take the idea that Hell is just as much a prison for the demons as the doomed and like the 40k war its a inverse refection of the real world/dimension where negative emotions are what shapes it.
And just like 40k for the most part demons are too busy fighting each other over an eternal conflict. I imagine most demons especially along the lines of the Barrons and Hell Knights to be very vain and prideful and constantly fight over who gets dibs at fresh souls and likely very much hate look down upon demons that represent chaos/lust. Just like Khorn hating Tzeentch.
>>
>>4775728
yes, you did, and we told you it was fucking stupid

the fact that you're asking about it again, in such detail, makes me wonder if it's your fetish
>>
>>4775556
>>4775572
Keep in mind around this time Trent was kicking HIS long-time manager to the curb because the dude was stealing money out from under him back when Trent was fucked up on all the drugs. Wouldn't be surprised if that dude was involved in the Doom 3 deal going south.
>>
>>4775728
>On that note what would be your idea for a really hellish, hell doom map?

A long map with a lot of hitscanners, and all of the medikits are in a narrow hallway you have to revisit, but because the hallway is so narrow the odds of you wasting a medikit are high.
>>
>>4775793
>>4775806
The only thing Hell Demons ever agree upon and work together is the chance to break into the real world and slaughter/maim/torture squishy humans vs in Hell where petty feuds and squabbles over souls where you just come back to life anyway.
>>
>>4775814
Don't forget hidden Archviles constantly reviving any downed hitscanner.
>>
>>4775818
Also it's not chaingunners, it's zombiemen. Which is arguably far more annoying when they just plink you for 5 HP
>>
>>4775798
i remember it
>>
>>4775820
Like getting killed by mosquito bites, and I don't mean the diseases they carry.
>>
>>4775798
>>4775802
>>4775826
TOBLERONE TIME
AH SHIT HURTS MY HANDS
>>
>>4775728
>Agony

Oh shit that comes out this month! Looks pretty cool, even if it just a walking simulator, this version of hell looks interesting as fuck.
>>
Seems as much as I hate gameplay-affecting CVars, we might need a slider here for scaling how fear works.
>>
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>>4775568
>music note turns into Q3 Grunt in the second to last panel
>>
>>4775838
saved. lol at the end
and you might be right there, not sure what else you'd do
>>
>>4775848
Yeah no with the power scales of different sets being so varied I'll just put one in. Probably it'll scale from 0 (off) to 10 (everything runs in like 2 shots).
>>
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This enemy multiplier is great fun for testing. Also there is now a fear slider
>>
>>4775838

One of us. One of us. One of us. One of us.
>>
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What exactly is this texture sourced from anyways anyways? It looks like steel colorised to tan.
>>
>>4775879
Nah not today, I won't budge on that for mods that affect enemies and weapons at the same time. I consider it a personal failing to have to put an option like that into a mod, or at the very least an admission that I'm not confident in my balancing. I suppose there's the argument that if a mod is intended to be combined with other mods it needs to be flexible, which I can accept, but I still don't really like it all that much. Maybe I'm just a hipster but when I make a mod I view it in the same way as if I was writing a story or drawing a picture. I wouldn't just leave some bits empty or say "Here's the thing and a few pieces you can slot into it to make it look/read to your preference", I'd write/draw it the way I intended. Now other options that don't affect gameplay like compat/performance? A-Ok and everyone needs them.
>>
>>4775863
Does it need a level restart?

>>4775886
It makes sense for some stuff, but yes I agree with your stance on it and for your work.
>>
>>4775363
https://www.youtube.com/watch?v=zSB4ogrs4Rg
>>
>>4775886
games themselves include difficulty settings for a reason
>>
>>4775894
>Does it need a level restart?
Nope, immediate.
And yeah, I don't expect other people to follow my rules, but I'll definitely suggest them. I think it also helps to focus the scope of a mod and improves polish when you can't handwave a difficult balance decision by saying "I'll make a switch for it". I know it did for Babel.
>>4775896
Yeah and Doom's difficulty setting changes monster numbers and how much ammo you get. It doesn't remove or add mechanics with the exception of nightmare. Honestly I don't even really like difficulty settings as a concept, NG+ modes as an exception. Usually they just boil down to multipliers on health/damage/accuracy and are the definition of artificial.
>>
>>4775896
yes and those games are fine,
but then look at dark souls
>>
>>4775902
what does "artificial" even mean? what is non-artificial game design?
>>
>>4775906
Artificial means that it prolongs or shortens a piece of the gameplay loop with minimal adjustment to that loop outside of scaling things like damage, health, xp gain, etc. It's artificial because there's no thought put into it, it's simply a mathematical operation. Even Doom's settings are better than your typical modern AAA game, as Doom's settings do change enemy positions and therefore encounter design, meaning that they don't just make an encounter easier by nerfing or buffing, instead they make it easier by changing the composition of the encounter.
>>
>>4775906
i get why that may not be the best word to use, but i get what he means
lazy design that makes things more 'difficult' merely through manipulating numbers without actually fundamentally changing anything
it usually only serves to make things take longer and be more tedious, not more challenging in terms of player skills or strategy
>>
>>4775728
Bloodstain had some pretty strong hell maps late on, one was really fleshy and had a great tense atmosphere, with impaled and hanging bodies here and there, interspersed with circuitry running through the flesh, and dimensional doorways crisscrossing through areas that were voids with suspended platforms.

Anyway, when I played this one map, it was late at night, and I had headphones on, and I was playing with Immoral Conduct. Just at the start of the map, I hear someone whisper to the right of me "Please... kill me...", which scared the everloving shit out of me, and really set the tone for the map.
The twitching impaled bodies, and some of the twitching hanging bodies, can be shot and killed/destroyed in Immoral Conduct, and you can sometimes hear them beg for mercy when you're near them.
Stuff like that, tortured captives just begging for death, that's hellish.
>>
>>4775806
The Freedoom assets really kind of kills this screenshot.
>>
>>4775934
It's weird how shitty they are, when it wouldn't even have taken much time to make them far better.

But the idea of freedoom isn't to be an artist resource I guess, but a modders resource.
>>
>>4775882
I always figured it to be painted concrete.
God knows where it's from though, Doom's textures were all over the place, some were original photos/scans, some were from resource libraries, some were painted.

I really love Doom's art direction for shit like this, by the way, the graphics of the entire game feels like the efforts of a practical effects team doing a modestly budgeted horror movie in the early 90's, but putting their heart into it.
>>
how do i make humorous doom screenshots everybody will like without spamming them all
>>
Installed hideous after a long break. What are these flowers sprouting in my wake?
>>
>>4775805
why not stack them? park em on top of one another. it's the ultimate 'im better than you' feat and your neighbors will envy the shit out of you.
>>
>>4775792
>Daisy as waifu
superior taste.
>>
>>4775959
don't post more than a few at once and give at least half a day's breathing room between dumps?

>>4775963
something to do with using 3.4pre? weird.
>>
>>4775979
>something to do with using 3.4pre?
Certainly not; it's most definitely an intended feature.
>>
check out the buns
>>
>>4775989
mate your hud is fuckin fucked

>>4775963
kinda like Flower
>>
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>>4775992
>mate your hud is fuckin fucked
im running all these wads at once
>>
>>4776008
this
>>
>>4776009
that
>>
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>>4775996
do you not have wads and pk3s associated with gzdoom?
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>>4776028
no not at all
>>
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i adore this engine bug
>>
>>4776028
i dont think most people here use that method
>>
>>4776031
[pausing intensifies]
>>
The Xbox/Xbox 360 version of Doom 2 had its own standalone mapset, don't remember what its called but is there a WAD of it?
>>
>>4776076
No Rest For The Living, easy to find.
>>
>>4775451
Romerofags can't Petersen, what else is new.
>>
Well, I talked too soon.
Joel streaming Doom rn.
>>
>>4776165
Oh, he just started? Neat!
Thanks for notification, anon.
>>
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>>4776165
>that laugh and that massively lord snort
Off to a good start
>>
He finally started playing the first wad
Sausage
>>
> Saved at 2% HP in a room full of hitscanners
Joel.
Joel never changes.
>>
_I_ think that John Romero is a compulsive copycat!

Think about it. Doom 2 has Romero's Industrial Zone (the only Romero's city level) almost right next to the Sandy's Downtown (ONE of Sandy's city levels). Ultimate Doom has Romero's Perfect Hatred right after McGee's Hell Beneath. Quake's last level (designed by Romero; Sandy's version from beta3 is another beast altogether) has strong overtones of Sandy's Icon of Sin, Doom2's last level. And, my God, does e1m8b reek of Mt.Erebus.

Also, Quake's Ogre Citadel is suspiciously Willits-esque (not that it's a compliment, mind you, it's very much not), Quake start map (designed by Romero) has the "hanging in air" water pool, which was "appropriated" from Sandy's Tower of Despair.

And, you know, the funniest thing. Romero said, that he only became aware of rocket jumping is Quake after the game's release. And yet, Sandy E4M4: Palace of Hate does have a secret that requires it. Here is the trick though. Beta3, that was leaked, like, two weeks before the game's release - doesn't have it. It was added at a pretty much the last moment. Either Sandy had a last-minute revelation, or he deliberately made it a last-minute edit. If it's the latter case, question arises: why? My hypothesis: to leave the other(s) no time to discover and copy it.
>>
>>4776195
Who would've thought, he ran out of ammo.
>>
>hide a normal door behind a key-locked door

So why not just have one door?
>>
I feel like there needs to be a Bingo for Joels Doom streams
>>
>>4776201
>And yet, Sandy E4M4: Palace of Hate does have a secret that requires it.
Well, actually, not the rocket jump (as the player only acquires rocket launcher in the end of E4M6), the grenade jump.
>>
>>4776201
>Either Sandy had a last-minute revelation
WITHOUT HAVING EVER BRAGGED ABOUT IT (or else Romero would've heard about the trick before the release).
>>
>>4776207
Just started making one, feel free to add more shit, separate things with comas.

https://osric.com/bingo-card-generator/?title=Joel+Doom+Contest+Bingo&words=Runs+out+of+ammo%2C+Wastes+ammo+in+a+wall+directly+in+front%2C+Activates+IDDQD%2C+&freespace=true&freespaceValue=%22I+fucking+hate+Arch-Viles...%22&freespaceSubheadingValue=&freespaceRandom=false&width=5&height=5&number=1#results
>>
>>4776221
https://osric.com/bingo-card-generator/?title=Joel+Doom+Contest+Bingo&words=Runs+out+of+ammo%2C+Wastes+ammo+in+a+wall+directly+in+front%2C+Activates+IDDQD%2C+Glitch+or+Feature%3F%21%2C+Blood+Room%2C+Runs+around+like+a+headless+chicken%2C+Save+at+low+HP+in+the+middle+of+a+fight%2C+Kermit+voice%2C+Joel+gets+dissapointed+with+meme%28s%29+in+a+wad&freespace=true&freespaceValue=%22I+fucking+hate+Arch-Viles...%22&freespaceSubheadingValue=&freespaceRandom=false&width=5&height=5&number=1#results
>>
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How can I make an inventory item that auto activates when stepping on damaging floors and deactivates when stepping out of them, llike the Protective Boots from Duke3D?
>>
...Joel just started suddenly talking about making a Doom Bingo!
Like 20 minute after I posted this >>4776207
I feel weird
>>
Well this was unexpeccted
>>
It's almost 4am here so maybe I'll go to sleep soon.
Hope Joel plays my map tonight or something.

The current map's plot twist was fun.
>>
I think Twitch Chat just died for like five minutes
>>
On a scale from 1 to 10...
How close to original does Joel's Duke voice sounds?
>>
>>4776287
3 when he tries
>>
Can anyone, who happens to have a subscription, share the full text of this article here? Like an archive of txt files or something?

http://www.shacknews.com/article/101156/rocket-jump-quake-and-the-golden-age-of-first-person-shooters
>>
>>4776248
He doesn't browse here... right?
>>
>>4776356
Vinesauce streamers regularly browsed 4chen.
>>
>>4775363
>when a new Lovecraftian Quake game will be announced

Never happen. You're only ever going to get Arena multiplayer or Strogg/Marine shit and you'd better fucking like it.
>>
>>4776238
when.player=take_damage(type.floor)
activate=insert_item_id_here

or something in zscript at least
>>
>>4776015
Nice drawing
>>
>>4776228
>Uses BFG on a single lesser enemy
>>
>>4776356
That's unrelated, he was playing when I posted that. And he was still playing when he started talking about Bingo.
Maybe somebody from the chat suggested that? I'm not sure, I kinda blanked out and the i realised he's suddenly talking about bingo
>>
Petersen's levels are, I think, more or less about shunning away from any sort of competition, from being challenged by anybody, at all costs, through inventiveness and, thus, being incomparable to others - at least until they learn the tricks Sandy invented. Moreover, Sandy's inventions have more or less nonsensical, pointless, slightly useless quality to them in order to make sure, that nobody would be likely to even WANT to copy/plagiarize Sandy (thus becoming his direct competitor at mastery of trick's execution) thus additionally ensuring his uniqueness. It's sort of an intentional "odd duckiness" probably based upon a bleak social-darwinistic outlook on the society.
>>
>>4776308
huh what a strange way to tell and then sell a story...
pity i doubt we'll find anyone subbed here. i'd just pay the $5 for it if i didn't literally depend on my gf to live.
>>
Great wad right now.
Like an Antichamber Doom, or a Portal Doom
>>
>>4776385
so we basically have to google the author/wad name and find for ourselves if it's been released publicly?
>>
>>4776390
No
There'll probably be links to every wad
Just like the forst contest
https://vargskelethor.me/winners/wads/
>>
Joel is not amused
>>
This looks like a terrywad
>>
>>4774402
Because the aesthetic is essentially one-of-a-kind.
>>
Purple Archviles!
With a different attack
>>
>>4775728
with the older games' variety and creativity in textures and props, you'd think by now people would sort of realize that classic doom's hell is pretty iconic
>>
>>4776421
And BlImps
>>
>>4776228
>picks up medikit at 90+ health
>>
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>kill one enemy
>quicksave
>repeat
>>
>>4776437
> Take a fireball to the face
> quicksave
> repeat
>>
>>4776437
I'd save after killing a cyberdemon too
>>
This map by Senseless was pretty great, and apparantely it was one of his first wads?
Both Joel and chat love it.
>>
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Oh god
>>
Oh hey, Anon's Dance of Death map.
>>
>>4776458
oh sweet
everyone in the chat shit on it
>>
>>4776458
Oh, neat
But he paused the gameplay to talk about some random poster
>>
Wat?er
>>
I really like seeing anon maps but goddamn watching Joel play is like pulling teeth.
>>
>>4776464
> AH
> NO
> NO
> NO
>>
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>>4774386
>>
fuck i shouldn't have been a faggot and just made a map for it...
>>
>>4776483
*numa numa starts playing*
>>
>>4776476
> died in a cutscene
>>
>skips through encounters
>gets bitten in the ass by buildup of roaming monsters in non-linear levels
Like clockwork
>>
>>4776487
Neat
>>
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>>4776483
I wonder if Hunter has a chance to make it in Champions.
>>
>The map was started 8+ years ago
>Somehow got through qualification
>>
>>4776376
what the fuck are you talking about
>>
Is there a mod that gives you a friendly caco follower to help kill enemies? Or really any kind of demonbro mod.
>>
> yoyoyoghurt
>>
>>4776494
Neat!

>>4776509
the mbg dog?
>>
>>4776497
D I S Q U A L I F I E D
>>
>>4776512
>the compblue waterfall
How very 1994
>>
>>4776159
false generalization. i just don't care for replaying THe Pit. it goes on too long and is too disjoint/sectional.
>>
fuck
>>
>>4776159
I love both.

I don't hate The Pit, however, it's ok. The levels I really don't like is Factory and Catacombs, they're just so boring. Nirvana and Bloodfalls are fucking weak, too.

I wish there were more maps like Tricks & Traps, Refueling Base, Loop Of Disassembly, or Chasm, I know a lot of people don't like that one. Barrels Of Fun is neat because it has a stupid gimmick that it just rolls with, I'd have loved to see Sandy do another silly concept map like that, based on crushers and shit.
>>
>>4776550
Upload them as .webms on /wsg/ and link them here.
>>
>>4776553
or put links in pastebin which is 34789563247852x less tedious
>>
>>4776556
>>4776553
Well, I didn't copy the links anywhere, so they're lost anyway
Whatever, maybe later
>>
>>
>>4776201
Except Romero made E3M6 with using rockets to reach the secret exit in mind.
>>
>>4776356
He's said that he browses 4chan before so it wouldn't surprise me. Other Vinesauce members do it as well like Imakuni who constantly complains about /pol/ for example. AFAIK Vinny himself doesn't.
>>
>>4776287
7 maybe an 8? it's weird how different he sounds, seems to just lose his weird accent
>>
>>4776551
i feel more like randy had some neat ideas, but he needed help on how to execute them
>>
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>>4776492
>implying that's not how you're supposed to play big maps
Gotta go fast, if you don't give me thousands of cells + bfg or a custom 8-barreled gigashotgun I ain't got time to clean all this shit up.

Sometimes I'm impressed seeing how much Joel likes playing headless chicken doom like me, I just make safer saves and don't play half of the game on literally 1% hp.
>>
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>>4775281
I looked at this for a split second while scrolling through the thread and thought it was muffet porn.

What the fuck is wrong with my brain?
>>
>>4775838
What enemy multiplier are you using?
>>
>>4776652
check OP
>>
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How come Doom's aesthetic gets so ruined when you play it on resolutions higher than, say, 640x400? There's a gloomy, unsettling look to the original game which gets lost with opengl renderers and all the fancy stuff, even the shadows appear different. Do any engines try to compensate for this? I always play the episodes on Chocolate because the game just feels different, more horror-like, the invisible demons are actually hard to see, everything looks darker etc.
It's a waste that not many people experience it like that and probably jump on G/ZDOOM engines.
>>
>>4776627
that's a good question, what the fuck IS wrong with your brain?
>>
>>4776658
Original Doom has a thing that places further away get darkened.
GZDoom disables that, but you CAN actually enable it back
>>
Can you suggest me a good weapon pack that switches chaingun for an assault rifle or submachinegun that packs a punch?
>>
>>4776669
Have a step by step guide on how to enable it, or is it through console?
>>
>>4776698
It's somewhere in the options, I don't remember exactly where.
>>
>>4776703
>>4776698
Display options > OpenGL > Preferences
Set sector lighting mode to software.

Or gl_lightmode 8 in console.
>>
>>4775106
it's always fun to RIP AND TEAR but I think I prefer quad damage
>>
>>4776612
>Me waiting for DRLA 1.1
>>
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>mapping question, specifically texturing

1:
When you're using texture packs, do you decide ahead of time what ones to use and pick them out and put them in your wad?
Or do you just load up a few texture packs into a wad, use the ones you want and then remove the unused ones at the end?
I'm considering the latter as even though the wad will balloon in size to a few dozen mb i'll be cutting all the fat later.

2:
Any texture artists want to contribute something to my project (can credit you, of course). I'm wanting one or two textures of around the Hexen type, think a fire theme on a wall texture of Korax. Then another showing ancient writing. I'm building a tomb.
>>
>5 chaingunners hitscanning your ass from a hill you can't get to in a large room
jesus christ how horrifying.
>>
>>4776509
I can give you something pretty close.

Pick a monster in your mind you want to use, then go to the console and type "summonfriend [monster]" then it brings one up that fights for you.
>>
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>>4774542
pretty much this, every single id game follows this.
>>
>>4774849
i wish we got a new doom Anthology collection with said box, but probably we would get a berserker pack
>>
>>4776483
>not crash
Shit taste
>>
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>>4776714
>>4776658
Likewise, the pallete is a big part of what you're describing. Doom's original limited pallete makes geometry blend better and lighting seem more interesting. You can enable this in display > opengl > tonemap - pallete
>>
>>4776573
>wastes ammo in a wall directly in front
?
>>4776581
>Other Vinesauce members do it as well like Imakuni who constantly complains about /pol/ for example
lel
>>
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>>4776458
>>4776457
Shit, and I just had to go to sleep on it, dammit.
I hope he didn't fuck up too bad.
>>
>>4776487
Wait what, I did fix that.
>>
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>>4775768
I fucking lold at that picture

>>4775775
hmm reminds me of the hell level in diablo2
The ironic part of images like this is it reminds me of how stupid the monsters are in doom.

The monsters you fight would have to be like claymation whipped-up cronies the actual demons created to go cause their damage for them while they sit back and eat popcorn. Id expect actual demons to be alot more crafty, agile, and with an entire arsenal of dark magic spells to screw with their enemies beyond just causing damage to them. Like Leprechaun stuff, turning people into human-centepedes and such or just turning them into monsters to fight for them. Things that armor cannot protect against.
Some creep like Doomguy being actually successful at chewing through the abominations would likely get one of these demons to get up off the couch and go deal with him themselves since it would be ruining their fun and possibly even turning the tide of the invasion.
>>
>>4776867
Now that I'm watching the VOD I proved my theory: Joel should have had shells TO SPARE by the time the only Arch Vile appeared and he ran out.
The room before had a lot of boxes.
>>
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>>4775775
> His vision is like that of a sprawling demonic metropolis more than pure chaos, where the demon inhabitants have their own economy based off of the souls of the damned.

mfw I write a weird fetish porn comic series around this exact concept.
>>
Why was Joel's stream so late? I had 8 hours free and he starts about the latest he has done so far.

Question: if I wanted to made a little mod that changed some DECORATE properties, would the wad just have a single DECORATE file in it and nothing else?
>>
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Ok, finished watching the VOD.
Joel evaded every room I didn't trap him into and as a result he ran out of ammo and died in silly ways.
Also I'm 99% sure he played the first revision and not the updated one since he died in the cutscene and I did fix that shit along with an unpegged door at the end.

I'll try tweeting and emailing him and if doesn't reply I'll try the Vinebooru as a last resort, I don't want to sound too desperate but also need to clarify the whole thing. Seemed like chat got the wrong idea of it.
>>
>>4776946
Late? It was morning for me. Time Zones are fun, aren't they?
>>
>>4776950
>Joel evaded every room I didn't trap him into and as a result he ran out of ammo and died in silly ways.

There's nothing worse than watching someone play your map and have them consistently go everywhere everywhere that's full of rape and nowhere that isn't.
>>
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Doom vacation is quite.. something
>>
>>4776958
It was 4:45pm when he started, but by then I was preparing dinner and getting ready for dnd
I was waiting all day for that shit
>>
>>4776946
Well he is Swedish.
I missed the stream too, does anyone know if he played "adventurehell.wad"?
>>
>>4776967
Well, I just emailed and tweeted him about my map.
I was just about to use the booru too but people at discord told me the streamers hate it when one uses the booru to message them.

I really feel like I should clarify it's not like my map is actually 8 years old, I started from scratch when he announced the contest. 8 years ago I just made a noob room and that's it because I couldn't get into mapping.
I can't help but to think he got the worst impression of the whole map and it's background.
>>
>>4776495
Pretty sure Tim has said he likes the idea of adding Hunter.
>>
>>4776968
uh, wat
>>
Well, Joel replied to my mail.
He indeed played the updated wad so surely it must've been a mistake from my part, I must've gotten mixed up the filenames when saving. Careless from me.
>>
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Presto...
Shotgun Guy who fires more realistically

TNT1 A 0 {
A_SETANGLE(4*random(-4,4));
A_CUSTOMBULLETATTACK(5.8,0,7,random(1,7),"SmoothBulletPuffShotguy",1536,CBAF_NORANDOM);
A_PLAYSOUND("Shotguy/Attack",0);
}
SPOS F 3 BRIGHT A_FACETARGET


This shotgun zombie spins around up to 16 degrees in either direction before firing, then fires a spread of 7 pellets just like the player (would be damage multiplied against monsters to do the same damage to them too). Then faces target just so it doesn't look weird.

Player would still take about 28 up close, damage would be pretty hit or miss at a distance though as he could completely miss with the blast.
>>
>>4776695
High noon drifter
>>
>>4776575
Doom's? That's Petersen.
>>
>>4777052
There is a wad called Doom Vacation which is a map that is TC of a Duke Nukem Expansion pack.
Here if you touch the ladies they moan and give you ammo. In this case bananas.
>>
>>4776509
>>4776769
Oh another one would be High Noon Drifter, you get a radio pack that summons a bunch of ghost guns and they go around shooting shit up.
>>
>>4777056
Sorry to see he sped through your map dude. I'm sure your heart sank when he died in the cutscene.
>>
>>4777275
Kinda. You guys in these threads told me about the monsters still moving in the cutscene and indeed I fixed that, so I can only say I renamed and uploaded the wrong revision of the wad.

I know I shouldn't care about what will people I don't know say but that's a huge flaw in me.
At least I already explained Joel some things but seemed like chat really thought it was bad or something and misunderstood the 8 years thing.
I know it's not a winner by any means but I didn't want to seem THAT BAD either.
>>
why are the textures in quake so blurry? is that just how they look or is it a postprocessing effect?
>>
>>4777303
Type GL_NEAREST_MIPMAP_LINEAR in the console. Thank me later.
>>
>>4777324
thanks, looks nice and crispy now
>>
Why is the second half of Doom 2 so fucking boring?
>>
>>4777326
Because there is very little that can be done to vary Doom, it is very straightforward and formulaic and only so much can be done with the default engine. The game is much longer than it should be.
>>
>>4777328
I don't think so, there are plenty of great maps done within vanilla limits and with oldschool textures. Doom 2 just has the worst mapping, and they put all the good shit near the beginning. I love every episode in Doom 1 and nearly every level, the pistolstarts are flawlessly balanced and interesting, particularly EP2 & 3.
>>
>>4776930
link pls? also if you have any vore porn i'd gladly take that. their voice is kind of eerily sexy
>>
>>4777328
If that were the case the modding community wouldn't have existed this long, particularly vanilla maps.
>>
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>Playing Arcane Dimensions
>Choose the Swamp level
> I have a hard time
>Start to rage
>Died like a bitch several times
>Ragequit
>Come back a week later
>Manage to finish it
>Did it smooth and died few times
Why did I have such a hard time the 1st time? It was a long map but far from a nightmare.
>>
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>>4776930
>that pic
This makes my penis become the big penis
>>
Why in Doom 2016 multiplay can no play as doom man with bullet gun ?
>>
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>>4777378
Makes the penis go Quad Damage
>>
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>>4776426
The fact that Doom games even had that variety of textures and sprites reminds me of how series like Mario and Sonic had a variety of worlds, that made people think of all the cool shit you could make levels with, which is probably why Doom has so many fanmade maps
If the first Doom game had the same art direction as the reboot or Doom 3, it could have aged a lot worse if that meant levels being less colorfull or interesting
>>
>>4775728

The problem with Agony's portrayal of Hell is that the design philosophy was to make everything everywhere you look as fucked up as possible from start to finish.

That might sound good in theory but when the entire environment is like that you have no frame of reference and there's no rising sense of tension. It's just like "Oh look it's another wall made out of mutilated corpses."
>>
>>4777395
Doom 4 had pretty much the same level of variety (techbases and hell) as Doom 1 though
>>
>>4775806
>40k lore
mein neger

Now that I think about it, Cadia would be a fucking amazing setting for Doom. Right on the precipice of essentially the gateway to Hell with reality twisting and distorting on a planet rendered an eternal no man's land. Doomguy with a bolter and chainsword, different types of chaos spawn to fight, ohhh man it goes together like peanut butter and chocolate.

>>4775816
Something that Demon's Crest for the SNES thought of was there being a human realm and a demon realm. The human realm is the nice dimensions where humans live short little lives, but the demon realm is where immortal ghouls and gargoyles live, and the only thing keeping the demon realm from invading the human realm is the constant infighting.

Planescape also has an awesome rendition of Hell breaching the rest of the planes of reality. The Blood War is an ongoing interdimensional war between Baator (the classic Dante's Inferno vision of Hell with highly organized and cunning demons and a strict hierarchical caste-like social structure) and the Abyss (akin to the Warp from 40k. just endless, mindless chaos, constantly intense, extreme, and ever-changing). The Blood War must continue because those two planes are by far the most powerful planes of all, and if either side ever gains the upper hand and wins, then that would mean total doom for everyone. If Baator wins, everyone's thrown into a massive cutthroat society upheld by deception and treachery, but if The Abyss wins then the entire universe would simply be fucking devoured.

I haven't seen anything like that before, a war between two Hells.
>>
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>>4777410
>(techbases and hell)
I meant how those two were portrayed, though
>>
>>4776968

HOW DO YOU LIKE MY TAN LINES?
THESE DON'T COME CHEAP.
>>
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So are Revenants reanimated human remains, or are they their own demonic organism that just strongly resembles a human skeleton?
>>
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What's the legality on using music from the "Unreal" games?
>>
>>4777531
Taller demons killed in the manlet uprising and brought back to live with hellish magic.
>>
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>>4777531
They're the recycled remains of anything killed on the battlefield brought into the fray using demon magic/tech
Lore-wise, they should be the reanimated amalgamations of the various monsters, basketball boneman is just what we see in-game

Here's some concept art of a revenant that appears to be a shotgun-wielding marine sporting an additional arm cannon and the iconic shoulder-mounted missile launchers
>>
>>4777564
Where can i see more of that concept art?
>>
Can someone show joel that video on how to use the bfg properly
>>
>>4777568
I got if from here
https://www.doomworld.com/forum/topic/97980-cleaned-up-scans-of-adrian-kevin-reference-art/
Searching for more shouldn't be too hard though
>>
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>watching somebody play your map

It's like watching a child leave for their first day at school.
>>
Anywhere I can take a peek at credits for individual Deus Ex 1 maps? Like, who exactly did rooftops, for example?
>>
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>>4777590
>someone plays your map
>they're having a hard time navigating it when you thought it was fairly obvious
>>
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>>4777605
>they only ever play on UV and then say it's too hard
>>
>>4774989

I have a better idea

we do 32 high schools maps
>>
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>>4777612
>>
>>4777609
That shit kinda worries me when mapping. My method of balance is to assume that the player isn't pistol starting, but if they are balance it so I have a hard time on UV when pistol starting. That way all the bases are covered.
>>
>>4777609
Yeah I don't get this. I only play on UV but if it's too hard I just git gud. Unless it's something literally mathematically impossible or totally luck based (field run full of hitscanners) usually it's just a bad case of gitguditis.
>>
>>4777532
If you're not selling it nobody gives a shit.
>>
>>4777605
I know that feel. One guy made a video of how frustrating the level was laid out and couldn't seem to find the way.
>>
>>4777636
I know nobody gives a shit, but the cosmic litigious entity guarding the IDgames archive might :(
>>
>>4777625
>>4777628
I'm wanting to put different skill level selects into my mapset so it can put a pause on the autopilot of "gamestart - diff select - UV"
>>
>>4777367
>vore porn

Yes, but not in the context you're asking for.

sheelaandcyanide.itch.io
>>
>>4777612
I actually like this concept, but it had to be ruined by school shooters. Now you can't make a map based directly on a real building without being labled an edgy psychopath.
>>
>>4777652
>Sheela
Shit taste.
>>
>>4777652
>>
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So I was playing Project MSX. Sweet mod. I was at E1M2 and I was near the end. I've charged the punch at max, I jumped and punched the ground killing every enemy in the room.
That's just a beta and you can pull this shit.
>>
>>4777665
At least you've heard of her :3

>>4777670
Y-you're being l-lewd, vore-chan!
>>
>>4777642

The dude on idgames didn't seem to mind when I submitted DUMP 1 and 2, despite all the Unreal/Deus Ex music in there.
Hell, DUMP 2 even has actual copyrighted music, Santana's Smooth.
>>
>>4777660
Can't label us to any effect if we're anonymous
>>
>>4777693
sure we can

by posting here, ur a fagt
>>
>>4777695
He sure is
>>
>>4777695
don't hesitate to go back to the zdoom forums.
>>
>>4777691
Fair deal, I'll keep it in mind.
>>
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What do you think of Doom Incarnate /vr/?
>>
>>4777642
pretty sure idgames doesnt care as long as its a midi and not like a copyrighted mp3
>>
>>4777702
found the newfag
>>
>>4777328
I don't think that's true, there's plenty of good vanilla megawads that proves the opposite.
>>
>>4777410
Eeeh, kind of, sort of.
>>
>>4776903
What theory, that Joel is godawful with managing ammo?
>>
>>4777809
Joel is legitimately the worst Doom player I've ever seen BY FAR, it's so baffling, does he have brain issues?
>>
>>4777326
Because you always have a backpack, SSG and BFG, and there's no episodes or sense of progression
>>
>>4777812
I think he has ADHD or something.
Thing is, I've seen him play pretty efficiently, pressed into it, he can do decent enough, he just has all these bad habits (making bad saves), and don't have all the strats down.
>>
Joel is pretty bad when he does the Doom contest, but that might be because he's got so many to go through that he doesn't take his time at all. It's probably a whole mental game of "show map vs play all maps within a reasonable time frame". Though, he struggles with both.

Or, maybe he's just bad. ¯\_(ツ)_/¯
>>
>>4777590
>watching someone making mods of your mods

i feel proud, yet dirty

like watching my son get nipple piercings
>>
Is ColorfulHell + UV even possible?

The first time I tried it on the normie difficulty, I had an okay time until I encountered the Houndmaster guy. Not enough ammo in the world.
>>
>>4777825
can't you see that he does this because of fucking Views?
>>
Except they're not.At all.
I know that reading YT comments is far from a good idea but everyone bashing the mod for regenerating health and shield is while ignoring everything else is insane.
>>
>>4777660
Eh, I think if you justify it by making it look like demons took over or something it should be okay.

if you edit it so the monsters are very intentionally harmless civilians or students then yeah that's fucked up.

I work stocking pepsi cans so all day I drive around into all sorts of different buildings filling vending machines. i'm not an edgelord but I am autistic, and because of that I try to envision what architecture irl would translate to good doom levels. here's what I came up with:

courthouses, with each courtroom locked off by a key. you could be silly and have each progressive courtroom's "judge" range from chaingunner to archvile to cyberdemon

big hardware store. HUGE tall aisles. lots of cacodemons and pain elementals for height variation fun.

art gallery

historical museum. neat setpiece would be like a red keycard being behind a bulletproof glass display and having to crawl through the vents in some confusing fashion to grab it

cactus farm
>>
>>4777850
Just remember most YT commenters are kids or plebs. If you actually asked them why those things are bad they probably wouldn't have an answer. They don't know any better.
>>
>>4777850
>youtube comments are fucking stupid
water is wet
>>
>>4776867
Maybe you sent him an unfixed version.
>>
>>4776950
>>4776987
lol don't worry too much dude I bet a fuckton of the mappers are going to be fretting like this
just part of being creative, people are gonna fuck with your shit
so yeah don't feel too desperate, at the end of the day it's one map of 300 he's going through
>>
>>4777869
Correction. They think they know better and they answer you by saying you're salty or triggered and turn it political because they're obsessed with it.
>>
>>4777884
Yeah those ones are usually the kids. It's not worth getting upset over.
>>
>>4776858
This is nice, thanks.
>>
>>4775061
>Now there is something similiar. There is a mod that replaces all the weapons with the Doom ones. It's just a reskin but they have the same animations but they are smooth.
Tried that one, the more dramatical and elaborate pumping movements from Doom looked weird as hell with the fast firing nature of Quake shotguns. Frankly, if someone were to give them full animations, it would probably be better to design them after realistic pumping motions from real life shotties.

https://www.youtube.com/watch?v=SMJjZ2vzYzw
>>
>>4777285
the chat will always find the tiniest thing to rip into you for, and yeah of course they're gonna meme ya on the 8 years thing lol i think most people probably did get what you meant though

it's not easy being famous, huh
>>
>>4776950
Why did you include that line at the end mentioning how you started this 10 years ago?
>>
>>4777836
Colourful Hell tends to work better with weapon packs.
>>
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>MFW I found out Julie Bell, the artist who made that Wolfenstein 3D cover with shirtless Blazkowicz was a bodybuilder at the time.
Talking about being the inspiration of your art.
>>
>>4777680
>That's just a beta and you can pull this shit.
And it will stay a beta.
>>
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I am having trouble remembering the name of this one doom map, it was in a some kind of plant laboratory, there was a lot of orange and white and there was a piranha plant easter egg.
>>
>>4777901
More like "I tried to start this 10 years ago", I considered it part of the wad's story and also because that friend encouraged me to make maps, I never expected Joel was going to be so dumb he actually thought this was ready 10 years ago.
I already told him I started from scratch for the contest.
>>
>>4777845
If Joel really cared about views he wouldn't have made Tuna Tuesday a thing
>>
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Ok here it is
https://mega.nz/#!HgEE1JxA!FVh89dkIoyZtOdFTRYRWxsfM0_Qt9ovcRhsR05qHkK0
Babel (Monsters Only), compatible with probably whatever weapon packs you can throw at it. It uses a vastly simplified version of Babel's fear system in which a monster's fear states are scaled roughly to its HP and fear is spread by inflicting damage. While this gives compatibility with any weapons, it also means monsters can inflict fear on themselves by hurting other monsters, which is a bit odd. I haven't quite figured out a good fix for that yet but I've got a few in mind.
Numbers may not be that balanced for fear, but you can scale fear flatly with a setting in the options. All other stuff works as-normal, sync/chain is fully functional. Try it out, see how it is. I'll link a version on the main site once I get more kinks sorted out.
>>
>>4777910
bodybuilder girls are fantastic
>>
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>>4777935
She's as good as her art.
>>
>>4777930
Tried Babel lately. I'm really enjoying it so far.
Keep up the good work man.
I think you should make a mod page in a forum so you will get more attention.
>>
>>4777825
I think he thinks that constantly saving will save time, but it really doesn't because he saves in terrible places which forces him to replay the same segments a bunch of times
>>
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>>4777845
Yeah, he's no different from other run of the mill screamo type streamers that laugh obnoxiously at everything, he's really unfunny too.
>>
>>4777836
I beat UD with CH on UV (that's alot of acronyms). Probably easier than Doom 2 or PWADs because of the fewer enemy types though.
>>
>>4777949
I think Joel has the best intentions. He's a great guy but he doesn't know how to organize things properly.
If he wants to quicksave, no problem but he better do it in a safe place instead in the middle of a fight.
>>
>>4777957
Did you have any outstanding difficulties?
>>
>>4777943
I'm not really interested in that, but thanks anyway, I'm just not really a fan of forums in general. It's that same reason I tend to release different mods for different games under totally different names. This mod was made primarily for me, since I wanted a mod like it and one didn't exist that fit what I wanted. I posted it here because despite feedback sometimes being scarce or a bit bullshit, it's also mostly unfiltered and hopefully not skewed by a perception that the mod is made to compete with other mods. I won't get that on ZDoom's forums, based on my last ~10 years of lurking there.
>>
>>4777898
I hope, thanks man.

>>4777876
Yeah, that's the conclusion I came to, surely I made a mistake and renamed the wrong file which was what he played. It was my bad.

>>4777882
Yeah, at least it didn't look a lot like a babby's first Doom map and he said he liked it in the end.

>>4777809
Exactly. I tried to go a little overboard with shell boxes anticipating he was going to need them and still ran out. I also think I hid the first secret a bit too well, just a liiiittle misaligned texture in the literal blood room leading to a backpack he WAS GOING to need.

>>4777275
I can understand that, going through almost 20 maps in three hours and having to play almost 300 in total. As long as he acknowledges those things and also plays certain maps again offline I guess it'll be fine.

Thanks again for your comments people.
I'll pay more attention to Out of the Silent Planet but this time there's not going to be a contest putting me under pressure.
>>
>>4777910
>>4777937
She coulda been a model for a Frazetta painting.
Was she?
>>
>>4777715
haven't played it, how does it compare to say, Kriegsland?
>>
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>>4777590
I hate this feeling
People get lost or confused and it's my fault
>>
>>4777930
Your enemies always were tough, but mixed with LegenDoomLite and Champions, suddenly they're monstars.
>>
>>4777990
I'm legitimately surprised Legendoom Lite works at all with it, but I suppose I shouldn't be.
>>
>>4777991
far as I can tell it restores their health and puts them into a sort of berserk Fast mode, the pinkies especially become nigh-unstoppable terrors if they're in a legendary bullrush
>>
>>4776658

At 320x200 your brain is able to fill in the missing details. Above 640x480 you realize that nothing's actually there where you were filling details in originally.
>>
I've hosted co-op Doom in the past, either through GzDoom or in Zandronum with Doomseeker, but it's been months, and even with all the ports forwarded and firewall exceptions, I'm getting pic related these days.

Any ideas?
>>
>>4777670
man that pic was disappointing
>>
>>4777993
Heh, I gotta try that. Sounds like fun to me. Champions was a great little addition and even works with the full mod, but got a bit nutso if you didn't have one of the more powerful weapons. Now that I can slap Term's booster mod or whatever on it it might tilt itself back into some kind of pseudobalance.
>>
>>4777980
>that DFC
holy shit yes
>>
>>4777984
yeah i will always shoulder the blame myself, until it becomes blatantly obvious that something is just bad
i think it just requires a bit of empathy, to consider the author's intentions and such
>>
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>>4777951
you should rename it to 'gamma ray'.
>>
>>4778003
i didn't think people were into dfc when it's not on lolis...
>>
>>4777990
Lambda is a neat mod, and the lack of filtering reminds me of the time everyone used the original HL instead of Source
>>
>>4778018
light muscle/toning + flat chest is GOAT dude
>>
>>4778003
that's a great filename.
>>
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>>4777405
Yeah the most agonizing part of Agony was trying to make sense of the environment since everything well looked the same. No pun intended
Also if going by Doom proper and Dantes inferno Hell has multiple environments. There would be areas that would resemble putrid swamps, cold/frozen areas and places like the capital controlled by demons that would be Gothic in architecture with the usual blood, gore and sacrifices. Not to mention a ridged caste system with demon constantly trying to one up each other.
>>
Maybe going to Hell won't be so bad?
>>
does joel use the fucking mousewheel to switch weapons or something??
>>
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I wish I had Rekkrdude's godlike work ethic so I could do something similar, but instead of Nordic/Celtic mythology, it's based off of Hindu mythology.

MECHA SHIVA
>>
>>4778051
I do. or used to, until my mousewheel broke a couple months back. kinda used to not having it on me though. really exerts the memory muscle when performing certain actions.

sucks to have lost two very useful extra buttons at hand's reach, though.
>>
>>4778067
>>4778051
I used to mousewheel early on in gaming until pro Q3 beat the shit out of me and taught me to bind weapons to Q and E and R and all that.
>>
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>>4777531
>>4777564
I thought the revenant was a failed attempt by Hell to create a Terminator/Nemesis esque infiltrator to go behind enemy lines and wreak havoc.
Only it failed horribly as the clones were heavily corrupted by the very fact of being in hell so they used stolen/given by collaborators cybernetic tech and turned into what they are.

Speaking of which this was scrapped doom 4 monster what do you think it was?
>>
>>4778080

>Speaking of which this was scrapped doom 4 monster what do you think it was?

Mancubi slot.
Seems slow moving, two arms with powerful guns...but it's not fat.
>>
>>4778023
that's just a man.
>>
>>4778080
seems like a chaingunner analogue actually

or maybe what the other anon said
>>
>>4778063
Designated shitting wad?
>>
>>4778091
shut up
>>
>>4778094
POO
O
O
>>
>>4778080
Reminds me of a Q2 Gladiator.
>>
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>>4778051
That's actually super common.
>>
>>4778096
YOU'RE MASTURBATING TO MEN
>>
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>>4778106
>>
>>4778116
This man is a mess, even Vinny who's DSP-tier is better than him.
>>
>>4778091
with a vagina and the physic of a woman?
>>
>>4778113
Stop thinking about masturbating to men, anon, people could get a wrong idea here.
>>
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I wanna make a little map to get back into the groove of things before our next mapping competition starts. Give me a theme to work with.
>>
>>4778136
Atlantis ruins.
>>
>>4778136
jungle ruins
>>
>>4778136
hell ruins
>>
>>4778023
>>4778091
>>4778096
>>4778113
>>4778135
I made this in MS Paint for you.
>>
>>4778136
ruins ruins
>>
>>4778148
kek
>>
File: Teleporters.webm (2.86 MB, 720x404)
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>>4778136
Some weird shit like this.
>>
>>4778152
Now you're thinking with portals!
Also holy shit that's cool.
>>
>>4778136
A map with a dual world mechanic that constantly transports you from a ruined temple in the modern times to that same temple except now pristine in ancient times.
>>
>>4778156
It's got a few drawbacks, mainly if you enter it facing the wrong way the transition isn't smooth at all. But surely there's probably a way to fix that, or at least do something similar.
>>
>>4778136
A flooded underwater tunnel that has you fight in the flooded tunnel itself, and then fight at the bottom of the ocean.
>>
Guess I'm doing ruins.
>>4778152
My IQ isn't high enough to do something like that.
>>
>>4778159
now that sounds cool
>>
>>4777996
Says you!
>>
>>4778159
Makes me think of that Going Down map. Always a kickass concept!
>>
>>4778163
It's surprisingly easy.
>>
>>4778148
It's not the muscles, it's the flat chest.
>>
>want to make a mod which essentially uncaps your ammo, health, armor so you can pick up everything
>health works fine
>armor bonuses work fine
>green and blue armor still cap at 100/200%
>ammo caps at normal figures
>ok
>replace shotgun ammo with my own shotgunammo
>shotgun doesn't use it
>replace shotgun with my own shotgun to use my ammo
>current ammo is uncapped, but the ammo count on the right side reflects the original shotgun
>okay
>no idea how to even change that

the armor is a nightmare too. No matter what I do, the game rejecst armor.maxarmorsave on basicarmorpickup

I could make two new armor bonus items that grant 100/200%, but then they wouldn't grant the unqiue damage reductions
>>
>>4778152
Hah, I was just about to make a test map like this, but now I don't have to.
>>
>>4778206
>I could make two new armor bonus items that grant 100/200%, but then they wouldn't grant the unqiue damage reductions
Use inheritance.
>>
>>4778223
I have been, but BasicArmorPickup doesn't support Inventory.MaxAmount or Armor.MaxSaveAmount

I am willing to accept I'm fucking it up somehow
>>
>>4778231
No, inherit from your own armor bonus.
>>
>>4778163
It's really not that hard, what's hard is making it look good.
>>
>>4778239
woah, made me feel kinda sea sick
really wanna try doom in vr
>>
Can someone tell me why I get this error when I try to run GZDoom with the ketchup mod?

Script error, "ketchupV5.pk3:decorate.blood.txt" line 545: Expected ',', got 'l'.
>>
>>4778249
you may need to update your gzdoom
>>
>>4778249
>marko still hasn't fixed this
https://mega.nz/#!K8NXgBZK!-dYeAczMHjH9KMvNsANQspTXZaa5DCfTkzsEVuIPzd8
Here, this one is fixed.
>>
>>4778239
That's fucking rad as shit. Can't wait to see what you can do with that, so imagine if you cooked us up a megawad. Even better? Try doing that in the Build engine.
>>
>>4778267
>Can't wait to see what you can do with that
Sadly not much, I'm a godawful mapper but I know how to read the docs and get weird shit to work. Portals also don't work well with AI stuff, but they're still neat for certain effects.
>Try doing that in the Build engine
If I ever made a Duke 32 level I think it might give people serious brain trauma.
>>
>>4778272
If it's worth giving people serious brain trauma, then go for it.
>>
>>4778280
Eh, I'd do it in Doom first. I've just never been that great at level design. Or rather, level detailing. To me all levels play the same regardless of if they're '94 styled or 2018 styled in terms of visuals, so when I'm making a level it's often difficult to know what to change once the gameplay is made. Now I mean if somebody else needed some examples of how to make this shit work I could probably help but outside of that my levels are pretty boxy. I have more fun modding anyways.
>>
>>4778289
A deathmatch map with portals could be your stepping stone.
>>
>>4778293
I did that WAY back in the day before I knew how to make portal visuals. I used to make maps like that for TimeSplitters as well, oddly enough.
>>
If you have a custom weapon that uses new ammo, how would you add it to the HUD?
>>
>>4778295
The moment you figure out or look up mapmaker glitches for Timesplitters, it's like a whole new world
And a lot of stuck bots
>>
>>4778301
You have to make a new HUD.
>>
>>4778302
I knew a few, but mostly I just used the portals in Future Perfect to make all kinds of maps that wrapped onto each other. Though my best map according to people I knew was this map with 4 towers and some midair platforms. Played very fast and lots of angles of attack.
>>
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*notices you pick up literally any item*
*teleports 20 monsters behind you*
heh... nothin personell kid
>>
>>4778262
Yup, that did it. Thanks.
>>
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I need your cringiest anime wads. Or any shit in general.
>>
>>4778321
My anime wads are too cringy for you, traveller.
>>
>>4778321
myhouse.wad
>>
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>>4778329
Wad seller, I tell you I MUST have your cringiest wads!
>>
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>>4774386
PROPOSING THIS IMAGE FOR THE OP IN THE NEXT THREAD
>>
>>4778242
I really want a mod for Doom with full VR motion controls.
>>
>>4774386
Is there a Doom mod that remakes Doom (2016) in the original Doom engine? As in same levels, same weapons, etc., but all redone in the Doom engine.

I already have tried Doom 4 For Doom, but that's just weapons and a few other things, and not an actual remake/demake.
>>
>>4778353
no, d4d/d4t are gonna be the best you can get atm
i dunno if someone has made bits of levels from it though
>>
>>4778353
>As in same levels
Why on earth would you want that?
>>
>>4778357
Which is better? D4D or D4T?
>>
>>4778359
Why the fuck not?
>>
>>4778051
What's wrong with that?
>>
>>4778360
d4t is pretty much a lighter version of the wad
not better or worse
>>
>>4778353
Saw someone remaking one of the levels. No comprehensive mod is done or in the works though.
>>4778367
Aren't they completely different beasts?
>>
File: Dumb portal test map.webm (2.95 MB, 1050x590)
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https://my.mixtape.moe/uztobr.wad
In case anyone wants to pick apart the magic. Stacked sectors are also always that janky, yes
>>
>>4778353
NuDoom has too much verticality.
>>
>>4778365
because he keeps flying though the weapons sometimes and keeps missing what he wants while he's shot
when you could. y'know, press a button and instantly get what you wanted
i mean it's just objectively worse from a purely gameplay standpoint?? man i didn't think anyone used it

>>4778370
well they're originally from the same guy and d4t spawned off from d4d, but yeah they have different goals
d4t is also made to work with mobile and maybe zand too i think
>>
>>4778373
awesome thanks for this
>>
>>4777832
Yeah, this.
He wants to show as much wads as possible, so he just runs through them all.
Same with his Doom Mod Showcase, except I guess it's even more extreme there, since he has a list of wads and he has to show them all in one stream.

Makes me really wish he would one day just sit down and stream just ONE wad! Like maybe have his community choose him a good megawad and just have Joel play that for couple of streams until completion. No rushing, just normally playing.
Or maybe not even a megawad, but something shorter, in the ~5-10 levels category.
Maybe it could even be something unusual, like Daytime Drama or Unhinged.

Just have him play ONE thing and not rush.
>>
>>4778353
>in the original Doom engine
Nope
>>
>>4778381
uac ultra perhaps
>>
>>4778378
No problem man, these tricks aren't that hard to get working but there's a severe lack of examples. You may need the page on polyobjects for the moving portal though.
>>
>>4778321
Demonsteele.
>>
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>>4778347
2nd.
>>
>>4778375
> press a button and instantly get what you wanted
That's only viable for buttons 1-4.
If you want to get later weapons you'll have to take your fingers off the WASD, which are also a really bad idea in the middle f a fight.

> i mean it's just objectively worse from a purely gameplay standpoint??
Not really, no.
Besides, mouse wheel doesn't just scroll freely. Like, you can actually feel the "tics" while turning the wheel, each "tick" is changing to the next weapon, so two "tics" is skipping the next weapon and changing to a weapon after that.

> man i didn't think anyone used it
Dude, almost everyone uses it. Especially those who doesn't play much. It's just the most logical and simple way of changing weapons.
>>
>>4778347
Sure, alright.
>>
>>4778363
People are spiteful about the arena-focused combat design, which the developers outright state were pretty much built with a sort of multiplayer mentality for mobility in mind. Personally the arenas did get tiresome, but the rest of the level design was fine besides points of no return in a collectible-encouraging game.
>>
>>4778395
>That's only viable for buttons 1-4.
Damn Anon you must have short fingers.
>>
>>4778406
Well, I CAN reach the 5 atleast.
But still, it's just inconvinient
>>
>>4778395
>That's only viable for buttons 1-4
I guess this depends on your fingers and keyboard size because i can still hit 1-6 easy enough with only removing one finger, and past that i can still keep one finger on the movement keys

yeah i guess the tics will help a lot after you've got that muscle memory down

i mean i can imagine less experiences players using it sure, and maybe more experienced people use it than i thought because it requires a little less effort and it probably doesn't make much of a difference unless you're playing quite a hard wad

and i dunno, to me it seems more 'logical and simple' to hit a button to get a weapon i want, rather than scroll through to it, especially since a lot of scroll wheels can be kinda loose if it's not a decent mouse

but uh yeah, glad it works for you then.
>>
>>4778416
Well, I kinda use a mix
Like I mostly use wheel, but I also use 1-3 buttons, sometimes 4.
So if I want a fist or a shotgun I'll just press the button, but for other weapons I'll scroll.
>>
>>4778426
Makes sense. I used to mostly scroll in games but changed at some point.
>>
>>4778416
Removing one finger can mean death, maybe you're fighting a monster who will kill you the nanosecond you stop moving to the right for example. Custom bosses tend to do that a lot.
>>
>>4778321
>>4778329
>>4778343
Don't understand the appeal of potion seller but I love it
>>
>>4778347
>Duke Nukem 3d not invited
exclusively doom engine is it
>>
>>4778347
>90s FPSes.gif
u wot
>>
i recongise this but have never really had the issue, if you are any good it's not really a problem, your two fingers can pretty much manage any movement you need in that split second of switching
if you need to hit something past 4 while moving right, and you literally can't stop, you can seamlessly switch out your pointer finger for your ringer finger
>>
>>4778347
>forgetting the greatest id tech 1 game of all, HacX
For shame!
>>
>>4778451
woops, for
>>4778431
>>
>>4778321

Traveler, do I have a fucking fun romp for you.
You want shitty anime? Let me give you my personal favorite shitty anime mod.
https://www.dropbox.com/s/exrwovarjsdc8en/Swan_Fox_DOOM_V2.4.wad?dl=1
https://www.dropbox.com/s/ltvqbgck9401onx/SwanFox2.wad?dl=1

Might not run in GZDoom, load in Zandronum with Skulltag actors/data if so.
Have fucking fun, mate, this shit was a personal inspiration to me.
>>
>>4778395
>If you want to get later weapons you'll have to take your fingers off the WASD, which are also a really bad idea in the middle f a fight.
This is why you rebind guns to QERF.
>>
>>4778080
> this was scrapped doom 4 monster
no it wasn't. that's from a mod. look at the date dingus
>>
>>4778461
Q: 180 degree turn
E: use
R: reload
F: melee

nope those are all taken sorry
>>
>>4778464
>R: reload
>F: melee
both of these can go on your mouse if you insist on playing games with reloading
>Q: 180 degree turn
what the fuck?
>>
>>4778468
>both of these can go on your mouse
you think i got money to spend on some fancy mouse with all the buttons?

>what the fuck?
hey it's a bind in the gzdoom controls dont blame me
>>
>>4778461
No, that's awful
E is for Use
R is for Reload
QF are for modded stuff, like granates, mines, flashlight...

>>4778468
> both of these can go on your mouse
Mouse is busy too
Right click is alt-fire
Wheel Press is to use the inventory item
My mouse also has "Forward" and "Back" buttons, I use them to scroll through the inventory.
>>
>>4778470
well, what do you use your M1 for?
>>
>>4778472
strafe left
>>
>>4778470
>you think i got money to spend on some fancy mouse with all the buttons?
put them on mwheel up and down
>hey it's a bind in the gzdoom controls dont blame me
so why not CHANGE THE BIND
DO YOU USE THE KEYBOARD TO AIM, TOO

>>4778471
What are you gonna be doing more often, reloading, using, or changing guns? Bind keys accordingly.
>>
>>4778475
>DO YOU USE THE KEYBOARD TO AIM, TOO
what do you use then, smart guy?
>>
>>4778475
>DO YOU USE THE KEYBOARD TO AIM, TOO
no now i have a separate numpad extension
>>
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>>4778479
>>
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>>4778482
>>
>>4778475
> What are you gonna be doing more often
It doesn't matter
Besides, atleast in Complex Doom grenades and mines (especially mines) are used a lot.

> Bind keys accordingly.
No, it'll be inconvenient
I'm already used to Mousewheel up/down and numbers changing guns. No reason to change that.
>>
>>4778468
Is 180 turn not an original Doom.exe function? It's in PrBoom too so I assumed it was standard.
>>
>>4778490
i think what i read was, that old school doom deathmatchers began using a custom bind to do the 180 its popularity lead to its inclusion in ports

i think.
>>
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>>4778456
Thank you wad seller. I will report back after I have consumed your wad.
>>
>>4777927
>More like "I tried to start this 10 years ago", I considered it part of the wad's story and also because that friend encouraged me to make maps, I never expected Joel was going to be so dumb he actually thought this was ready 10 years ago.
Lol. You said quite plainly that you started it 8 years ago. He's not dumb, you just made a mistake and wrote something that could be easily misinterpreted.
>>
>>4778456
Why I'm playing this at close to 2 in the morning I do not know, but that thank you for posting this, anon. It is excellent.
>>
Dangerous.
>>
>>4778553
holy shiiiiiit now imma have to check this out too
>>
>>4778557
>>4778553
the legend of swan fox lives on
>>
>>4778535
I also said back then I made a couple of rooms and gave up because I couldn't graps map making back then. This one was made from scratch so it's more like "the idea was born 8 years ago" but yeah, my mistakes were not being clear with what I said and uploading the wrong file, I can admit everything was my fault.
>>
>>4778094
So just Natures Call?
>>
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>one unit whole blood just updated on steam
what do they mean by this?

and also kingpin for some reason but who cares
>>
>be DoDguy
>see Joel is making a Doom contest
>develop a map based on older ideas
>be hype for weeks as your turn finally comes around for Joel to play your map on stream
>send him the wrong file
>he uses up all the ammo despite your playtesting
>he thinks you made the level 10 years ago
>his poor performance means chat doesn't like your level

so, how was the experience, DoDfag?
>>
>>4778710
He already made lots of post about that in this thread,come on.
>>
>>4777531
They were meant to be worse, but the flesh of each one rotted away as they waited eons inside monster closets
>>
>>4778452
what? It's in there
>>
Playing Quake through QuakeSpam now for the first time since when I was like, 5.

The particle effects for blood and impacts, were those always circular? I could have sworn they were square, but I guess it could be the resolution or the source port.
>>
>>4778790
Round particles were added in GLQuake, which QS is derived from so it keeps the behavior. Stick the line
r_particles 2
in your \quake\id1\autoexec.cfg file.
>>
Y'know I'm surprised with all the faithful recreations of modern sequels to old FPS games in the old Doom engine, that no one has tried to make a mod based on Shadow Warrior 2.

>>4777531
From the manual: "Apparently when a demon dies, they pick him up, dust him off, wire him some combat gear, and send him back into battle. No rest for the wicked, eh? You wish your missiles did what his can do."
>>
>>4778797
Also, I forgot to put r_particles 2 in the OP infographic. Fuck me.
>>
>>4778797
Damn, that was quick. Thanks man.
>>
>>4778815
HUH never sleeps.
>>
>>4778018
It looks best on slender and petite girls and lolis IMO.
>>
>>4778825
what IS that sound even meant to represent?
it's way too pronounced and deep to be a mere grunt from exertion. maybe it's the low bitrate?
>PHWOO
>>
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Why is Satan never a character/boss in any of the Doom games?

I mean, it would make sense. Fucking Wolfenstein has Hitler.
>>
>>4778838
HUH.
>>
>>4778289
>Now I mean if somebody else needed some examples of how to make this shit work I could probably help but outside of that my levels are pretty boxy
I have the opposite problem, in that I make terrible layouts and just doodle out detail and stuff.

If we worked together, maybe we could accomplish something.
>>
>>4778839
I kind of assumed the Baphomet was intended as Satan in Doom 2.
But maybe in Doom, Satan is less of a demon of meat and bone, and more of a demonic influence that guides things to evil in the corporeal realm.
>>
>>4778825
keep on bhoppin'
>>
>>4778847
>Baphomet

Baphomet isn't in any of the Doom games either.
>>
>>4778847
>and more of a demonic influence that guides things to evil in the corporeal realm.
That was implied in Doom 3 and 4, too
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>>4778440
Those are iwad titlescreens, hence why Harmony and Square are in there, despite being not 90's.
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>>4778856
The big guy with a hole in his head, he's sometimes informally called the baphomet by people.
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>>4778838

Really? That's kind of exactly what I'd imagine a huge exerted leap would sound like.
Or maybe I just got used to it in Quake and so I subconsciously do that in real life now.
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>>4778839
I figure it's because the Hell of doom is a space of altered reality (think Lovecraft) rather than anything biblical or magical.
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>>4778464
>>4778468
Back when I played Doom with WASD I used spacebar for use, and E for zoom (if it ever came up), then binding reloading and altfire to the thumb buttons on my mouse.
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>>4778861
That's not who it is though, its just some random demon.
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>>4778798
Probably because Shadow Warrior 2 had, A), absolutely fucking bland level design, and B), wasn't really that good overall. Aside from a few guns and maybe an enemy or two, I'd much rather see people pay attention to SW2013
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>>4778868
But people still call him that.
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>>4778395
i don't think it works very well in doom because in doom switching weapons has a long delay
i think the mouse wheel is only viable in games where weapon switching is instant so you can flick through them
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>>4778561
well fuck.
Someone quoted the newspost and mentioned a minimod and gae a link, I assumed the link was to the minimod.

>>4774391
Hopefully the next person to make the OP can kindly remedy this
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>>4778875
But that's not what it is, its just Romero's self insert otherkin.
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>>4776968
CUTE
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>>4778881
Now listen here...
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>>4778886
The backwards dialogue literally confirms it you dink.
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>>4777981
Let's just say it's pretty much scales up the Nu-Wolfenstein gameplay up to 100.
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>>4778887
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>>4778887
it doesn't confirm anything about "self-insert otherkin". that's your own interpretation, you snivelling deviant.
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>>4777910
>>4777980

She's Boris Vallejo's wife.

And she's almost 20 years younger than him.

I honestly can't decide which of them was slaying harder.
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>>4778904
That explains a lot.
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>>4778898
>>>When encountered, the Icon of Sin will appear to say something in a bizarre, demonic language, but when played backwards it actually says "TO WIN THE GAME YOU MUST KILL ME, JOHN ROMERO
>>
What mods make Doom 3 not shit?
>>
>>4778914
No mods can do that.
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>>4778871
Not him, but I've played the SW remake and thought the level design was very empty and linear. Also the enemies would "spawn horde" you every time you enter the next section of the map, like every area is completely empty until a portal pops out and starts spawning monsters. Besides the secrets and maybe the combat, all I can say is that it was too damn linear for my liking and its reliance on spawning enemies made the game feel empty. I feel like this game has much in common with Duke Nukem Forever in that regard.
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>>4778871
You've obviously never played Shadow Warrior 2.
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>>4778910
and that's supposed to prove he's some kind of furry trash? i don't think so, Fenrir.
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>>4778919
>Otherkin automatically means furry

Retard
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>>4778272
static portals play well enough with doom AI, it's the non-static ones that they refuse to deal with
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>>4778910
You realise Romero only recorded that because he found out the other devs had put his head on a stick.

It wasn't Romero's idea for his impaled head to be the icon of sin.
>>
>>4778931
That's besides the point, dipshit. The point is that Romero is the Icon Of Sin.
>>
>>4778914
Flashlight mod.

>>4778916
It wasn't flawless, but I think it was a lot better than its sequel.
Yes, environments were way too copypasted a lot of the time, and progression was rather linear (not that there's anything wrong with that), but I think that as it is, it's an ok campaign.
The story and characters (not that it's revolutionary or anything) was also far more interesting.

>>4778918
I did, and I beat it, and I did not think it was particularly good.
For every step forward that SW2 took from the previous game, it took two step backwards.

Like how in SW13, the levels look needlessly similar aesthetically a lot of the time (everyone buys the same furniture, it seems), and while SW2 has more varied environments, there's seriously like just 8 or 9 maps recycled endlessly throughout the game.
Once you've played the city levels two or three times, you've seen pretty much all the city levels have to offer, but you still have 20 more missions here, and get used to that same street and that same plaza, you're going to see it a lot.
This goes the same for the town levels, and the wilderness levels, there's like a handful of map chunks for each tileset that gets recycled, and the game has extremely few unique environments. This is not good level design.

For enemy design, the sequel looks more varied on the surface, but in fact is far less varied, because many enemies are just repackagings of the same behavior (and even animations).
Meanwhile, while SW13 didn't have the widest gallery of monsters, they all each did their own thing, there was the flying fucks (there are no flying enemies in the sequel), there's the plague bombers, there's the big demon with the axe, and the charging demon with the weak spot on his back.
The charging demon has his graphics recycled for the sequel, but his actual unique behavior isn't, he doesn't do the charging thing, and you can just shoot him wherever, he does NOTHING different from most of the other enemies in the game now.
>>
>>4778920
Let's be real, there's not worthwhile difference.
>>
>>4778871
>>4778936
Hey man, I didn't think the level design was all that stellar either. But Lo Wang handled well, and I liked the bosses.

Like, fuck the whole SW '13 vs SW2 thing, just talking about the modern Shadow Warrior games in general I'm surprised they didn't leave enough of an impression with someone who wants to make a Doom mod.
>>
>>4778936
>>4778947
Also I REALLY hated that charging demon, fuck that guy and his tedious bullshit.
>>
>>4775728
I find it kind of ironic when people complained that NuDoom was generic sci-fi, but insinst on hell being more edgy, as if that isn't also cliche.
>>
>>4778947
Speaking of that, are there any similarities in SW'13 / SW2 gunplay and Demonsteele?
>>
>>4778947
>I'm surprised they didn't leave enough of an impression with someone who wants to make a Doom mod.
It did a little on me, conceptually.

I don't even outright hate SW2, there's aspects about it which I really liked, such as the weapons (I loved the chainsaw, Carl Gustav rocket launcher, and the skeleton machinegun), but it's just that a lot of the things I really loved in the previous game, were gone, or the sequel somehow shits on it.

>>4778949
He was good though, he forced you to stay constantly mobile, and if there were two of them at once, you were up for something REALLY hard, that arena fight near the end is SO intense on hard difficulty.
>>
>>4778374
They could theoretically do "as close as possible" equivalents.
>>
>>4778904
I wish there were more people like them and Don Punchatz,the creator of the original Doom cover(RIP),to make modern FPS covers.

Modern covers are like "slap main character with a weapon casually walking or standing at the centre of the cover".It's boring,a cover should make you want to buy the game.

Yes,Shadow Warrior and Duke Nukem kinda fall in the same category but at least there was much more.
In DN3D it was during the action with an explosion behind the protagonist while the latter is shooting at an enemy.
In SW it was the end of the battle,with the protagonist holding the enemy's head with a red background and the yin and yang behind the protagonist.

Or go for something simple like Quake and Blood,which fit with the mood of their games.

It's just baffling that for Nu-Doom they didn't go for the the cover used for the Switch port right off the bat.
>>
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Speaking of Julie Bell before.The original Doom 2 cover was painted by her.But they didn't like how the Cyberdemon looked so they decided to change it.
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>>4778374
>verticality
3D floors, my man.

>>4778983
>It's just baffling that for Nu-Doom they didn't go for the the cover used for the Switch port right off the bat.
I'm going to assume that was Zenimax pushing strongly for the first cover, finally budging for the reversible cover, thankfully.

But yeah, I do miss more exciting covers.
Like, look at Rise Of The Triad, three of the heroes fighting off oncoming enemies, or looking at Powerslave, the hero emerging from deep water, escaping rabid piranhas, entering an even more intense battle, besieged from all directions.
I wish I could find a high quality version of the Powerslave cover art. I mean look at how colorful and dynamic it is, full of detail, action and excitement! This is a fucking videogame cover, my dudes.
>>
>>4778985
Gonna be honest, not her strongest work, the resulting Doom 2 cover was a much better painting, IMO.
>>
I think the biggest FPS cover related tragedy might be the unused D64 cover
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>>4778969
>that arena fight near the end is SO intense on hard difficulty
I played it on hard and found those enemies to be fucking bullet sponges. It wasn't just that they ate a lot of ammo either, the hitbox detection for that weakspot just felt off. That last fight drained my ammo constantly and I kept having to cheese it with the sword.

>>4778985
Cybie looks like a fucking pug in that image.
>>
>>4778994
I think it's still looks great.Not cover art material.
Ironically the Doomguy looks more similiar on how he is in the game here.
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>>4778985
Doomguy looks like Reb Brown in this image
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>>4778993
What was it?
>>
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>>4779002
This one.Sorry for the quality but the others were too small
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>>4779007
Wasn't there one in better quality in our booru?
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>>4779007
That's pretty cool but unfitting of the moody atmosphere.
This would make a better Doom 2 boxart though.
>>
>>4778947
>>4778964
I think SW '13's swordplay was a big inspiration for demonsteele
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>>4779010
I think the Doom 2 box art is kind of hard to beat.
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>>4779010
Feels like they wanted to combine Doom 1 and Doom 2 covers.
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>>4779020
Doomguy's hair here still baffles me. In the Doom 64 boxart I can easily recognize him there.
God I wish more people would keep Doomguy with his helmet on though.
>>
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>3.0.0 runs better than ever
>Heretic, Hexen and Strife all play fully
>total bro devs dedicated to their craft

Can we all agree that Chocolate is the best source port?
>>
>>4779026
I like that silly 90's buzzcut, I want someone to make a skin based on the Doom 2 cover.
>>
>>4779058
For pure vanilla compatible with modern systems? Yes, it's excellent for the original games in their standard forms.

Boom/PrBoom+ is a great option for the fact of it letting you play much more advanced maps, and a few quality of life options, like resolution, etc.
>>
>>4778983
He's firing the gun because it's cooler than not firing a gun, but what could he possibly be shooting at? Nazi chandelier?
>>
Watching yesterday's stream. That switch level was amazing. You think they really did it in the month?

I'd hate to have my map follow something like that beast.
>>
>>4779060
Not really a skin but there is a mugshot that resembles the PSone Doomguy who shares the same haircut
http://www.moddb.com/games/doom/addons/psone-cover-art-doomguy-mugshot
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>>4779058
My eyes got cut by all these jaggies.
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>>4779080
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>>4779093
Listen here you little shit.
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>>4779026
>God I wish more people would keep Doomguy with his helmet on though.

Try drawing it in full detail, no shortcuts.
It's a pain in the ass, you think it isn't but it just somehow is. There is a reason it got simplified.

Also, I think the Doom 2 cover art is better because it looks more......I dunno, "mature"? It looks like something you'd see in an art museum, it's that same style of painting.
>>
>>4778983
Why does that Nazi have an M-16?
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>>4778347
THERE IS A CHEX QUEST 2-3!?!
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>>4779126
Chex Quest released as a singular episode, 2 & 3 added the other two.
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>>4779102
one with what looks like straight casket mags no less
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>>4778985
>>4778994
that Cybie looks a lot like the Motorhead mascot
>>
New thread.

>>4779152
>>4779152
>>4779152
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>>4778964
in terms of gunplay, no

in terms of swordplay, absolutely, the influence on demonsteele is very blatant, demonsteele is like sw2013's sword strikes but even faster
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>>4778892
wish my laptop could run it...
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>>4779068
>but what could he possibly be shooting at? Nazi chandelier?
holy kek
>>
>>4774958
I swear I still see this shit in modern day UE games, it's hideous and glorious at the same time




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