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/vr/ - Retro Games


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4541384 No.4541384 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4533871

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
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

== 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

>> No.4541391

=== NEWS ===

[01-23] Anon release; Main UAC Hangar demo
https://forum.zdoom.org/viewtopic.php?f=42&t=53887

[01-22] Babel updated
https://babel-mod.neocities.org/

[01-17] Anon release: gp.wad, requires cc4tex
https://www.dropbox.com/s/jvcy01vckqejdpv/gp.wad?dl=0

[01-15] Quake Champions Doom Edition trailer + release date "02-10-18"
https://youtu.be/ccM_t9vv3Ek

[01-15] La Tailor Girl updated to 1.3
https://forum.zdoom.org/viewtopic.php?p=1036072#p1036072

[01-14] Latest version of Cyberpunk Shootdown re-uploaded
https://www.dropbox.com/s/m1837juflyi2u0e/cyberpunkshootdown-v4.2.pk3?dl=1

[01-14] Anon wants to make music for your map:
>>/vr/thread/4521250#p4522475

[01-14] Smooth Doom update
https://www.doomworld.com/vb/post/1837660

[01-13] Crispy Doom 5.1 released
https://www.doomworld.com/vb/post/1837447

[01-13] Doom LMP Uploader: encode/upload demos to youtube
https://www.doomworld.com/forum/topic/98777-doom-lmp-uploader/

[01-12] Nuclear Chunks: a new Plutonia map each Friday, by Khorus
https://www.doomworld.com/forum/topic/98752-nuclear-chunks/

[01-11] Tangerine Nightmare RC2
https://www.doomworld.com/vb/post/1836694

[01-11] Anon map release: Toxic Complex
https://www.doomworld.com/forum/topic/98745-toxic-complex/

[01-11] ProjectILE update:
http://www.mediafire.com/file/9476i5x9040keox/ProjectILE_Zdoom_11.pk3

[01-11] DAKKA news/updates:
>>/vr/thread/4515853#p4516417

[01-11] Anon map release: 4hr speedmap for his friend's birthday
https://my.mixtape.moe/odkpwm.wad

[01-09] Anon map release: his first map, second release removing some ZDoom-isms
https://mega.nz/#!8IRlWCzS!svHMzkM2pjNfTLturNDx4AqPjvhAGKlw2EhjmB43PZI

[01-09] Anon map release: Boom-compatible speedmap
https://my.mixtape.moe/pytazo.zip

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

To submit news, please reply to this post.

>> No.4541394

>text captcha is dead
fucking gookmoot, I don't want to use the buttnet pictures
off to some forum I go

>> No.4541405

>>4541394
We heard you the last three times.

>> No.4541408

>>4541394
It's Google's fault though.

>> No.4541416

>>4541391
>Anon release; Main UAC Hangar demo
Is this not from Zanieon? (not that it matters)

>>4541394
well hey you can always buy a 4chan Pass™ :^)

>> No.4541418
File: 55 KB, 351x351, revenants.jpg [View same] [iqdb] [saucenao] [google]
4541418

>>4541416
>Dump a bunch of images in a thread
>Unironically consider getting a pass with these fucking Captchas in the way
>The very next day 4chan fucks up

Every time.

>> No.4541421

>>4541416
I did. $20 is nothing to me and I hate captcha, so it's worth it.

>> No.4541427
File: 168 KB, 800x484, Brutal_Doom_Cover.png [View same] [iqdb] [saucenao] [google]
4541427

How did it get so popular?

>> No.4541429
File: 79 KB, 1280x720, 1505807352979.jpg [View same] [iqdb] [saucenao] [google]
4541429

>tfw i downloaded La Tailor Girl expecting just some lewd
>tfw i got a fun as fuck mod plus lewd
La Tailor Girl it's a bless

>> No.4541434

>>4541427
Fancy gore and adopting more shiny modern things. Starting off with an assault rifle probably helped a lot. I'm not sure if not being CoD was one factor at least back then when it was more hip to dislike it. considering the mod just tacked on more modern FPS-like features overtime.

>> No.4541435

>>4541427
DUDE BLOOD LMAO
also for some reason casuals like the to reload their weapons

>> No.4541446

>>4541427
It's fun to kick monsters teeth out of their heads. That's all.

>> No.4541448

>>4541427
Low standards.

>> No.4541449

>>4541421
this
>>4541434

but also one of the biggest things is simply the coverage it got, then that makes it more popular which leads to more coverage which leads to more popularity and so on.

>> No.4541451

>>4541427
It can be fun to play for a few minutes, but I can't fathom how people can play Doom exclusively with this mod.

>> No.4541461

>>4541427
idk dude, going ham on a room full of monsters and watching them blow into pieces and being left with everything coated in blood and guts is pretty satisfying

>> No.4541463
File: 111 KB, 900x692, 1515448807183.gif [View same] [iqdb] [saucenao] [google]
4541463

>>4541427
BECAUSE WE'RE STILL TALKING ABOUT IT EVERY THREAD

>> No.4541467

>>4541427

It's fun and satisfying, simple as that. And it's easy to promote, both because its featurelist are simple bulletpoints that sound good and because its past accomplishments keep piling up.
The problem isn't its popularity, it's Mark's and the fanbase's general reaction to criticism. This is now compounded by the fact that Mark said some dumbass things so now he's being paraded around as a sexist racist Nazi white supremacist who kicks puppies and playing his mod is supporting Hitler. So now controversy is bringing around more interest and jading people to the criticism, which is only making the criticism even louder, which makes the cycle go around.

>> No.4541468

>>4541463
/doom/ sure is influential.

>> No.4541471

How the fuck are you supposed to play Blood when half of the enemies take out 30% of your health on wakeup? Is this game just a meme?

>> No.4541472

>>4541468
hey even the official doom twitter retweets our memes

>>4541471
it starts off quite hard and actually gets more fair i think

>> No.4541473
File: 110 KB, 808x457, 1480568911451.png [View same] [iqdb] [saucenao] [google]
4541473

>>4541394
Sorry, couldn't resist.

>> No.4541478

>>4541472
the official doom twitter retweets whatever they want no matter how obscure.

>> No.4541479

>>4541471
Use cover, get them before they 'wake up'.

Treat it like real life: you don't want someone pointing a gun at you ever, so make sure it never happens, or at least you are shooting the guy before he gets a chance to shoot you.

Alt-fire dynamite around corners at cultists and alt-fire flaregun at groups of them is a good way to deal with them.

If you alt-fire dynamite at as many cultists as possible before they even see you, Blood will become a whole lot easier.

>> No.4541484

>>4541449
Brutal DooM (by Sergeant Mark IV) is an amazing modification to "DooM" that has excessive gore the way the original designers intended, incredible new spritework, advanced monster AI, entirely new weapons that can actually reload, and beautiful special effects and audio. It also brings brand new mechanics to the old FPS that were sorely needed, like jumping, crouching, and looking up and down! Brutal DooM shows how the hard work and determination of but a single individual can do so much to bring an old game back from the dead.

>> No.4541486
File: 2.86 MB, 640x480, blood2.webm [View same] [iqdb] [saucenao] [google]
4541486

>>4541471

>> No.4541489

>>4541486
> shotgun uppercut a zombie into the sky and the body splatters when it hits the ground
excellent

>> No.4541490

>>4541484
nice, you should get into Journalism™

>> No.4541495

>>4541471
Yeah it's pretty gay and I don't get why people like it so much. Pretty much your options are play on easy and just take the chip damage or play slow and tedious and cheese every encounter.

Doom's hitscan enemies are actually pretty great because they are kind of slow to react and bad at compensating for your movements and just pretty predictable, so you can actually control them pretty well and it ends up just another thing to do to avoid damage on top of dodging fireballs and everything else. Meanwhile Blood's hitscan enemies you pretty much have to see in advance and ambush to avoid taking damage.

>> No.4541497 [DELETED] 

>>4541495
>Yeah it's pretty gay
Are you 12?

>> No.4541502

>>4541435
There is literally nothing wrong with reloading.

>> No.4541504 [DELETED] 

>>4541497
go back, expat

>> No.4541507 [DELETED] 
File: 40 KB, 250x357, 1498279428680.jpg [View same] [iqdb] [saucenao] [google]
4541507

>>4541497
sorry didn't mean to oppress you
I'll be more diligent in checking my privilege

>> No.4541508
File: 57 KB, 900x600, 1516590069413.jpg [View same] [iqdb] [saucenao] [google]
4541508

>>4541502

>> No.4541509

>>4541495
>Pretty much your options are play on easy and just take the chip damage or play slow and tedious and cheese every encounter
or.... you know what I'm going to say right?
Git güt my friend.

>> No.4541513
File: 2.86 MB, 640x480, blood.webm [View same] [iqdb] [saucenao] [google]
4541513

>>4541495
>Pretty much your options are play on easy and just take the chip damage or play slow and tedious and cheese every encounter.

>> No.4541514

>>4541502
But it also isn't necessarily superior to no reloading.

>> No.4541520

>>4541508
I at no point said Brutal was good.

>>4541514
True, depends on what you want to do with a game/mod.
Wolfenstein 3D for instance isn't a game which would benefit from reloading mechanics in it's base forms.

>> No.4541521

>>4541509
That's the whole issue though. Being good is too easy and super boring. I like a game that makes me work to git gud and is being gud feels satisfying.

>>4541513
remember when I said
>Blood's hitscan enemies you pretty much have to see in advance and ambush to avoid taking damage
that's all you're doing by memorizing enemy positions. I don't understand how that is supposed to be fun.

>> No.4541523

>>4541509
Seconded. Use the weapons properly and learn movement and health management.

>> No.4541526

>>4541521
i mean i do feel similarly to you, just not the game for us
that's why I play zbloody instead desu

>> No.4541528

>>4541521
>that's all you're doing by memorizing enemy positions
You're not though, the webm shows you can dodge enemy fire and have high speed gameplay at the same time. All you need is reaction.

>> No.4541529
File: 2.98 MB, 640x480, blood 1997.webm [View same] [iqdb] [saucenao] [google]
4541529

>>4541471
Jump and crouch like a madman when facing gunmen, also taking cover is 100% valid.
Make yourself a small target, and make yourself a hard to aim at target, if you can do both, you're golden.

Also, Blood is just not meant to be easy in any way.

>> No.4541532 [DELETED] 
File: 359 KB, 676x1000, 60252656_p0.png [View same] [iqdb] [saucenao] [google]
4541532

>>4541526
>zblood

>> No.4541534

>>4541521
>>4541495
Blood's hitscan isn't instant, you can bait them out.

The game that actually has bullshit instant hitscanners is Shadow Warrior, fuck them in that game.

>> No.4541536

This is now /blood/, a blood general

wait, imagine a fucking world where blood's source was released instead of Doom's and we were all playing blood gameplay mods with blood maps from the bloodowards...

>> No.4541537

https://www.humanbenchmark.com/tests/reactiontime/

If you can get a below 200ms average after 5 tries, you're good enough for Blood.

>> No.4541538

>>4541507
>not owning a shitload of games
how niggardly.

>> No.4541541

>>4541528
Please teach me how to react to enemies a full second before I even spot like in that webm.

>> No.4541542

>>4541537
258 avg
I feel like this isn't good

>> No.4541543
File: 17 KB, 853x407, fug.png [View same] [iqdb] [saucenao] [google]
4541543

>>4541537

>> No.4541549

>>4541541
Except you don't? The webm clearly shows the player baiting the gunners, which isn't possible unless you make them see you first, he then takes cover. Meaning, again, what you need is reaction.

>> No.4541550

>>4541542
nah i think around there is really a good normal reaction time

i got down to 219 after some goes

>> No.4541551

MODERN ARTS AND FEAR BOOKS

>> No.4541552
File: 19 KB, 730x474, sheeit.png [View same] [iqdb] [saucenao] [google]
4541552

>>4541537

>> No.4541562
File: 217 KB, 1500x1300, homodoom.jpg [View same] [iqdb] [saucenao] [google]
4541562

Made my first two maps. Well first two maps I consider decent. Can I get some feedback on how they play (level design/difficulty/texturing)? They're pretty short so I hope it's not a tall request.

https://mega.nz/#!tosBhZTA!IlWe6IdTBRW67qOnBBNO0yT5_Wz5GEIyJjAHbHpmoNQ

>> No.4541567

>>4541532
Not sure if smug or aroused

>> No.4541569

>>4541562
All I see is D2iNO Dead Simple

>> No.4541570
File: 91 KB, 480x515, 1465841346565.jpg [View same] [iqdb] [saucenao] [google]
4541570

>tfw there's an alternate dimension in which doom's source code was never released

>> No.4541571

>>4541569
What does that mean? It should replace the first 2 maps of Doom 2

>> No.4541573

>>4541537
>>4541529
>git gud
nice meme
The only thing challenging about memorizing enemy positions or peaking around corners every two feet is trying not to kill yourself from boredom.

>>4541549
The webm clearly shows the player preparing to bait before actually executing even though there's no way he would know they were there if he were playing blind. You just can't avoid taking damage from hitscans unless you know they are there in advance, and if you haven't memorized the maps that means you just go really fucking slow.

>> No.4541580

is there a demake of doom 3?

>> No.4541583

>>4541580
there exists two (I think)
The modification for classic doom that brings in new sprites based off of D3, but I haven't seen any files or discussion related to it in many years
And then there's the one that simply allows D3 to run on older machines

>> No.4541585

>homodoom
jesus christ...

anyway i played 'em, not good at giving criticism but here are some thoughts:
the second one is obviously better, i guess probably just because you've learnt more after that first one. it's got more detailing and better use of textures, i guess there's just more to it in general.
Not difficult or anything on uv, feel free to get meaner.
Would like to see another one maybe a bit longer again, some more traps, more tight spaces and more enemies :)

>> No.4541586

>>4541427
Brutal Guncaster is better

>> No.4541595

>>4541585
Thanks. Forget to mention there were a few secrets, did you find any of em?

>> No.4541603

>>4539472
I thought you were talking about high resolution high quality video presentation or editing. Even though VP9 webms support higher profiles, compatibility problems arise[1]. It should be easy to test by adding pix_fmt switch to ffmpeg command generated by GUI tool.
__
[1] >phoneposters

>> No.4541604
File: 84 KB, 1600x1046, Doom_2_INO_MAP07_map.png [View same] [iqdb] [saucenao] [google]
4541604

>>4541571
Oh no, I was referring to your image and a terrible map. Sorry not up to giving feedback or anything

>> No.4541606

>>4541562
The maps both felt pretty empty for how many enemies were in both. You should also pay attention to your textures on map 2, there were a lot of misaligned ones in the first blood room. Enemy selection was also fairly basic, there are a lot of cool monsters in Doom and you only used like 5.

>> No.4541607

>>4541586
project brutality > all

>> No.4541609

>>4541583

So, no maps?

>> No.4541610

>>4541595
i found a couple in the first one, the chainsaw and armor i think it was? i think they were hidden just fine.

>> No.4541612

>>4541604
No problem, I just didn't remember INO and was confused what you meant.
>>4541606
Thanks.
>>4541610
Cool. There was also a super shotgun and chainsaw in map 2, maybe those are too difficult to find.

>> No.4541615

>>4541609
doom 2.5 has some I think, but I don't remember the reception being too stellar

>> No.4541617

>>4541612
sometimes opinions on difficulty and monster usage can depend on the context of where your map fits in too. i agree with what the other guy said, but for example if these were the first maps as part of a larger set, then you probably want to have them a bit easier and not just introduce all the monsters at once.

>> No.4541648
File: 977 KB, 320x240, doombabby.webm [View same] [iqdb] [saucenao] [google]
4541648

>>4541562
DONT bully

>> No.4541652

>>4541648
>set size limit on webm4retards
>says it will cut off the end of a video if needed
>cuts off 75% of the video
what's the fucking point? you're just supposed to lower the fucking bitrate
fucking 0.1Mbps upload speed can't upload shit over a mb or it just errors out

>> No.4541670

>>4541617
Yeah, that was my mindset regarding monsters. Although it would be silly to strictly make maps in the order they'd appear.
>>4541648
Hmm, maybe I should've had pistol starts in mind...

>> No.4541672 [DELETED] 

>>4541504
You first, 14'er.

>> No.4541679

>>4541394
if you're gonna keep posting this, you clearly weren't a regular at all.

>> No.4541681

>>4541679
why?

>> No.4541687
File: 1.16 MB, 1047x849, RIP-AND-TEAR-HQ.jpg [View same] [iqdb] [saucenao] [google]
4541687

Since I just found out that the Doom Comic was finally re-scanned in hires... like two years ago, here's a hi-res Rip & Tear, in case anyone else missed it.

>> No.4541709

>>4541521
>memorizing enemy positions. I don't understand how that is supposed to be fun.

Never play a shmup then.

>> No.4541724

>>4541471
Stop playing Blood like Doom.

>> No.4541728

>>4541486
>>4541513
Did you do this on your first or maybe second try? If so, that's pretty impressive. If not, you didn't prove anything, as he was complaining about the game being too trial & error.

>> No.4541730
File: 642 KB, 1920x1080, Screenshot_Doom_20180123_211840.png [View same] [iqdb] [saucenao] [google]
4541730

>>4541562
map01

very linear, basically a hallway the entire map but is forgiven because its your first map and the monster placement allowed for a fun minute of blasting

map02

this feels like a much more developed level, with architecture that feels more like a fun "doom level" rather than a hallway which i appreciate. i also appreciate the teleporting monster sequence.

as for texturing, there's a lack of cohesiveness in both of these maps, but if you transitioned them nicely using some metal texture and proper alignment, it could work. also it's probably a good idea to make the exit switch an actual switch instead of a door but that's just nitpicky. i suggest you study how wads like hellbound and doom 2 the way id did use the base textures, also maybe check out memento mori or skilsaw maps for fun level design.

pic related is the only major bug i found while playing. its a distortion caused by a missing texture

>> No.4541737
File: 538 KB, 700x600, blood.gif [View same] [iqdb] [saucenao] [google]
4541737

>>4541573
So what you're saying is that you're bad at videogames and mad that Blood doesn't play softball with you?

Sorry, it's not that kind of game, if you're not up for the challenge it's not gonna let you progress.

>> No.4541746

>>4541728
Which is not, it's all about reaction time as shown by those webms, also it's not like Blood's easy either way.

Remember when people thought Hell Revealed 2 was the be all end all of Doom difficulty and now it's child's play compared to the more ridiculous wads released later? This happens for everything. Rhythm games whose hardest song 10 years ago is now warmup for every player, MMORPGs who's quest bosses were a challenge even at maxed level who are now a joke.

In that way, you learn to react to Blood, if you look at the second webm you'll notice the player sidestepping to get out of the cultists' bullets, then attacking before they do their next attack. Even if the player already knew about it spoilers he did, that moment between the cultists seeing you and shooting you is long enough for you to react without prior knowledge of them, I mean, Doom does it with hitscanners around the corner of a hallway or the common "sergeant right behind a door" complaint that people here often spout, granted Doom's hitscanners are dumber, but it's still perfectly doable in Blood.

Shadow Warrior has meaner hitscanners than Blood and you can still blast through that game blind, I never got stuck because of the enemies rather it was the at-times unintuitive level progression because like Blood it's also reaction-focused.

I think the problem is that the poster is playing Blood the way he plays Doom, and that's like playing Bloodborne the way you play Zelda.

>> No.4541748
File: 1003 KB, 1920x1080, dont even have to tell you.png [View same] [iqdb] [saucenao] [google]
4541748

>>4541567
What do you want her to be?

>>4541728
They're not my .webms, and there was some occasional saving and reloading on my first run of Blood, but I hardly felt it unfair, you get with the flow of it, you get to expect ambushes and how to deal with them.

The only *really* bullshit part of Blood is that the strangling hands have their damage tied to your CPU clockspeed, meaning if your PC is from this millennium, they will instakill you if they grab you, but it's not like you can't just blast the floor they're on and be rid of them in a jiffy.

>> No.4541752

>>4541748
>The only *really* bullshit part of Blood is that the strangling hands have their damage tied to your CPU clockspeed, meaning if your PC is from this millennium, they will instakill you if they grab you, but it's not like you can't just blast the floor they're on and be rid of them in a jiffy.
does the recent blood source port deal with that?

>> No.4541754
File: 375 KB, 682x1920, shinobu is the cat's pajamas.png [View same] [iqdb] [saucenao] [google]
4541754

>>4541724
I kind of play Doom a little like Blood, tbhfam. High mobility and running from cover to cover is my jam.

>> No.4541758

>>4541752
I haven't actually tried that port, so I can't say.

>> No.4541759

>>4541730
Thanks. Yeah I just realized map01 is 99% flat, might as well have been made in the Wolfenstein engine. Will check out Hellbound and revisit D2TWID to analyze texturing, that was probably the hardest part.

>> No.4541817
File: 139 KB, 424x470, I_feel_slightly_more_than_I_am_displaying_currently.png [View same] [iqdb] [saucenao] [google]
4541817

>Slade says there's a library missing
>only last night it was working fine
>uninstall 2017 library
>reinstall 2015 library
>crashes at the end
fucking hell, not this garbage again.

>> No.4541823
File: 62 KB, 640x400, DOOM16.gif [View same] [iqdb] [saucenao] [google]
4541823

>trying to recreate pre-release arachnotron
>resize the mastermind by 50%
>is the exact same size as the arachno, but looks much shittier
>decide to just select the brain part of the tron and change the hue to tan
>paint.net either doesn't have that feature or I'm retarded

>> No.4541843

>>4541817
update windows nigger

>> No.4541848
File: 1.76 MB, 400x225, Quake - Electric Eel Fishing.gif [View same] [iqdb] [saucenao] [google]
4541848

>>4541384
Be honest: Would you buy a Quake fishing game spin-off?

>> No.4541858

>>4541848
No.

>> No.4541859

>>4541848
Yes.

>> No.4541873

>>4541848
Fuck yeah.

>> No.4541882
File: 215 KB, 726x533, [inflation intensifies].png [View same] [iqdb] [saucenao] [google]
4541882

>>4541848
Well I haven't bought Quake Champions for a start

>> No.4541892

>>4541569
heh i got the reference.

>> No.4541893

>>4541570
for once i'm glad i'm in the right universe. doesn't happen often.

>> No.4541901

Gentlemen...
https://www.youtube.com/watch?v=oOfw6HNcmj8

>> No.4541904

>>4541901
oh no don't tell me future mods are gonna adopt that horrendous "hd" aesthetic.

>> No.4541907

>>4541427
I like BD.
And hate it at the same time.
I like it because it provides Player->enemy interaction (locational damage and reactions based on weapons)
I hate it for all the extraneous shit that is tacked onto that idea.

>> No.4541910

>>4541752
>>4541758
Yes, in GDX they don't instakill you rvrn if your FPS is in 2k values and you can ply them off by mashing "use" button.

>> No.4541912

>>4541910
cool.

>> No.4541913

>>4541652
IDK. Setting size limit to 2.95 always works for me.

>> No.4541918

>>4541901
when does it get released? you had me cum right there

>> No.4541920

>>4541737
Memorisation is not hard.
The game that requires you to memorise most of the encounters to "get gud" is just showing off terrible gamedesign.
The players showcasing the webms did not get gud, because memorising encounters and defusing them beforehand is not gud.

>> No.4541925

>>4541901
>>4541904
Normalmaps can be amazing for adding a bit of extra depth to the texture. Case in point - Duke WT. For all its faults, its normalmaps did amazing job of adding modern "depth " to the textures without ruining the aestetics or messing with the original textures underneath.

However, the thing I wonder is how will they react to sector lights? There should be a special line property for telling a texture how to react to sector light. IIRC duke defaulted to "light from above", but having extra options would be great.

>> No.4541929
File: 2.94 MB, 320x240, babbyswad-655-1.webm [View same] [iqdb] [saucenao] [google]
4541929

>>4541562
pretty good, bit sloppy, on map02 the red door doesn't open from one side because there's a walk trigger in front of it, also why is it at such an extreme coordinate range? i didn't pistol start map02, i just carried on from map01, because of >>4541670

demo: http://s000.tinyupload.com/?file_id=00890782260851411199

>> No.4541931
File: 2.78 MB, 320x240, babbyswad-655-2.webm [View same] [iqdb] [saucenao] [google]
4541931

>>4541929

>> No.4541935
File: 5 KB, 264x237, 1502328454312.png [View same] [iqdb] [saucenao] [google]
4541935

>>4541901
Neat.

>> No.4541937

>>4541901
neat

>> No.4541945

>>4541901
looking forward to seeing how terrible this looks in 8bpp software mode ;)
(good job i guess but not to my tastes at all sorry)

>> No.4541947

>>4541945
I doubt that will get added into software. dpJudas isn't that much of a masochist.

(I'd love to see that happen, though, just for giggles)

>>4541925
"at the moment, sector lights causes no bumps or specular light
as to whether it should fake some direction, I'm not sure"

>> No.4541949

>>4541929
Thanks for the demo, interesting seeing how other people proceed through the levels. Looks like I should make it more obvious to go into the shielding suit room first lel. Also figure out a way to make it so the guys that are supposed to teleport in don't just shoot you through the wall in that one stairway.
>on map02 the red door doesn't open from one side because there's a walk trigger in front of it
I just tested it and it works fine from both sides. The trigger isn't connected to the door, it releases the chaingunners in the starting room.
>also why is it at such an extreme coordinate range?
The position on the grid? No idea why I did that.

>> No.4541950

>>4541947
"from above" seems like most logical choice.
Anyway, have anybody ever done normalmaps for standard Doom textures in any other port?

>> No.4541951

>>4541929
How do you speedup the footage like that? Can I do that in webm for retards?

>> No.4541956
File: 6 KB, 128x128, norm.png [View same] [iqdb] [saucenao] [google]
4541956

>>4541950
I tried making some a year or two ago and tested them in UE4

>> No.4541957

>>4541670
I didn't realize until more recently that (I think) most maps are actually designed with pistol start in mind?
I've started doing it now in most cases for the extra challenge anyway.

>> No.4541963

>>4541823
try gimp?

>>4541848
what episode is this

>>4541901
are they gonna be able to use this in a way that looks good? or just for these hd looking textures?

>> No.4541972

>>4541949
>I just tested it and it works fine from both sides.
try using something other than (g)zdoom

>> No.4541976
File: 8 KB, 476x274, 1516786472538.png [View same] [iqdb] [saucenao] [google]
4541976

>>4541949
you have a walk trigger that covers most of the door line. in doom, use key press tracers stop at the first special line, so they get eaten by the walk triggers and the door doesn't work. zdoom fixed this bug, leading to no end of newbie mappers who don't use other engines creating maps that unintentionally require zdoom.

the zdoom developers won't fix this, of course, they'll just blame it on the mappers for being new and clueless, and/or lazy for not doing proper testing, while taciturnly encouraging it to continue, so more and more players have to switch to zdoom to play anything.

>> No.4541979

>>4541976
thanks for taking the time to explains this

>> No.4541984

>>4541976
>>4541972
Oh sorry, didn't know about that. Will make sure to test with PrBoom in the future.

>> No.4542001

So in Quake, if you use a higher FOV, the bottom of the standard nail gun becomes invisible and it's gross to see. Also the bottom of the shotgun has this gross straight line that looks weird. Any chance there's a fix for this?

>> No.4542002

>>4541427
Doom modding in itself is unexplored compared to modding for other games like Skyrim, yet BD is the most popular mod ever.
Not even its fans know why it's popular, so it all comes down to lack of questioning.
There's like a hundred more mods, that are more interesting, amazing or just better, yet nobody bothers to know about the.
BD is probably a forced meme.

>> No.4542004

dakka and gmota guys what do you record with?
How can i get nice looking vids like yours?

>> No.4542005

>>4541901
This looks great and all, but what about when there's 3d actors in the room?

>> No.4542007

>>4541427
might be because some versions had shit like the free shareware doom 1 episode or zandronum, that caused it to be someone's first doom experience

>> No.4542012

>>4542001
Which sourceport and which aspect ratio/resolution, and how much of the HUD do you have enabled.

>> No.4542013

>>4541427
Because it is good.

>> No.4542015

>>4542012
quakespasm, 1080p 16:9, not much of the hud I don't like that shit it interferes with muh immersion.

>> No.4542020
File: 1.62 MB, 1920x1080, quakespasm 2018-01-24 05-04-23-23.png [View same] [iqdb] [saucenao] [google]
4542020

>>4542015
Alright, what field of view specifically? Because this is 130 and I'm still not seeing the nailgun getting cut off and didn't see the 'line' on the shotgun either.

Remember, Quakespasm has a cvar fov_adapt that automatically widens your actual field of view compared to the fov command when using a widescreen resolution, and it's enabled by default meaning this 130 is closer to 150. With all default cvars (fov_adapt 1, fov 90), you're actually seeing about 107 degrees horizontally.

>> No.4542026
File: 312 KB, 1668x1080, steelballers.jpg [View same] [iqdb] [saucenao] [google]
4542026

>>4541514
I once had the idea that for example a modern Duke Nukem game could have reloading with zero impact on firing speed. It could work something like this:
-Dual pistols would shoot in what appears to be an erratic right-left pattern but would actually make sure that one side empties way in advance of the other, so that the other side could keep firing while the other reloads.
-Pump-action shotgun would pump to load a new shell when there are shells in the tube, and Duke would reload a shell when there aren't any left. Loading a shell would take exactly the same amount of time as pumping. Duke would load the tube full when there is a break in combat.
-Ripper would have three magazines and Duke would simply replace one of them in sequential order as they get empty, even in the middle of firing.
-RPG would be quickly loaded with a new round every time after firing.
-Shrinker, expander and freezethrower would be reloaded with a new battery/fuel pack during equip animation.
-Devastator would be discarded entirely when coming across a new one.

>> No.4542030
File: 1.11 MB, 640x360, 1491101386030.gif [View same] [iqdb] [saucenao] [google]
4542030

>>4541901
You really need to make a demo of this with maps for some original 128x128 and 64x64 textures and flats so we can see how it looks like for the real thing.

I really liked the lightmaps used for Duke Nukem World Tour, it really looked good on the original textures.

>>4541920
It's not rote memorization, it's acclimation.
If you can go through Doom 3 on your first run and get used to and no longer jump from the jumpscares, then in fact anticipate them and deal with them accordingly, perhaps even before they happen, then you can acclimated to Blood.
And that's just the same concept; Doom 3 isn't even remotely as challenging as Blood.

There's nothing about Blood that's actually unfair or requires you to bullshit the game.

>> No.4542036
File: 216 KB, 2000x2000, Dial-up for Murder - MIDI Dreams - cover.png [View same] [iqdb] [saucenao] [google]
4542036

Just shitposting my Doom-esque MIDI-based album:

https://dialupformurder.bandcamp.com/

>> No.4542037

>>4542036
still good the second time 'round :) you find anyone to collab with yet?
im still not good enough but i've learnt a few things since last time..

>> No.4542038

>>4542026
That sounds fucking cool. You should make something like that for Duke Nukem 3D or Doom.

Also, I want to say that the reloading sequence for the pistol in Duke Nukem 3D is kind of the best kind of reloading for a detachable magazine weapon in a shooter of this kind.
You still have rapid firepower, and since the pistol has it's own pool of ammo you don't have to fret over whether or not to use the Ripper or the Pistol, but the reload pause also makes sure you can't just use the Pistol as a substitute for the Ripper, because it can't maintain a continuous volume of fire like the Ripper.

I like how the Pistol is actually still kind of a viable and dependable weapon despite technically being the weakest weapon in your arsenal, it's one of those things that the game does to set itself apart from Doom that I appreciate.

>> No.4542039

>>4542037
Yeah I've made a few new tracks for a couple of people, including one using REAL synths and (not just inbuilt soundfonts)

>> No.4542040

>>4542039
cool, post the projects sometime

>> No.4542042

>>4542040
Will do. I'll pop it all on the bandcamp eventually.

>> No.4542045

>>4541427
wasn't it made in a time where the series was sort of absent and the reboot or doom 4 just didn't exist?
maybe that's why

>> No.4542049
File: 71 KB, 250x250, confused cyborg.png [View same] [iqdb] [saucenao] [google]
4542049

>>4542026
>one side empties way in advance of the other, so that the other side could keep firing while the other reloads.
How are you going to reload with one hand while the other is busy firing a gun?
>Loading a shell would take exactly the same amount of time as pumping.
You have to also pump to load in the new shell, though?
>Ripper would have three magazines and Duke would simply replace one of them in sequential order as they get empty, even in the middle of firing.
Okay so basically Duke doesn't give a shit about the laws of physics.

>> No.4542050

>>4542026
>>4542049
or just do the thing where you make the animations defy reality intentionally, e.g. having a third hand pop up to help reload a clip or something

>> No.4542052
File: 317 KB, 240x184, mightyfootengaged.gif [View same] [iqdb] [saucenao] [google]
4542052

>>4542050
He'll probably use one of his four legs to do it.

>> No.4542054

>>4541670
I actually played map02 with pistol start and I found it pretty fun. I enjoyed the challenge of conserving ammo

>> No.4542057

>mod for doom that adds in reload animations for all weapons but you never actually need to stop firing so they don't really serve any purpose other than looking cool

>> No.4542060

>>4542057
Rise of the Triad 2013 did this for the hitscan weapons; it was mildly amusing.

>> No.4542061

>>4542060
ah yes that was one of the ones i was thinking of, and i remember some of the newer battlegrounds had a very small chance for an alternate reloading animation like that

>> No.4542063

>>4542049
>How are you going to reload with one hand while the other is busy firing a gun?
I've seen these "side straps" (dont know the technical term) that hold clips maybe he could use that to reload one handed. Not sure if you see what I'm talking about.
>You have to also pump to load in the new shell, though?
That is true... Hmm, maybe have him load & pump super quickly when he has to do both. Douk has fast limbs.
>Okay so basically Duke doesn't give a shit about the laws of physics.
I'm not seeing an issue with that.

>> No.4542065
File: 25 KB, 124x304, Swish.gif [View same] [iqdb] [saucenao] [google]
4542065

I've always wanted to make an animation smear sword.

>> No.4542073

>>4542065
There is a weird brown pixel on the right of his helmet on the last frame.

>> No.4542074

>>4542073
Yeah, that's a weird compression thing but I'll make damn sure it's not visible in game

>> No.4542080

>>4542074
Ok, otherwise it's pretty sweet.

>> No.4542087

>>4542052
I'm just imagining Duke walking on his hands and flailing violently with his legs.

>> No.4542089

>>4542049
>physics
I mean Fallout 4 pretty much got away with having everyone operate guns with one hand on the trigger grip.

>> No.4542098

>>4542052
>>4542087

Oh! Hi Sebulba!

>> No.4542117

Doom RPG mod is dead?

>> No.4542121
File: 15 KB, 295x240, doomslrlr.png [View same] [iqdb] [saucenao] [google]
4542121

>>4542065
He looks weird with the grey helmet, looks like an alien head since the rest of him is green.

>> No.4542123

>>4542117
Which one, the Yholl one?
Also, pc ports of mobile Doom games when?

>> No.4542126

>>4542121
i thought it worked fine til u fuckin posted that
DELETE THIS

>>4542123
are you thinking of drla?
they're still working on those mobile ports but they're on hold atm still i believe

>> No.4542130

>>4542121
Shhh it's fine. I'm not an artist.

>> No.4542132

>>4542065
I mean it's three frames and smears are pretty lame. Is it even finished? I guess if you're just going for low effort it's fine.

>>4542121
Also this is the first thing I saw as well. I don't even know what's supposed to be going on there. It looks like you're going for a combination of roman helmet like face flaps and a mouth grill and it doesn't make sense. You should fix it.

>> No.4542135
File: 6 KB, 310x316, knightcolours.png [View same] [iqdb] [saucenao] [google]
4542135

>>4542130
I dunno I just think grey gauntlets would look good with the grey helm, or green helm with green armour.
I can't unsee the alien mouth, fuck

>> No.4542136

>>4542135
i like the helmet being a different color to the green

>> No.4542137

>>4542135
grey does not look like alien

green does.

previous anon was wrong imo

>> No.4542138

>>4542057
>>4542060
Metal Slug did it decades ago.

>> No.4542139

>>4542065
You are a true artist.

>> No.4542146
File: 2.97 MB, 320x240, babbyswad-02-249.webm [View same] [iqdb] [saucenao] [google]
4542146

>>4542054
true, it's fine if you know about the secret chainsaw
which is fair enough, i suppose
pistol start encourages finding a few secrets to get you going
demo: http://s000.tinyupload.com/?file_id=06530954475604853645

>> No.4542149

>>4542146
Games with no weapon sway look weird.

>> No.4542156
File: 191 KB, 1280x720, headbob disabled.webm [View same] [iqdb] [saucenao] [google]
4542156

>>4542149
>Games with no weapon sway look weird.

>> No.4542158

>>4542149
heh, i get that a lot. i don't think anyone else records boom demos with player_bobbing off

>> No.4542160

>>4542149
gotta agree, i feel disconnected from the game, like im just a floating head

>> No.4542161

>>4542160
It doesn't even feel like a floating head, just a camera on a dolly. I get the same feeling when playing Wolf3D.

>> No.4542164
File: 5 KB, 125x306, iamnotanartisteither.png [View same] [iqdb] [saucenao] [google]
4542164

>>4542135
Gray helmet and gauntlets works great.
Maybe add grey boots to go with that ?

>> No.4542171
File: 24 KB, 219x234, shit.gif [View same] [iqdb] [saucenao] [google]
4542171

>>4542139
Are you sure about that?

>>4542164
Can't do gray gauntlets, then it won't match up with the first person frames.
I've thought about editing the boots but at this point I really don't want to go through the 90+ frames and edit all of those damn boots.

>> No.4542173

>>4542171
It needs to look like he's twisting the blade

>> No.4542175

>>4542171
is that a gunblade?
i can totally see him firing that thing after that last frame

>> No.4542179

>>4542171
Design stuff aside, I do like the animation in >>4542065.

>> No.4542184

>>4542132
I like animation smears, and three frames is more than sufficient for a player sprite with an attack animation that's going to be called on rapidly, and it's supposed to be a low res Night Sentinel helmet, I think it looks fine.

>>4542173
Better? Or more twist?

>>4542175
Just a big sword, I WOULD have him swing it down further at the end like a proper swing but I'm not good enough to do that.

>> No.4542185
File: 680 KB, 1920x1080, uacultramap03.jpg [View same] [iqdb] [saucenao] [google]
4542185

Ah fuck

>> No.4542187

>>4542171
>Are you sure about that?
Art isn't always perfect. But it is always art. I like it.

>> No.4542189

>>4542185
what's with the afterimages? scary

>> No.4542190

>>4542184
>Night Sentinel helmet
Why do the lines come together into a big ball? Just make them straight, you don't have nearly enough resolution for the slight angle they have?

>> No.4542191

>>4542189
They're vibrating.
[archviling intensifies]

>> No.4542192

>>4541532
>>4541748
>>4541754
>>4542030
avatarfagging is against the rules

>> No.4542195

>>4542191
i thought it was like that thing where you get a few people in a line and they move around in a circle

>> No.4542196

>>4542190
I'm assuming it was done as a shading thing, or a shading thing. Either way I'm content with how the helmet looks, really the visor was the part I was worried about the most, and Kinsie did a fine job there.

>> No.4542203

>>4542195
a conga line??
shit a conga line of archies would be funny

>> No.4542206
File: 240 KB, 680x418, c72.png [View same] [iqdb] [saucenao] [google]
4542206

>>4542196
>a shading thing or shading thing
Fuck, I meant perspective, I'm tired and multitasking.

>> No.4542209

>>4542185
VERY fast martian running at incredible hihg speed

>> No.4542213
File: 31 KB, 550x528, keke.jpg [View same] [iqdb] [saucenao] [google]
4542213

>>4542209

>> No.4542214

>>4542203
that's not what i was thinking of but it works
i was thinking of the thing the other four do at the train station when Ami shows up, in Toradora

>> No.4542216

>>4542214
Ohhhh haha, interesting point of reference
you're lucky I'm a weeb so I actually know what you mean

>> No.4542225

>>4542216
it's a fair chance people on 4chan watch anime

>> No.4542231
File: 82 KB, 662x698, someverycooldudes.jpg [View same] [iqdb] [saucenao] [google]
4542231

>>4542225
yeah but you know how the doom crowd is mostly made up off tough cool guys who are too handsome for anime

>> No.4542260
File: 741 KB, 1920x1017, Screenshot_Doom_20180124_160333.png [View same] [iqdb] [saucenao] [google]
4542260

I'm currently rebuilding La Tailor Girl's HUD to use fullscreenoffsets in order to be one size fits all, while I was at it, I added some extra feature and moved the ammo counter to the other side so messages dont get blocked out by it.

>> No.4542261

>>4542260
>moved the ammo counter to the other side so messages dont get blocked out by it
thanks, in my version the messages go over the ammo counts so i always seem to be waiting for them to clear to see how much more ammo i should pick up, was very frustrating.
this is my current favourite mod. i've just finished redoing plutonia UV max pistol starts with it.

>> No.4542264

>>4542260
Thank you for your contributions to the animedoom community.

>> No.4542267

>>4542260
feature request: the pistol altfire recharges even when you don't have it out

>> No.4542286

>>4541384
here's a horrible thought: if he lived on nothing but pizza and diet coke while making doom/quake/etc, imagine how constipated he was

>> No.4542325

>>4542185
This is like something I'd put in the second or third room of a .wad just to fuck with people.

>> No.4542331

>>4542192
Being a scrub at videogames is also against the rules.

>> No.4542332

>>4542286
Dude had mad muscles, he could force that rockhard turd out with little effort.

>> No.4542342

>>4542049
-Duke reloads with one hand the same way he carries ten weapons with full ammo. It's impossible but he does it.
-As another anon said, Duke could cock the shotgun fast when loading a new shell
-The Ripper has three barrels that shoot in an erratic pattern and at most two barrels at a time. The same way as the pistols, the gun could make sure that one magazine runs empty first. The reason why it can keep shooting even during reloading is that it's a ridiculous futuristic gun from a ridiculous futuristic game.

>> No.4542346

>>4542286
>>4542332
>mmmmmm

>> No.4542397

>>4541427
the mod's popularity might be a result of video games as a subculture not being explored due to the series being associated with good game design and having modding as its legacy
but at the same time it's >>4542007 since the hell on earth starter pack was impled to have the free episode of doom 1 and >>4542045 because doom as a series was silent, so for some people brutal doom was the closest thing they had to a modernized doom, despite being, you know, shit

>> No.4542407
File: 354 KB, 1024x1575, about to get violent.jpg [View same] [iqdb] [saucenao] [google]
4542407

Tariffs got fucking doubled on the country I'm importing my hobby goods from, and I'm so fucking angry right now, I need a .wad where I have lots of great opportunities to just Berserk and chainsaw the fuck out of lots of mook enemies.

I really need to punch a guy so hard that he explodes.

>> No.4542419

>>4542407
Not able to import your anime figures anymore anon? Fuck tariffs, that shit is gay

>> No.4542423

Romero, Petersen, Allen Blum and Bradley (as evidenced in Cybermage and maybe Wizards&Warriors) were the best and most distinctive leveldesigners of 90s and early 00s.

>> No.4542437

>>4542407
Brutal Doom.

>> No.4542454

Can someone recommend me some good rpg/horror/survival doom wads?

>> No.4542459

>>4542454
didn't you make this post a few days ago?

>> No.4542460
File: 40 KB, 204x204, ded.gif [View same] [iqdb] [saucenao] [google]
4542460

ded

>> No.4542469

Anybody here upload vids to youtube at 1080p 60fps? if so pls help me out. I tried uploading a playthrough and it looks like fucking shit. Youtube encoded it really badly. The video I uploaded was recorded with shadowplay then compressed on handbrake (handbrake settings were done via following a YT guide). I tried doing some tests by then uploading a raw file and youtube still encoded it like shit. Then I tried rendering with sony vegas (following another youtube guide) and uploading that and again it looked like ass.

All I want is video quality like this guy's: https://www.youtube.com/watch?v=sLcrZLOavZ0

Any advice? Thanks.

>> No.4542482

>>4542459
i did,but you didn't answer my question

>> No.4542483

>>4542482
I recall otherwise. I also recall being thanked.

>> No.4542485

>>4542483
well shit bro,sorry

>> No.4542486

>>4542460
The helmet seems to lose a chunk of its top in the second frame, and the final frame looks odd. His shoulder cuts off where the helmet is. But everything else is great. I like how the visor goes dark. This is certainly better than my recent spriting attempts.

>> No.4542491

>>4542407
>>4542437
Fuck brutal doom, Russian Overkill is the go-to mod for a bad day. How about a berserker kit that let's you become a tank from l4d at will?

>> No.4542495

>>4542491
>Fuck brutal doom
Well that's rude.

>> No.4542497

>>4542486
The pauldrons are big and pointy, and they cover up his head with some angles, I assumed when he hits the floor with the angle he's at, his left shoulder would be covering a bit of his face, I also skimmed a bit off the top of his helmet on the second frame cus his head is leaning further back, I could always put it back on.

What're your spriting attempts though?

>> No.4542515

>>4542407
Grab Dakka. You don't get a chainsaw but the punching is really good.

>> No.4542519
File: 306 KB, 794x597, punched that imp right in the mouth.jpg [View same] [iqdb] [saucenao] [google]
4542519

>>4542419
Among other things. I really can't express in words how much I hate European Union.

>>4542437
Fuck BD, also I was asking for mapsets.

>>4542491
Thank you. I've never really tried out RO. Isn't that just huge guns for slaughtermaps? Not quite what I'm looking for, I mean just mapsets where they hand out Berserk on each map and there's lots of zombies, imps and pinkies for me to give really hard knuckle sandwiches.

>> No.4542543
File: 2.78 MB, 800x600, 1516565616379.webm [View same] [iqdb] [saucenao] [google]
4542543

>>4542497
I've been trying to recreate and polish up sprites from the alpha and the concept art. It went fine for the imp, but everything else is awful.

>> No.4542557 [DELETED] 
File: 81 KB, 500x425, 1515672015021.jpg [View same] [iqdb] [saucenao] [google]
4542557

>>4542543
>"Feels like I'm wearing nothing at all!"
>"Nothing at all!" (x2)

>> No.4542560

>>4542557
quit shinobuposting.

>> No.4542563
File: 5 KB, 105x143, fat.png [View same] [iqdb] [saucenao] [google]
4542563

>>4542557
I suppose he slimmed down

>> No.4542582

>>4542519
To put things in perspective, while playing Russian Overkill with colorful hell, when I got to MAP09, I noticed that there was an item labeled in my inventory that had no icon labeled "extreme invincibility". I decided to plop down this beacon that would drop a blimp sized bomb on it's location and see if this "extreme invincibility" would let me survive the blast. The only survivor was a yellow imp.

>> No.4542596
File: 83 KB, 589x732, htwad.png [View same] [iqdb] [saucenao] [google]
4542596

http://poal.me/e827xb
kissu my assu

www.dropbox.com/s/7tg4x232c0kt4ih/Shajeshogjjth.wad?dl=0

>> No.4542613

>>4542596
>10MB lump of screamer audio
nice try

>> No.4542617

R&I

>> No.4542618

any spoopy doom wads? Want them fro late night drunk times

>> No.4542623

>>4542618
for*

>> No.4542624

>>4542613
what screamer

>> No.4542628

>>4541394
it's been like this since a year for me.

>> No.4542629

>>4542036
Good work anon, I really like it. You might want to lower the volume a bit on the loudest tracks though, and make it more or less the same as the other tracks.

>> No.4542634

>>4542613
wait never mind it's just the music

>> No.4542635

>>4542036
Are you using many soundfonts? I feel like the rhythm guitars could benefit from something like WeedsGM3, although I get it if you're aiming for a classic sound there

>> No.4542636

HERE WE GO
I decided to go in this direction for the dakka bfg alt-fire, and I fuckin love it
the sounds are temporary, although I'd be more than happy to leave the firing sound there

>>>/wsg/2076039

>> No.4542645

>>4542634
Not everybody has the means of Midi conversion, doctor.
Did what i could, but there's a reason the map is practice before I set into whatever the poll decides when I'm free to do so. Plus I needed a break from Boom-Only, and needed to do some more conceptual stuff for the future. This was also my first real using of the DBX pen-tool outside of tests- but still wish GZDB had that so I didn't have to deal with DBX's horrible interface and controls.

>> No.4542651

>>4542636
I've actually had a similar idea, but it was for a spell.
Basically put: Spawn projectiles (was icicles in my case) while you are holding altfire. Projectiles hang in the air until you release the button. When you do release it - they speed away homing either on random targets or where you were pointing at when you released the button.

>> No.4542661

>>4542596
wow you made a map that crashes gzdoom 3.2.5 software renderer. only sergeant mark eday beta has managed that before you.

>> No.4542669

>>4542661
>he actually downloaded it
Aren't you afraid of getting a virus from that freak?

>> No.4542671

are there any scary doom wads, i need them for my drunken nights

>> No.4542675

>>4542669
no i'm using Linux, i am protected :))

>> No.4542678
File: 20 KB, 722x457, why.png [View same] [iqdb] [saucenao] [google]
4542678

>>4541537
why am I so shit?
And yet I'm pretty sensitive to input lag

>> No.4542680
File: 48 KB, 771x168, file.png [View same] [iqdb] [saucenao] [google]
4542680

>>4542661
>>4542669
>>4542675
didn't have any issues

>> No.4542682

>>4542629
Thanks.

Damn I thought I did an OK job at getting the volumes somewhat consistent. Can you recall which ones were quieter and needed boosting?

>> No.4542686
File: 159 KB, 832x960, donutmonster.jpg [View same] [iqdb] [saucenao] [google]
4542686

>>4542560
Take it easy, have a donut.

>>4542543
Huh, I never noticed how different the animations were (aside from the death frames) for the pinkie during development.
Definitely improved in the final versions, though the exploding death animation is very interesting.

>> No.4542693
File: 50 KB, 500x300, screwattack.gif [View same] [iqdb] [saucenao] [google]
4542693

What neat experiments with AI or Neural Networks do y'all think would be possible in Doom?

>> No.4542695

>>4542686
just so you know, there is an explicit rule against what you are doing (global 13)

>> No.4542702
File: 356 KB, 1280x1024, Screenshot_Doom_20180124_131742.png [View same] [iqdb] [saucenao] [google]
4542702

>>4542680
doesn't display properly in gzdoom anyway. those aren't greyscale like they should be in zdoom (pictured), it's just black.

>> No.4542703

>>4542695
There's also rules about backseat moderating.

>> No.4542704

>>4542635
I am using the default soundfont on my computer which is pretty much identical to the soundfont computers shipped with in the (late?) 90s - I'm aiming for a faithful rendition of what MIDI files sounded like in that period because I really like it. If I was looking for "higher quality" I would have just used real guitars.

>> No.4542706

>>4542682
My bad, listened to it again and no issues, only "The Chiken" gets a bit loud during the second half. Don't mind it! Looking forward to listening to more of your work!

>> No.4542712

>>4542704
I guessed so. It has its merit, to compose good music with a classical palette, but I've worked a bit with some small soundfonts and I they don't drift too far from that normal sound.
Also, there's no need for a DAW or sampler to use them, but in any case, sounds great so far.

>> No.4542715

>>4542703
feel free to report me, and we'll see who gets banned first. see you in hell!

>> No.4542716

>>4542712
I had a listen to that WeedsGM3 soundfont - the guitar sounds way too different to what I'm used to! That's my favourite GM sound. Got any other recommendations?

>> No.4542718
File: 82 KB, 600x800, TriHard.jpg [View same] [iqdb] [saucenao] [google]
4542718

>>4542703

>> No.4542721

Is "The Spirit World" the worst map in Doom 2?
I'd say so.

>> No.4542724

>>4542706
Good spotting, thanks, The Chicken does get a little bit louder than the others. Will fix eventually.

>> No.4542726

>>4542721
That's my favourite map.

>> No.4542729

>>4542721
for me it's the part of Nirvana up to the yellow doors.

>> No.4542730

>>4542726
Well then, you have a quite poor taste

>> No.4542731
File: 71 KB, 221x195, 3f1.png [View same] [iqdb] [saucenao] [google]
4542731

MFW I play Doom with the Spyro Sound Font Collection

>> No.4542732

>>4542730
Actually it's you who has it, sorry to say.

>> No.4542735

>>4542732
Quite the opposite, I fear.

>> No.4542736

>>4542731
Post a video you nig

Where on 4chan are we allowed to post webms with sound?

>> No.4542738

>>4542731
were you just bored and felt like thinking of a reason to use a reaction image you thought was cool? you even added that "MFW" so as to try to fit in.

>> No.4542741

>>4542736
/wsg/ and /gif/

>> No.4542742

>>4542735
No no no, it's quite obvious that it is you the one with bad standards, I'm afraid.

>> No.4542743
File: 1.38 MB, 2560x1080, Base Profile Screenshot 2018.01.24 - 13.40.42.86.png [View same] [iqdb] [saucenao] [google]
4542743

>>4542680
inside is grey

>> No.4542745

>>4542742
Good Heavens, how can you be so delusional about your poor taste?

>> No.4542746

>>4542738
It annoys people. But the Spyro Sound Font is a real thing.

>> No.4542748

>>4542745
Deary me, I've never seen such delusions from tasteless masses.

>> No.4542752

>>4542743
That's fine. The red's supposed to be more from the sky than anything (hence the red light-ray fog from the holes).; though the transitional fade between the lighting could probably be better. Oh well, most of this was experimentation with map layout anyway

>> No.4542760
File: 26 KB, 640x480, 1516819609434.png [View same] [iqdb] [saucenao] [google]
4542760

>>4542680
just to make sure: it works for you in traditional software rendering mode? because from this position, when i walk forward a few paces, it segfaults in swrenderer::RenderDrawSegment::RenderWall.

>> No.4542770
File: 620 KB, 2560x1080, Base Profile Screenshot 2018.01.24 - 13.55.17.38.png [View same] [iqdb] [saucenao] [google]
4542770

>>4542760
Yes I play in software render mode, it looks darker on the screen than when I play for some reasons.

>> No.4542780

>>4542770
fair enough, thanks for clarifying
guess i've got some debugging to do

>> No.4542787

are there any scary doom wads? I need them for my drunk nights

>> No.4542789

>>4542636
that looks and sounds great
i'm also curious about the map, is it your own test map or something publically available?

>> No.4542793

>>4542693
>What neat experiments with AI or Neural Networks do y'all think would be possible in Doom?
train a neural net to detect the doom monsters visible in an arbitrary screenshot

>> No.4542803

>>4542789
it's DAKKTEST in the pk3 itself, and I tack things onto it whenever I need to test something new. it's got a lot tacked onto it by now.
I'll probably separate it out come an actual release, but it's only 200KB when compressed so whatever

>> No.4542804

>>4542787
Ghouls Forest series, if you like jumpscares.

>> No.4542807

>>4542803
cool thanks.
leave it in, for changemap shenanigans.

>> No.4542810

>>4542770
>>4542760
I'll be sure to keep tabs on this conversation so I can do what I can, map-side, to prevent it in the future.
This captcha system really needs to fuck off. Broken and faulty as hell.

>> No.4542832

>>4542804
thanks

>> No.4542838

>>4542716
>>4542724
You're welcome. Vanilla sounds are great, but having more instruments to choose from can (almost) never be a bad thing.

Can't remember other soundfonts by name, but google Virtual Midisynth and there's a page with a few recommendations. You can also use soundfonts to play Doom (WeedsGM3 resembles the original better than the rest IMO)

>> No.4542859

>>4542804
I like the idea of Ghoul, but I'm not fond of horror. Or jumpscares. Mostly jumpscares.

Best to Worst Ghouls:
SJAS: You can mostly hear this dumb fucker coming so if you get spooked, it's your own fault. Had a guest appearance in a jokewad: It Only Gets Worse! Probably also the flagship ghoul.
EyeSore: Unlike the others, he doesn't gib you instantly. Pretty cool.
Jitterfuck: AAAACCCCGRRRHHOHHHLL
Choke: Does a pretty good John Carmack impression.
Creeper: Dead baby. Lowest due to his screen-occupying fuckery. Hard to hit, but still fun.
Yurei: Nice mechanic, but I hate her jumpscare; and it's just a bunch of spammed images.

>> No.4542863

>>4542859
Yurei had a cool bossfight in gvh, no dead baby images either.

>> No.4542871

>>4542693
I wanna see some neural networks and learning algorithms n shit get shoved in the monsters, so that they would learn to use tactics and outsmart you.

>> No.4542881

>>4542859
also thank you

>> No.4542883
File: 15 KB, 109x101, 33.2 cum.png [View same] [iqdb] [saucenao] [google]
4542883

so the super shotgun has
>ejectors
>a single trigger
>internal hammers
>supposedly cocks upon opening
is there a type of irl shotgun that resembles it at least marginally or is the SSG its own brand of sci-fi weaponry?

>> No.4542892

>>4542863
Oh yeah. She had a fucking awesome bossfight and I hope to make something along the lines of it and/or the terrywad bosses- assuming I ever understand how to do so.

Assuming I do, though, the resulting bosses would be obscene bullet-hells.
That'd probably have to wait for DRLA Episode 3 or 4 though.

>> No.4542896

>>4542883
it shoots two barrels at the same time so it's already retarded fiction by default, shit like that would break your hand.

>> No.4542897

>>4542881
Not sure what I did, I just listed off my favored ghouls. Still, you're welcome...?

>> No.4542912

>>4542897
it's because i was the one who wanted the scary doom wads

>> No.4542916

>>4542912
not him but i appreciate your politeness.

>> No.4542918
File: 613 KB, 1600x889, Baikal MP220.jpg [View same] [iqdb] [saucenao] [google]
4542918

>>4542896
Not really, particularly given that you point it with two hands and presumably shoulder it, as it still has it's full stock.

>>4542883
Possibly some Stoeger, I mean you could always modify the action to fire both barrels on one pull.
Pic related is a Baikal, I figure it can be a decent base.

>> No.4542923

When will freedoom be finished?

>> No.4542926

>>4542469
http://steamcommunity.com/id/coopsolo

hmu i can give you some help.

>> No.4542927

>>4542916
so..do you have any other scary good wads to recommend?

>> No.4542928

>>4542923
n e v e r
no but seriously it's more like a programming project that is constantly iterated on.

>> No.4542930

>>4542883
the answer would be no since the sole premise of a shotgun that fires both barrels at once is extremely impractical, simply put, nobody needs that much firepower. double shotguns weren't made for that. their purpose is to have two successive shots ready at the same time, not two barrels that go off simultaneously.

now, you COULD try that in real life for experimentation's sake, but you need a two trigger gun. I wouldn't recommend doing it, at least now continuously: you have the risk of fucking up the stock, the barrels and your shoulder in the process.

>> No.4542935

>>4542927
not really, i don't think Doom does scary very well. there's some really dark levels in Earth.wad with no automap and randomised monster placement, they could be scary but i found them more annoying than anything.

>> No.4542936
File: 157 KB, 500x314, nova.png [View same] [iqdb] [saucenao] [google]
4542936

>>4542859
>back in 2008-2012 when ghoul 3 servers were still a thing
>I manage to survive till yurei
>too many heartbeats pass and I get scared so I press the spectate button before she lands her attack
>think I'm safe and some other player will die instead
>spook still happens on my screen

>> No.4542945

>>4542930
>nobody needs that much firepower
Ever tangoed with a deadite?

>you have the risk of fucking up the stock, the barrels and your shoulder in the process.
He can run birdshot or low pressure target loads.

>> No.4542946

>>4542935
well fuck,still thanks!

>> No.4542953
File: 2.60 MB, 1920x1017, 1488635201225.png [View same] [iqdb] [saucenao] [google]
4542953

Does anyone know how I can get High Noon Drifter working with other wads like this Sawdust map pack? The starting pistol works but none of the weapon pickups do, for example the shotgun here is just the default Doom shotgun and not the HND version, but I've seen youtube videos where it appears to work.

>> No.4542956

>>4542787
Doom 1, E2M6

>> No.4542957

>>4542945
>>4542930
go buckshot or go home.
you ain't hunting birds of boars, you're hunting barons son.

>> No.4542961

>>4542953
try changing load order

>> No.4542968

>>4542946
Link to earth.wad
https://www.doomworld.com/idgames/levels/doom2/d-f/earth
(there are other versions, e.g., there's a version for zdoom, but i haven't played it)

>> No.4542971

>>4542956
heh true.

>> No.4542973

>>4542935
>>4542927
Unloved.

>> No.4542976

>>4542957
Go get russian anti-bear expansive/fragmentation slugs like "Кoмфopт-32" then. Turns everything inside the target into a mush.
http://techcrim.ru/?page_id=11024

>> No.4542979

>>4542973
have that one,next

>> No.4542980

>>4542912
Ah. Well, enjoy being scared.
I think there's Buttpain too

>>4542892
On note of this, I'd like to decompile the assets that Lil White Mouse made and use them for my own purposes. I might use a modified Harbinger (Seriously, that Multi-Segmented boss is amazing) for the end of one of the DRLA mapsets end-bosses.

>> No.4542981

>>4542810
I like how you press on the right things 10 times in a row but it still says you did it wrong, garbage captcha desu

>> No.4542982

>>4542961
I did, but the same thing happens no matter which order they're in.

>> No.4542983

>>4542976
>Macca rounds
heh

>> No.4542985

>>4542981
Oh fucking GOD. I hate that too. That's probably part of why I've flipped out at people and in these threads a bunch.

>> No.4542986

>>4542871
We need AI mods for Doom. Just having the demons pushing you against a corner would stop them being such harmless punchbags

>> No.4542987

>>4542983
?

>> No.4542990

>>4542983
few know about this but imma let u in on a family trade secret
pasta ammunition is effective against unholy spirits

>> No.4542992

>>4542231
hahahaha anime hahaha what's that hahaha sounds like gay weeb shit hahahahahaha *sweating profusely*

>> No.4542993

>>4542986
have you tried that "babel" mod? Makes enemies retreat and shoot in synch.

>> No.4543000

>>4542985
It seems like the more you post the more aggressive it gets, makes me quit for a few hours everytime

>> No.4543003

>>4542986
I wonder if BUILD AI could be replicated, where the enemies just beeline the player while drifting everywhere. I feel like I've seen a mod where pinkies do it.

>> No.4543005

>>4543003
there's a nazi zombie mode that's utterly broken due to how the AI just stand there or gets stuck in corners, maybe its due to the mod itself being bad?
https://zandronum.com/forum/viewtopic.php?t=5693

>> No.4543007

>>4542993
Sounds right up my alley. Thanks anon!

>> No.4543008

>>4542953

Seems like this means Sawdust has its own weapon replacements. Somehow.
So go into the map, edit out the weapon replacements, and save it as a different file, then load that.

>>4542787
>>4542671
>>4542454

Lasting Light is pretty good and creepy.
Unloved isn't scary but is filled with good atmosphere.

>> No.4543030

>>4542993
They've actually got a bunch more shoot triggers too, seems like killing guys aggros their friends. Demons also do that super speed thing when you kill their friends.

>> No.4543043
File: 65 KB, 180x247, 180.png [View same] [iqdb] [saucenao] [google]
4543043

*spawns a turret behind you*
*triggers an earthquake that makes you fall into lava*

see you around kid

>> No.4543080

>>4543043
The funny thing is, I know this instance, but not the game off-hand.

>> No.4543081
File: 35 KB, 405x601, fisticuffs.png [View same] [iqdb] [saucenao] [google]
4543081

Raven games have amazing spritework and I feel slightly weird defiling it

>> No.4543115

>>4543008
have both of them,thanks
anymore to recommend?

>> No.4543116

I made horrible realization about Guncaster's weapons. The "Pulverizer", aka Chaingun replacement, sucks. Marginally better than OG, but it still lacks the 'oomph' other weapons provide, not to mention it eats shitton of ammo and pickups don't give it much.

>> No.4543126

Is there any good resource wad for Things that emit sound effects? Like running water and such?

>> No.4543141

>>4543126
not that I'm aware of, but unreal/UT99/quake 2 are good sources for ambient sounds

>> No.4543143

>>4543126
Oh and alternatively, what's the most efficient way to make a sound emiting Thing?

>> No.4543152

>>4543143
in zdoom: https://zdoom.org/wiki/Ambient_sound
in vanilla: replace a prop you aren't using with an invisible actor that calls A_Scream periodically, and have its death sound be the ambient sound

>> No.4543167

https://www.youtube.com/watch?v=oOfw6HNcmj8

Whats the story behind this?

>> No.4543169 [DELETED] 
File: 632 KB, 1049x642, Bear roasting.png [View same] [iqdb] [saucenao] [google]
4543169

Are you, or do you guys think the modding community is jelly that Bethesda seems to only care about TES modding and gave the finger to Wolfenstein and Doom fans?

>> No.4543175

>>4543167
dpJudas pushing the limits

>> No.4543180

>>4543169

I don't understand what you said.
But considering you're talking about people being jelly, I'm thinking "No".

>> No.4543185
File: 166 KB, 960x640, nintchdbpict0003481076121.jpg [View same] [iqdb] [saucenao] [google]
4543185

>>4542987
I think he's referring to pic related. They walk around it n shiet.

>> No.4543186

>>4543167
oh boy, spec maps, for that "everything is plastic" look

>> No.4543189

>>4543167
was already posted. read the rest of this thread and you'll know as much as i do.

>> No.4543190

>>4543180
it's /v/ e-celeb bait. the image alone confirms it.

>> No.4543192

>>4543180
What's to understand? TES get modding tools, Doom and Wolf do not, but both games used to be heavily modded, so much that the first got its own tools and was specifically made so that you would not have to overwrite files.

>> No.4543194

>>4543169
Given that the TES modding community is kind of treated as a substitute for actually patching and fixing problems, and that TNO and Doom 4 have rather complex engines and assets which would be challenging to mod for (contrasting with just how easy it is to mod for classic Doom), I'm going to go ahead and say no.

Proper mod support for TNO, Doom 4, and I guess also Rage, would be pretty cool, but the layman isn't going to be making megatextures and shit, there'd be a very small community of modders for these games.

>> No.4543196

>>4543180
>jelly
oh boy what's mark done this time?

>> No.4543202

>>4543189
Sorry bud

>> No.4543204

>>4543192
who cares, this is all offtopic

>> No.4543206

>>4543190
Calling the virgin inflatobear an e-celeb is extremely generous of you, most people regard him with contempt and pity.

>> No.4543207

>>4543202
no problem mate. sorry if it seemed like i was telling you off

>> No.4543210

>>4543206
Doesn't matter, it's off-topic and doesn't belong.

>> No.4543215

>>4543152
Assume I am a retard. Is there some example of ZDoom's sound emiting Things that I could check?
I am asking this because I love proper sound design in maps but haven't really seen it in any Doom map I've played.

>> No.4543220

>>4543192
Well, Wolfenstein, and to a much greater extent, Doom, were set up so that you could interchange data, true, but the really cool modding tools weren't released by id, they were developed by the community, and even further once the source code was released.

Source code for the newer games would be awesome, but the legal landscape is absolutely fucking poisonous these days, software patents ruins it for everyone. You can get sued for absolutely insipid bullshit reasons, and I understand why devs and publishers want to protect themselves from paralegal predators.

>> No.4543224

>>4543210
True.

>> No.4543230

>>4543220
Only Carmack cared about releasing the Source Code, and reworking the code they could not give, wonder if anyone actually did anything with Quake 4.

>> No.4543235

>>4543215
nihility infinite teeth has only ambience and is vanilla, check that out.

>> No.4543238
File: 48 KB, 380x243, mami makes an observation.png [View same] [iqdb] [saucenao] [google]
4543238

>>4543235
It's also an extremely good mapset.

>> No.4543260

>>4543215
https://my.mixtape.moe/ehmqjb.wad
barebones ambient sound example in zdoom

>> No.4543261

>>4541537
Average 315 ms... it's not looking good bros

>> No.4543268

>>4543260
Aw nig, huge thanks.

>> No.4543285
File: 398 KB, 699x455, file.png [View same] [iqdb] [saucenao] [google]
4543285

tfw you get killed by a doom marine on stronghold

>> No.4543286

so, if kinsie ever plans on updating metadoom, i guess these could be things to work on
>making something about the use of ammo and how people complain about it being wasted too fast (decreasing ammo wasted on alt fires maybe?)
>bfg and chainsaw appearing first on their slots, to keep things more vanilla styled
>melee weapons to have actual progress based randomization like most other weapons
>backpacks giving bfg ammo or at least argent core spawns next to them
>hellrazers having less health
>grenade launcher's grenades dealing a bit more damage
>making the imp lord less of a pain in the ass, even while keeping his teleportation ability
>that codex feature drpyspy was working on, although doom delta and sprite making means he's busy as fuck

>> No.4543297
File: 2.86 MB, 800x450, laser show.webm [View same] [iqdb] [saucenao] [google]
4543297

something about this seems off

>> No.4543305

>open my wad in Slade
>Slade has stopped working
>open Slade again
>Slade has stopped working
>does this any time it's opened
>uninstall and re-install
>still doing the same thing
the fuck

>> No.4543308

>>4543305
it's fucky like that
most of the time half of the toolbar icons won't show up

>> No.4543315
File: 101 KB, 1024x768, file.png [View same] [iqdb] [saucenao] [google]
4543315

Why does slade insist in recognizing both of these as the same sector

>> No.4543320

>>4543230
there's custom campaigns. check out youtube.

>> No.4543326

>>4543297
Unreal HUD? Looks cool.

>> No.4543328

What's a simple way to make a disconnected sector that has the same number/tag as another sector? Been trying to do it with geometry but Doom Builder just makes new sectors out of everything.

>> No.4543329

>>4543328
Not sector tag my bad, just the sector number.

>> No.4543330

>>4543297

Seems like it'd be a touch difficult to aim.

>> No.4543351

>>4543329
>>4543328
Nevermind, just found out there was a simple command for it (J).

>> No.4543427

>>4541901

I think that at this point is easier to port the doom logic into unreal engine 4

>> No.4543485

>>4542645
>DBX's horrible interface and controls.
disagree

>> No.4543486

>>4542543
Okay but please be aware of your aspect ratio when recording.

>> No.4543493
File: 1.44 MB, 640x480, lavashake.webm [View same] [iqdb] [saucenao] [google]
4543493

>>4543043

>> No.4543515

>>4543493
>that shake
Has there ever been a game where quakes are represented by a screen shake that doesn't actually give an unfair advantage to the AI who don't experience that shake and therefore can aim and shoot at you more effectively than you can retaliate during the effect? For example, the crosshair and gun model animation compensate for the shake so you aren't actually aiming all over the place? Or that enemies also experience the shake and can't hit for shit when that happens?

>> No.4543523

>>4543185
what wad is this?

>> No.4543530

>>4543523
looks like Hunter's Moon.

>> No.4543531
File: 173 KB, 1280x739, You WHAT I'll have you know that DBX is a pain in the ass and very clunky, compared to the smooth-functioning GZDB.png [View same] [iqdb] [saucenao] [google]
4543531

>>4543485
I'll frag you.

>> No.4543535
File: 26 KB, 255x217, 1437342416573.jpg [View same] [iqdb] [saucenao] [google]
4543535

>>4543530

>> No.4543537

>>4543115
I think Saturnine Chapel is a kind of scary, or at least it instills some kinda fear in me with the atmosphere and fuckin TIGHT encounters

>> No.4543554

>>4541573
>The only thing challenging about memorizing enemy positions or peaking around corners every two feet is trying not to kill yourself from boredom.
Blood is a slower game if you want to survive and not take too much damage. You do have to carefully creep forward, constantly on the look out for enemies. Running into an area without knowing what's in there is usually suicide.

>> No.4543556
File: 296 KB, 1280x1024, Screenshot_Doom_20180124_192916.png [View same] [iqdb] [saucenao] [google]
4543556

>>4542810
>>4542780
>>4542770
>>4542680
>>4542669
>>4542661
>>4542613
>>4542743
>>4542752
>>4542702


I hope you at least enjoyed playing it and have some comments to give me on it?

Primary concerns is "is the layout good?" and "is it entertaining to play"? Visuals come second, as always; so that's why most areas are in a state of arguable detail and I got lazy with trying to deal with the bricks. Texture alignment is also less of a concern as I'm working on other things so this was made in the course of 3 days while I needed a break.

Suffice to say, yes, it's another "Git Gud at Mapping" map; so I'm not going to get better if you don't yell your issues/complaints at me.

>> No.4543585

>>4543297
dude i want a gun that does this one purpose

>>4543315
did you accidentally join them?

>> No.4543589

>>4543585
I don't know, even after deleting and redoing the LINEDEF that separates them it happens.

>> No.4543594

>>4543531
well- OK, I won't say you don't have a point, pretty good comparison there...
perhaps you should post this on the dbx doomworld thread and see what anotak has to say about your criticism? But I suspect they actually prefer what dbx looks like anyhow...

>> No.4543609

>>4543531
what is going on here?

>> No.4543618

>>4543594
banned from doomworld

>>4543609
Comparing DBX (which Shajeshogjjth used to make the cave/outdoor sections) to GZDB. GZDB has more features and is generally easier to use/get the results, where as trying to fiddle between modes and editors and being unable to do a lot of editing in 3D with DBX is problematic.

>> No.4543636

>>4543618
Ha, I forgot. You could just create a new account though...?
I just finished your map btw, and I enjoyed it. How long did you work on it? I like the change of pace having to use a pistol for so long provides, and having a reasonably full on start with it.

>> No.4543651

>>4542185
Oh. Oh fuck.

>> No.4543654

>>4543636
It took roughly three days in-between tf2 contracts, match-making and respawn timers but it ultimately was 'released' due to needing to take notes on what I had, and wanting to keep working on the aforementioned contracts.

Glad you like it, though. I initially wanted ammo to only spawn out of the zombies but I figured that could become tedious.

Mostly though, I just needed more concepting and visualization for future hell-themed maps, so getting this down and out of my head was a good excercise to further myself.

My self-criticisms, posted from DoomerBoards:
still don't quite get what i'm doing. not quite satisfied with the fiddling with horizons and scaling for stuff in the distance. not satisfied with the mountain ranges; break-ups and support textures still experimental. some rough ideas for balance/etc. some layout/secret complaints

First time also doing "distant visual structures" like in BTSX and the like. Hope people got the idea of what I was trying to do, though.

>> No.4543662

https://youtu.be/Q2yPfWXPIs0
>Doom in Garry's mod
>Has iwad support
Why didn't I know about this years ago?

>> No.4543664

>>4543654
Yeah I do like the visuals in it, you've got something going on there.
Gonna upload the start of my second run after I've converted it down (HDD got filled up recording, fucking fraps spitting out a 4GB file after minutes)

>> No.4543665

>>4542185
what mod is that

>> No.4543669

>>4543665
Project Babel, pretty into it, running it with whatever I play atm

>> No.4543670
File: 3.93 MB, 1920x1080, hl2 2018-01-03 23-24-30-04.png [View same] [iqdb] [saucenao] [google]
4543670

>>4543662
The map loader addon is a bit wonky, but it can at least try loading WADs like Scythe 2. The base mod however is worth it just for the entities.

>> No.4543676

ijon i have a very important request for you concerning dakka:
add more randomized pickup messages for weapons

>> No.4543683

>>4543664
Well hey. I appreciate it. I'm still working out the kinks though- ae; cave transitions, supports, etc.
I realized I forgot to untag a secret sector for the chaingun.

I'll be sure to enjoy your recording, and am glad you liked my weird brainstorming thing.

>> No.4543713

>>4543636
>You could just create a new account though...?
A: he would be caught instantly
B: he burned his bridge, now he's gotta deal with it
i'm glad he's trying to (finally) fix his shit, but what's done is done

>> No.4543724

>>4543683
yeah unfortunately im not so good at giving criticism, dont really have the mind for it. missed that chaingun tho, missed that megasphere with the 2 revs the first go around as well.

OK im gonna have to call my isp again and have a go at someone because these speeds are still fucking illegally slow.

>> No.4543740

>>4543724
Well hey. I still appreciate it.

>>4543713
From my perspective, at least, I've always been trying to fix it.

>> No.4543778

"jewalky commented on Mar 14, 2017 (edited Mar 15, 2017) at https://github.com/jewalky/GZDoom-Builder-Bugfix/issues/12

Now that I actually have a Linux VM here and having read the renderer-related code in GZDB, SlimDX is actually the main problem here.

As CodeImp was quite a good coder, the D3D-specific code is mostly limited to Renderer directory (total 295kb of code). That doesn't sound too overwhelming, so I might try porting this to OGL.

edit: CodeImp was a good coder, but MaxED not.
MaxED's modifications use DirectX all over DataManager (for visual skies), VisualThing (for models and voxels), and god knows what else. These are the most obvious parts. So removing it from there isn't going to be easy nor fast."

Hmmm, perhaps we are a little closer to seeing doombuilder on linux.

>> No.4543779
File: 1.21 MB, 1920x1080, Screenshot_Doom_20180124_212550.png [View same] [iqdb] [saucenao] [google]
4543779

E3M4 of strange aeons. the fuck am i supposed to do?

>> No.4543786
File: 741 KB, 1920x1080, Screenshot_Doom_20180124_213051.png [View same] [iqdb] [saucenao] [google]
4543786

>>4543779
nvm. fucken hate it when the level only progresses through a secret.

>> No.4543792

>>4543786
>Called a SECRET
>Some enterprising asshole makes it mandatory
Who the fuck does this?
also the doomguy grunt in the Kayak commercial is making me laugh.

>> No.4543794

>>4543792
Wait, what commercial is that?

>> No.4543819
File: 24 KB, 640x480, Every goddamn time I turn around a corner there they are, Fifty fucking pink piles of shit where only one lost soul normally is. GREAT.jpg [View same] [iqdb] [saucenao] [google]
4543819

>>4543794
Might just be a canadian thing; but it's a hotel ad site. You will hear pipes banging as a man tries to fix a sink and then, sure as day, the classic pain sound for the doom marine.

Still can't find it though.

>> No.4543874
File: 104 KB, 725x420, 1751855-armagoncentroid.png [View same] [iqdb] [saucenao] [google]
4543874

>tfw my favorite quake track and mob aren't from the base game
https://www.youtube.com/watch?v=akr41oOFz4k&index=1&list=PL6AC4B0C443D0C01B

>> No.4543881

>>4543874
the music in the expansion packs didn't follow the original style at all, but they're still pretty good by themselves

>> No.4544039
File: 327 KB, 1600x900, Screenshot_Doom_20180125_000200.png [View same] [iqdb] [saucenao] [google]
4544039

Somehow, ZScript HUDs seems to use a different aspect ratio than SBARINFO, so placements and positions that were originally the center of the screen or carefully arranged can be in completely different areas.
It's actually kind of fun to figure out. Like rearranging Tetris blocks.

>> No.4544042

A problem with void maps is sky seams. I guess one could always try to mask it with a moving sky, though.

>> No.4544046
File: 282 KB, 1280x1024, Screenshot_Doom_20180124_195132.png [View same] [iqdb] [saucenao] [google]
4544046

>>4544042
surprising nobody, i forget my image. Thanks for the free post, reshitcha.

>> No.4544058

>>4544039
hey I haven't picked up on the name of this project yet, what is it sorry? looks fuckin wild

>> No.4544068

>>4544058

Don't really have a name for it yet, unfortunately.
I've just been calling it things like Booster, Cyberrunner 2: Now With Less Engine Breakage, Megaman OC Mod, or Initial Doom.

>> No.4544109
File: 217 KB, 1600x900, Screenshot_Doom_20180125_005120.png [View same] [iqdb] [saucenao] [google]
4544109

Houston, I've got good news and I've got bad news.

>> No.4544112

>>4544109
at least you got high fps!

>> No.4544116
File: 245 KB, 1920x1040, payday.png [View same] [iqdb] [saucenao] [google]
4544116

It seems my mapping process consist of spending 6 hours fine tuning an outdoor area that the player will just dash on through.

>> No.4544123

>>4544116
Right?
I think about this when I'm playing AAA titles all the time, think about the level of fucking detail in something like Call of Duty, lots of it you will never even see

>> No.4544128

>>4544116
you probably should not be finetuning things before the layout is done

>> No.4544131
File: 1.77 MB, 1920x1080, vkquake0005.png [View same] [iqdb] [saucenao] [google]
4544131

is the water transparency supposed to look like this or is it just me? Looks the same both with vkQuake and Quakespasm

>> No.4544132

>>4544128
Yeah I plan on leaving the fine tuning to after the layout is done.

>> No.4544138

>>4544131
You need vis patches

>> No.4544156

>>4544138
Thanks, did a little digging and found I could get similar results by entering "r_novis 1". Gave it a whirl and it looks good now, can't see enemies or architecture underwater so I'm good. Had no idea about vispatch before...

>> No.4544159
File: 242 KB, 1280x1024, Screenshot_Doom_20180125_012907.png [View same] [iqdb] [saucenao] [google]
4544159

Compblue makes for waterfall.

>> No.4544162

>>4544159
i like weird uses of textures

>> No.4544171

https://youtu.be/BUt9WqTa8n8

>> No.4544185

>>4544162
I do too. Hope you like sky2 rocks.
>>4544171
now it sounds like "highway to the danger zone" lmfao

>> No.4544209

>>4544171
the imps song is my secret favourite doom track,
something about that weird bass progression, it all staying so low and repeating notes... been stuck in my head all week, have to keep drumming it out on any surface nearby

>> No.4544229

>>4544068
"Doom XLR"
Or maybe "Engine of DOOM"
or
"Tireburner"
or
"V8 Doom"
or
"Optimus Doom"

>> No.4544274

Reply to this post with other terrible opinions
https://www.youtube.com/watch?v=9LdbW8KLZq0

>> No.4544279
File: 1.81 MB, 230x250, 1503406785489.gif [View same] [iqdb] [saucenao] [google]
4544279

just started playing Strife, feels pretty fresh because I'm so used to Doom, and not used to the RPG mechanics
what does /vr/ think of it?

>> No.4544281

>>4544274
nah

>>4544279
its not good

>> No.4544284

>>4544279
One of the most important video games of all time that ushered in the greatest genre of all time: the FPSRPG.

>> No.4544285

>>4544279
probably the first notable FPSRPG and the finest demonstration of the problems with FPSRPGs

>> No.4544286

>>4544171
the best version https://www.youtube.com/watch?v=Eqf-gcOp7bI

beepbeepbeepbeep

>> No.4544287

>>4544279
The grenade launcher is a lot of fun when you finally get the hang of its physics and stop blowing yourself up. The thing does huge damage, especially the phosphorous grenades that continually explode with the same damage as a Doom rocket every fucking tic or something ridiculous like that.

>> No.4544308

>>4544279
It tried to do something much more complex than a standard FPS on a Doom engine, without modifying it eough to support it. Result is a mess. What is possible now and seems simple enough thanks to powerful scripting engines, was not possible back then within the limitations of Doom.

>> No.4544312
File: 245 KB, 1600x900, Screenshot_Doom_20180125_035421.png [View same] [iqdb] [saucenao] [google]
4544312

Fuck it, back to SBARINFO.
For folks who thought the rear view mirror was obnoxious, there's now an option for side view mirrors. Also an option to disable it entirely.

>>4544229

Tireburner sounds pretty cool, I like that.
Probably will change it down the line, but for now it's a decent name to refer to the project by. Thanks.

>> No.4544330

>>4544279
Fun, but I wish the spots where it's impossible to not set off the alarm weren't there.

>> No.4544343

What's a good editor for removing custom weapon definitions and such from a wad file? Don't need to edit maps or anything at the moment.

>> No.4544358

>>4544343
slade

>> No.4544361

>>4544358
Thanks, it worked. Just commented out the new weapons and player pawn for sawdust and now it works with High Noon Drifter

>> No.4544370

>>4544159
heh a 94style classic

>> No.4544371

A guy here working on a HL1 mod, total conversion, and I'm wondering what you all love about retro shooters, specifically what you love about them that you rarely/never see today?

>> No.4544376

>>4544371
No reloading

>> No.4544380

>>4544371
Projectile based enemies, being able to melee bait enemies, infighting, actual weapon variety and not just 7 variants of hitscan.

a useful starting weapon.

>> No.4544381

>>4544312
fucking cool man, and thanks for putting the work into different options for people!
you should make a neocities like project babel has :)

>> No.4544382

>>4544380
>Projectile based enemies
So do you mean as in more enemies that fire dogable projectiles as opposed to hitscan bullets?

>> No.4544383

>>4544382
yes

>> No.4544384

>>4544382
Yes. Hitscan enemies should be used sparingly.

>> No.4544386
File: 213 KB, 640x480, 1516573820606.png [View same] [iqdb] [saucenao] [google]
4544386

>>4541384
> MRW I'm not the OP pic

>> No.4544387

>>4544382
>>4544384
And when used, hitscanners should generally be pretty weak and die quickly to low-tier weapons.

>> No.4544393

>>4544371
"Fun and atmosphere", not "atmosphere or fun".

>> No.4544396

>>4544393
Define atmosphere for me, cause for some people that can mean different things

>> No.4544397

>>4544371
-tens of thousands of freely available high quality maps, impossible to run out of new stuff to play
-engine is open source, can be modified without restriction
-basic game is pretty simple, only so many different ways to progress. at worst you have to look in a map editor for a hidden linedef. no textadventuresque obfuscated puzzles that require looking up solutions online.

>> No.4544404

>>4544397
>-tens of thousands of freely available high quality maps, impossible to run out of new stuff to play
>-engine is open source, can be modified without restriction
Remember that this is, in itself, a mod I'm talking about

>> No.4544405

>>4544371
* Speed of movement (even if the game is slow-paced) -- can't stand walking simulators like DOOM3
* Exploration and environment
* Concrete actions & items -- none of this XP / currency nonsense
* A weapon that will obliterate an enemy at extremely point-blank range

>> No.4544406

>>4544405
>* Speed of movement (even if the game is slow-paced) -- can't stand walking simulators like DOOM3
Are you sure you don't have that backwards? Doom 3's movement is plenty fast, but its pacing sucks.

>> No.4544407

>>4544371
Non-linear map design- multiple routes and multiple ways to tackle every situation; optional areas and secret routes.
Story told THROUGH map design.
Chunky design- sprite artwork and gameplay.
Inventiveness over profit.

>> No.4544410

>>4544396
mmm, i think we all have a pretty similar idea in our hearts

>> No.4544413

>>4544404
sorry, i just answered the question without that consideration
the part about why do i play retro shooters rather than newer stuff is irrelevant to me because i don't play anything besides doom
perhaps i should have refrained from answering as i cannot provide you with a helpful perspective
i am sorry

>> No.4544414

>>4544413
I just thought you were making a joke lol

>> No.4544415

>>4544396
Locations having a sense of place or story to them, ambient sounds (active Doom monsters are pretty much ambient sounds in this regard), pacing, game's parts coming into a theme well, stuff like that.

>> No.4544416

>>4544413
No need to be sorry man. And if you don't really play anything besides doom, then yeah, that's a helpful perspective, cause I'm trying to better learn what people like best in retro FPS', which according to you is all you play

>> No.4544417

>>4544371
Be consistent in your tone and pacing. Don't try to do EVERYTHING you think is cool at once, use what works well together and discard what doesn't.

>> No.4544420

>>4544371
Faceless, demon, helmeted or otherwise mook-like female enemies with big fat titties.

>> No.4544421

>>4544371
Level design
Enemy variety, especially in behaviour department
Cool guns

Level design should work same waay as an exploration in Metroid game - you have small area available to you at first, then as you flip the switches and find the keys (as an analogue to abilities in Metroids) you uncover more and more areas around the map - areas should be at least somewhat interconnected for this to work right.
There also should be secrets, at least 3-4 per map, not necessarily labelled (in Unreal for example secrets are not labelled at all)

Enemy variety also means distinct sound design, silouhete and color - basically each enemy should be instantly recognisable by both sounds and visuals. Hitscan enemies should be weak in both power and health. Projectile enemies above basic fodder tier should have at least somewhat interesting patterns or fire leading shots (look at Mancubus for that).
Enemies should cover different niches. Think of each possible niche and fill it with two-three enemy types. - like Doom has several fodder enemies, some distant pressure providing enemies (hitscan zombies), heavy hitters like Revenants and Barons, floating enemies like Cacos, spawner enemies, reurrecting enemie, annoyance enemies, tricky enemies, stealth enemies, enemies that vary their patterns etc.

Guns - try to stay away as far as possible from generic "pistol/ass rifle/minigun/rocketlauncher" dsigns, or at least put an interesting twist on them if you cant. Take a look at Unreal weaponset as an example of "twisted arsenal".
Even if you absolutely have to employ generic guns, try and add a few unique ones.

>> No.4544425

>>4544416
Why do YOU want to make a 'retro' FPS?

>> No.4544429

>>4544425
I enjoy the more open designs and free-form gameplay of a retro FPS. Despite how far gaming tech has gone since the likes of quake as far as graphics and technical aspects, I feel that a lot of shooters today feel more restricted than ever.

>> No.4544430
File: 943 KB, 640x480, Unreal2movement.webm [View same] [iqdb] [saucenao] [google]
4544430

>>4544405
>>4544406
>in Unreal 2 you play as a man with a limp leg who has to hop on one foot all the time in order to get anywhere

>> No.4544431

>>4544430

Oh my that looks unplayable.

>> No.4544432

>>4544430
Is that what Unreal 2 looked like? Man, I don't remember that at all.. how many Tournament games did they do in between 1 and 2?

>> No.4544436

>>4544421
>>4544371
In addition to level design department - follow Romero's guidelines - they are still pretty solid.

Do not hesitate to make an area more abstractif that would improve the gameplay.
Do not make areas more realistic if that would harm the gameplay/navigation.
Do not add too many little details player would trip over.

Detailing of any kind should be consistent in density. Densely detailed areas can be fine if the whole level is detailed with the same regard. Areas with significantly more detail make less detailed areas look barren and jarring in comparison.

Every area should have something unique to it, so even if areas are made of similar assets/textures each one is still immediately recogniseable as a different one.

Landmarks - each area of significance (like doors or important puzzle pieces) should have some unique design feature,structure or other recogniseable pattern near them.

Effect of the switches should be made apparent either through visual or audio cues. If you can not manage that in a subtle yet recogniseable way - add spycams and monitors that directly show the area and an effect the switch had.

If player can see an area that is not a distant backdrop, thereshould be a way of getting there either through normal gameplay or a secret.

DO NOT.
DO NOT EVER.
Systematically lock player in a combat encounter that can only be finished by killing allmonsters.
Once or twice per 1 gameplay hour is a maximum. Using it as a common progression mechanic feels like padding and is an extrememly ovrdone trope by "retro" devs that think "Constantly locking player up with lots of dumb mobs in small room is totally retro guys!".
That is not "retro gameplay". That is what hipsters think "retro gameplay" is because the most retro games they ever saw are Painkiller and Serious Sam.

>> No.4544437

>>4544432
I believe this was between UT2003 and UT2004?

>> No.4544439

>>4544430
I rememver U2 movement being a lot faster than that.
Are you sure you didn't miss the run button?

>> No.4544442

>>4544439
Lemme go find my play disc and I'll check.

>> No.4544445

Were there ever any fan made campaigns for Unreal that are worth looking into?

>> No.4544449

>>4544371
Avoid making the player mandatorily backtrack through content they've already cleared, unless doing so presents a new challenge. Ducking down a side corridor and back for a powerup is fine. Getting a key and needing to work your way all the way back through a now-cleared empty level isn't. Providing shortcuts back to the main path can work, or you can make the player fight again in a previous room, as long as it's novel and interesting (different enemy types, or now enemies have the terrain/wall advantage that you once enjoyed coming through the room from the previous direction, etc).

But, don't be afraid to break the above rule every once in a while. Doing the same thing too many times gets boring (See: Skyrim's hundreds of identical closed-loop linear dungeons)

>> No.4544460
File: 1.07 MB, 320x240, Unreal2mvmnt.webm [View same] [iqdb] [saucenao] [google]
4544460

>>4544437
>>4544442
>dodging wasn't enabled by default
what the fuck
Anyway, here's "running" and dodging.

>> No.4544463
File: 1.28 MB, 320x240, Unreal2walk.webm [View same] [iqdb] [saucenao] [google]
4544463

>>4544460
Meant for >>4544439
Here's walking.

>> No.4544465

>>4544460
>>4544463
Check for "sprint" buttons then

>> No.4544468
File: 70 KB, 640x960, 1411680417402.jpg [View same] [iqdb] [saucenao] [google]
4544468

>>4544460
>>4544463
Jesus christ how slow

>> No.4544472

>>4544463
>>4544468
doomguy couldn't move that slow even by crawling using his pecs alone

>> No.4544473

>>4544465
There is no sprint, >>4544430 is footage from a speedrun.
Even checked the steam manual! http://cdn.akamai.steamstatic.com/steam/apps/13200/manuals/Manual_english.pdf

>> No.4544474
File: 11 KB, 642x507, reticulating_splines.png [View same] [iqdb] [saucenao] [google]
4544474

Making an MS-DOS styled DOOM launcher to solve the "allow selecting compatible gameplay mods for an arbitrary collection of WADs" problem in PortaDOOM.

The idea is that the launcher lets you select your load-out of settings / mods and saves these (for that WAD), also allowing you to create a desktop shortcut for future re-use.

>> No.4544476

>>4544436
>DO NOT.
>DO NOT EVER...
Did Romero say these last few or are they your own advice?

>> No.4544478

>>4544474
Good shit man,

>> No.4544480

>>4544476
his...
i get his complaints tho

>> No.4544501

>>4544436
don't forget to put in giant mouths made out of linedefs wherever you can fit them

>> No.4544513

What is ZIMMER supposed to be?

>> No.4544516

>>4544476
>>4544480
These are personal.
Way too many devs try to get away with this claiming that this is "le lol retrodumb olde schoole gamedesign"

Even Doom'16 fell into this trap.
Most saddening of it all is that it get praised for it and thus reinforced the trope.

>> No.4544518

>>4544513
dunno but it works as grass or wood. sector trees. or rock with a bit of plant life on it. it's a good set of textures, quite versatile for anything earthy / natural.

>> No.4544520

>>4544516
I did still enjoy those sections in DOOM'16 though because I enjoyed the gameplay that much, and I felt it just lent itself towards it better than old DOOM.

>> No.4544523

>>4544516
locking player in arena is my biggest gripe in the game, I dont like executions, but if I wanted to play painkiller I would load it up.

>> No.4544525

>>4544520
because of the verticality and jumping and the melee system

>> No.4544529

>>4544430
this is why I bound a key to "setspeed 2.5" in unreal 2

>> No.4544536

>>4544474
can it run brutal doom

>> No.4544537

>>4544536
it can crawl brutal doom

>> No.4544540

>>4544536
If you sell guns, you can't stop people shooting themselves in the foot.

>> No.4544576
File: 1.19 MB, 720x360, features real time... weapon swap.webm [View same] [iqdb] [saucenao] [google]
4544576

Oh man I am so stoked about this, it's such a small thing, but man I love player sprites that change depending on weapons.

>> No.4544603
File: 351 KB, 943x495, tempofield.png [View same] [iqdb] [saucenao] [google]
4544603

Since you cant please em all
I'll let em choose

>> No.4544626

>>4544537
y cant brutal crawl?

>> No.4544627

>>4544626
cause he dropped soap

>> No.4544628

>>4544603
That looks pretty baaad.

>> No.4544651
File: 706 KB, 948x1019, tempofield.png [View same] [iqdb] [saucenao] [google]
4544651

>>4544628
your a baaa

>> No.4544653

>>4544576
man i kinda wanna try playing this like a third person shooter with, with a gamepad and all...

>>4544603
good lad, couple of you doing huds today it seems

>> No.4544667

some scary doom wads? (with or without jumpscars)

>> No.4544668

>>4544576
Anyone else can't close webms after the latest firefox update?

>> No.4544683

>>4544651
the other spots look good!

>> No.4544687

>>4544667
someone asked the same thing earlier in the thread (so I would start there)

>> No.4544692

>>4544437
Iiii thought Unreal 2 was before 2003... But prolly not.

Unreal 2 wasn't terrible. Just painfully mediocre in every single way. Except that girls ass.

>> No.4544707

>>4544692
I like the multi-grenade launcher, the napalm flamer, the mechanic dude lighting his cigarettes with his hands-free cybernetic welding arms, and the biological planet creature and the machine world. Also that game has a BFG weapon that is grown out of living tissue using some weapons grade mutagen. The game is pretty terrible, but at some points it is cool.
Also iirc Unreal 2 has that perpetual unintusive upgrade system where you at first collect new weapons but later you get modifications to them that just make them better. So it's an already impressive arsenal that expands even further. I think all FPS game upgrades should work like that. Arcade-esque points that you need to collect to unlock perks or something is just retarded. Therefore I actually think that Unreal 2 did something better than D44M.

>> No.4544739

>>4544516
I hugely prefer free roaming fights and to limit encounters where you're locked in, but I don't think those kinds of locked in fights were a huge strike against the game.

I would like to see less of them in the sequel though, and more free fights.

>> No.4544759

>>4544404
Xash is an open source version of Goldsrc

>> No.4544776

>>4542004
pretty late response, but here's how I record things:

if I'm using OBS (for when I want multiple audio tracks), I'll record with x264, set to CRF 20, high profile, veryfast preset, and film tuning.
if I use NVENC with OBS (I usually don't), it'll be with 40000 kbps, two-pass, high profile, high quality preset (I'd use high444p if OBS actually supported it).
shadowplay only uses NVENC and only lets you set bitrate, so I just have it set to 50000kbps for more or less transparent recordings. since shadowplay doesn't hit my framerate at all, I prefer using it.

this doesn't matter too much for uploading to 4chan, since the 3MB cap cuts out most detail anyway, but it's nice to have clean recordings for other uses.

for reencoding, I just use the webm for retards program, scale it down to 800x<whatever>, and then either do a two-pass with a target size of 3MB, or do variable size encodings with maxed out tolerance (aka. how much the target CRF can be strayed from) and with whatever CRF gets me right under 3MB. they look pretty similar in the end; might as well stick with two-pass and target size.

if you can't fit your video into 3MB even at max CRF, you'll want to either lower resolution further, reduce the tolerance, or both. the lower the tolerance, the more smeared shapes become and the more colors run together. it's really just a balancing act.

I made some 26 second long webms for comparisons, take a look: https://my.mixtape.moe/dnyfjq.zip

>> No.4544785

>>4544667
>>4544687

There's some spooky monsters on Realm667 that could make for a more specifically frightening doom experience

>> No.4544802
File: 51 KB, 460x215, Wrack-PROPER-PROPHET.jpg [View same] [iqdb] [saucenao] [google]
4544802

Why didn't it take off?

>> No.4544805

>>4544776
Ah OK, I think I've been making things harder on myself than what they needed to be, thanks a bunch!

>> No.4544807
File: 497 KB, 1300x956, old-rough-cement-wall-plaster-construction-industry-FWRBEJ.jpg [View same] [iqdb] [saucenao] [google]
4544807

>>4544513
>>4544518
It looks sort of like some kind of really old fashioned cement plaster material applied with very rough tools.
Possibly made with dyes (or some kind of colorful stone material). Perhaps it's painted?

>> No.4544820

>>4542004
Related: http://slhck.info/video/2017/03/01/rate-control.html

If you can't record at visually transparent settings, I'd suggest at least doing it at 2x/3x the resolution, and resizing at final encoding step if needed.

>> No.4544836

>>4544820
great info here, never bothered to actually figure out what this stuff really meant

>> No.4544838
File: 2.47 MB, 640x360, doom wrack.webm [View same] [iqdb] [saucenao] [google]
4544838

>>4544802
nobody likes carnevil after what he did.

>> No.4544842

>>4544838
>after what he did.
what?

>> No.4544845

>>4544838
If anyone else can't close webms anymore after the latest firefox update, right click and select "hide controls", then you'll be able to.

>> No.4544846

>>4544838
I hate that HUD so much
it's so goddamn intrusive with the constant popups, the fonts are just awful, and *do I really need to be told my gun's low on ammo*

>> No.4544850

>>4544846
also
>shotgun weapon
>rifle round graphic

c'mon carnbarn

>> No.4544858

>>4544802
Shit enemy design and variety, very basic and unsatisfying death animations.
Shit gameplay balance.
Shit 6-gen console like interface.
Weapons lack any "oomph" behind them in sound or actual animation but try to simulate impactfulnes by adding ridiculous sway to your camera on every action.
Bland cartoony design of everything including textures. Textures are actually pretty high res but lack any detail 'cause of the style.
High res textures for no reasons+extra polygons where not needed+shit optimisation = game running like shit on machines it should be flying on.
Crap, mostly linear level design with resources snuck only into the furthest corners. Picups are tiny in size in comparison to everything else.

It botched literally everything it tried to deliver.


>>4544838
The fuck is this shit? Is this from the game itself or is it a fan made level? Or is it a bastard mod for Doom? Because I don't remember seeing this in the game (I played through it)

>> No.4544864

>>4544858
It has a level creator according to the trailer.

>> No.4544869

>new chocodoom update no longer links together music and FX when using Native MIDI
time to see if I can get it working on chocoheretic

>> No.4544903

>>4544371
Original guns, not just "Here's an AK-XX with a futuristic paint-job"
Also, a good shotgun.

>> No.4544915

>>4544523
that's not how you use 'but'.

>> No.4544924

>>4544523
>I don't like executions
okay?

>> No.4544929
File: 61 KB, 500x280, skillsaw.jpg [View same] [iqdb] [saucenao] [google]
4544929

oh god hell revealed is complete ass beyond Map15
still gonna push through though

>> No.4544934

>>4544929
I remember having more fond memories of it but it really does go to shit in the latter half.

>> No.4544936

>>4544929
I know I'll get called a casual, but it's way more tolerable if you play them on HMP.

>> No.4544938

>>4544934
oh yeah the first 15 maps are moderately difficult. some bullshit moments here and there but they're tolerable. that cacodemon trap room in Map15 can go fuck itself though.

>> No.4544980

Can someone make a "brutal doom redpill" infograph detailing all of the sins of Sgt mark 4 and his mod, as well as stuff like how you aren't supposed to run it with other mods? I saw some dumbass on /k/ an hour ago that thought he could load both hideous destructor and brutal doom, and get some kind of PTSD simulator that would "make red orchestra look tame in comparison"

>> No.4544982

>>4544980
No.

>> No.4544990

>>4544980
nah

>> No.4544992
File: 11 KB, 129x128, e1sky.png [View same] [iqdb] [saucenao] [google]
4544992

>>4544463
>>4544460
>>4544432

I never remember U2 being this slow.

Nearly done with TF2 contracts- then on to the SC2 skins-

I do wish DOOM had a proper RTSFPS mod, though. Mix elements of Shotgun Frenzy, Stronghold, ZDOOM Wars, and so on.

Have a scrapped E1 sky. It didn't tile right.

>> No.4545006

>>4544838
What did he do?

>> No.4545014

>>4541484
Okay, Mark

>> No.4545025

>>4545006
This, what happened?

>> No.4545039

>>4544992
E1 as in knee deep in the dead or is this from some rejected project

>> No.4545040

>>4544936
there's no shame in turning difficulty down a notch

>> No.4545060
File: 14 KB, 256x128, SKY1.png [View same] [iqdb] [saucenao] [google]
4545060

>>4545039
knee deep in the dead. i built the sky out of some of the mechadon bits. as due to the tiling issues i just recolored the default
i'm probably going to pick the map back up after my other projects.

>> No.4545067

>>4542052
>>4542087
more like the aliens interrupted his gameplay of MK2 during his trip back to earth

>https://www.youtube.com/watch?v=aiTmh3YsU1c

>> No.4545071

>>4544980
i wish somebody made a video about why they think bd is bad, but make it just like "here's some opinions" and not some clickbait shit

>> No.4545094

is the best method for a skybox still a camera in a box?

>> No.4545109

>>4544980
who FUCKING cares

>> No.4545124

>>4545094
You mean a literal skybox and not a classic Doom engine sky? With actual cubic skyboxes I have always used just a square rendering using a 90° FOV camera that gets pointed at the 6 sides of the environment.

>> No.4545130
File: 7 KB, 69x69, heartanimmanupix.gif [View same] [iqdb] [saucenao] [google]
4545130

>>4544980
I'm sorry that Sgt. kidnapped, raped and make you play his mod 24/7 in his mod dungeon. I can only hope that time will heal your bleeding ass.

>> No.4545147

>>4544980
i've been sort of working on a brutal doom faq to add to the op for years, but as with all anon projects it is effectively on indefinite hiatus

>> No.4545148

>>4544980
Posts like these only make people want to LIKE BD just to spite you.

>> No.4545151

stop giving him attention dipshits

>> No.4545152

>>4545147
oh please finish that

>> No.4545164

>>4544980
>brutal
>doom
>redpill
quite a combination of words

>> No.4545187

Does anyone have that post calculating Doomguy's runspeed? I need it for reference.

>> No.4545194

>>4544842
>>4545006
>>4545025
If I remember my stories right, Carnevil basically flipped a bitch, took the Skulltag source code and everything involved with it, proclaimed it was his and ran off to make money with Wrack. This is why Zandronum had to basically be made to continue MP stuff for Doom.

>> No.4545271

>>4545124

Is the GLDEFS method where you specify 6 or 3 sides of a cube the best?

>> No.4545278
File: 116 KB, 985x369, RUNNING AROUND AT THE SPEED OF SOUND.png [View same] [iqdb] [saucenao] [google]
4545278

>>4545187

>> No.4545292

>>4545278
> ROLLIN' 'ROUND AT THE SPEED OF SOUND

>> No.4545293

>>4544980
This sounds fucking retarded, but at least bring up nice things to say about either the mod or Mark, to not sound biased or shit like that.

>> No.4545295
File: 51 KB, 640x768, 0172b22360fc21d02d87e573c2fad619ffdf5b09.jpg [View same] [iqdb] [saucenao] [google]
4545295

>>4545292
I can't believe Doomguy was Sonic the whole time

>> No.4545298

>>4545295
Doomguy accelerates faster than Sonic.

>> No.4545304

>>4545298
>Doomguy accelerates
>accelerates
he's on top speed all the time

>> No.4545307

>>4545304
There's a slight amount of acceleration when changing directions.

>> No.4545309

>>4545304
Unlike a lot of FPS protagonists, Doomguy actually has a sense of momentum and speed build-up. Yeah it's quick, but if you just let go of the movement keys he also sort of awkwardly slides to a stop instead of stopping on a dime ala something like Quake. Plus he has to get a brief moment to build up momentum in an opposite direction.

The fucking Doomguy has more physics than most 3D FPS protagonists despite not even being able to jump.

>> No.4545326
File: 1.74 MB, 1280x720, gzdoom 2018-01-25 16-54-42-442.webm [View same] [iqdb] [saucenao] [google]
4545326

>>4545278

Cool, thanks.
I was able to put this calculation into some old code to get a speedometer.
The calculation is a little bit weird since with her speed being 1.05 she moves slightly less than 57 MPH except with straferunning, but maybe straferunning was calculated for that post.

>> No.4545336

>>4545326
>her
So... You're into robot-car girls now, huh?

>> No.4545343

>>4545336

People generally seem more interested in female characters over male.
Compare High Noon Drifter, Corzo and Basilissa. Basilissa is simply one weapon, Corzo is the main character the whole way. But Basilissa is the one who gets the focus, the art, the questions, and etc, Corzo's mostly been kind of ignored.
People like tits, it seems. But I like tits too, so it balances out.

>> No.4545346

>>4545326
> that speed
> 106 km/h
who do you think you are fooling

>> No.4545350

>>4545343
real men like ass

>> No.4545352

>>4545343
I wanted to make a badass Skeleton Warrior.
How do I make a badass FEMALE skeleton warrior?

>> No.4545353

>>4545326
>>4545336
> robot
> girl
pick one

>> No.4545356

>>4545343
corzo is literally terminusest13 avatar, negated, in a hat+poncho

>> No.4545357

>>4545352
make her a skeleton that is female

>> No.4545358

>>4545352
Without making him/her fully armored and putting tits on his/her armor?

>> No.4545362

>>4545346
it checks out
assuming doomguy's normal running speed is 57 mph, and straferunning is a 120% speed increase, that's roughly 109 kph

>> No.4545363

>>4545346

S'what the calculations say, dude.

>> No.4545364
File: 109 KB, 800x549, un7fzltvhp8e5xqubz0v.jpg [View same] [iqdb] [saucenao] [google]
4545364

>>4545352
put a bra on it

>> No.4545365

>>4545352
give them a viking hat with blonde pigtails

>> No.4545367

>>4545356
> stealth self-insert with giant titty monster
I KNEW IT

>> No.4545369
File: 520 KB, 566x800, file.png [View same] [iqdb] [saucenao] [google]
4545369

>>4545353

>> No.4545371

>>4545356

Ahaha, shit, you're right.

>> No.4545374

>>4545343
There's Basilissa fan-art!!?? Where may I find this, for purely educational reasons, naturally.

>> No.4545376
File: 502 KB, 800x1402, file.png [View same] [iqdb] [saucenao] [google]
4545376

>>4545374

>> No.4545380

>>4545367
>>4545371
but yeah you see why he is relatively ignored? he is barely more than a stick man in a hat
>>4545374
>>4545376
naturally 88alice draws something for every mod of terminus. also draw him in frilly dresses.

>> No.4545382

>>4545380
can't be envious though. not like i have made creations to inspire artistes. good job on being an muse terminus.

>> No.4545384

>>4545380
i would say it's more akin to nerds tend to be naturally disposed to attractive women, while men tend to be glossed over.

>> No.4545385

>>4545380

Yeah. I'll just have to do more to make my next guy interesting.

>> No.4545393
File: 6 KB, 632x384, PH_DOOM2.ANS.png [View same] [iqdb] [saucenao] [google]
4545393

I am implementing ANSI escape sequences in QB64 for a DOOM launcher. This is both strangely contemporary and anachronistic at the same time.

>> No.4545394

>>4545374
https://robotjoe.tumblr.com/post/163401727881/what-if-instead-of-dropping-a-temple-on-the-guy
t b h i don't like how most of them get rid of the skull mask

>> No.4545396

>>4545394
C-Can someone ask that artist if he can draw doomguy getting dominated by Samus Aran or Bayonetta?
Asking for a friend

>> No.4545401

>>4545394
can you post direct image link or tell how to bypass paywall? thanks

>> No.4545402

>>4545401
Use bugmenot

>> No.4545406

>>4545402
i tried that before. all credentials failed. they must monitor it and disable them quickly.

>> No.4545413

>>4545406
No, it works (just used it myself right now), but you have to be aware that when you copy/paste you get some white-space attached!

>> No.4545416

>>4545362
doomguy's 51 pixels tall from head to heel (sprite origin), which thanks to doom's 5:6 pixels translates to 61.2 pixels on the floor
according to quake 3, doomguy is 6 feet tall, and as far as I know we don't have any other height for him, which means a foot is 10.2 pixels long when on the floor, and 8.5 pixels vertically
and zdoom tics and vanilla ticks are different, but this is a zdoom mod, so tics are 28ms long, which means you get about 35.714 of them in every second.

so here's what I got for run speeds, using a speedometer mod to get units/tic and doing unit conversions for the rest:
- forward: 15.1042 units/tic, or 52.885 feet/second, or 36.058 mph
- SR40: 19.336 units/tic, or 67.703 feet/second, or 46.161 mph
- SR50: 21.360 units/tic, or 74.790 feet/second, or 50.993 mph

21.36 units/tic is the absolute highest speed I could get for SR50. I don't know where 819.52 units/second came from - if I had to guess, wallrunning, but that's a bug.

>> No.4545418

>>4545384
this might also tie into how a lot of hentai seems to feature intricately drawn and designed women while the men to just be blank blobs or (You) standins or offscreen

i'm sure there's a lot of psychology behind it

>> No.4545421

>>4542896
>>4542930

I had a neighbor who murdered his wife's lover with a double barreled shotgun, with both shots at the same time and point blank, dude was literally split in half

>> No.4545429

>>4545421
> t1000_pretzel_man.jpg

>> No.4545436

>>4545416
have we been lied to this whole time about doomguy's speed?

>> No.4545439

>>4545421
>super shotgun gibs enemies ON

>> No.4545443

>>4544430

>~\unreal2\system
>unreal2.ini
>PlayerSpeedRatio=1.000000 -> PlayerSpeedRatio=2.000000

there are two instances

>> No.4545450

>>4545401
>paywall
wut

>> No.4545452

>>4545401
https://78.media.tumblr.com/46b0afb2bc5b06a99cddc8e1f98da4d7/tumblr_otn30ztFaY1rnfnbto1_1280.png

>> No.4545454

>>4545416
>which means a foot is 10.2 pixels long when on the floor
this is incorrect, id has consistently stated 8 map units (8 pixels) is a foot

>> No.4545460

>>4545436
without having the calculations behind it, I don't know, but those are the numbers I got.

this is the python function I'm using now:
>def upt2mph(units_h, units_v, footlength_h, ticsPerSec=1000/28):
> units = (units_h**2 + (units_v*1.2)**2) ** 0.5
> return (units * ticsPerSec * 3600) / (footlength_h * 5280)

going by hitbox dimensions instead of sprite dimensions - aka going from 51 pixels to 56 pixels - crunches the distances down by 9.8%, so 10 feet is now 9.11 feet.
by the way, this means that doomguy's hitbox is at least 2.86 feet wide.

>>4545454
I'm literally taking doomguy's sprite height - in the game itself - and doomguy's height - which is also provided by id - to calculate the actual length of a foot.
if you use that measurement, that means doomguy is 6.375 feet tall - which directly contradicts what quake 3 says. it also says he's 3.5 feet wide based off the sprite, and 4 feet wide based off the hitbox. tell me that isn't ridiculous.

>> No.4545462
File: 135 KB, 693x500, tumblr_nzdtamIcno1syxgg9o1_1280.png [View same] [iqdb] [saucenao] [google]
4545462

>>4545380

>> No.4545463

>>4545460
>if you use that measurement, that means doomguy is 6.375 feet tall - which directly contradicts what quake 3 says.
correction: I forgot about the 5:6 pixels, so once you apply that, that means doomguy is actually 7.65 feet tall.
yeah no I call bullshit on that

>> No.4545472

>>4545278
And people always forget Blazko is even faster,

>> No.4545473

>>4545460
>>4545463
and yet it is what id says
>Game units are the same scale we have had since way back in the Wolfenstein days - 8 units equals one foot.

from q3a shader docs
https://www.asc.ohio-state.edu/lewis.239/Gauge/Q3A_Shader_Docs/section2.htm

>> No.4545478

>>4545416
i can confirm your units/tic values are accurate. they can be proven from the source code.

suppose v is the players movement speed at terminal velocity (when acceleration due to input is balanced by speed reduction from friction).

- the input from each tic is read. at maximum speed, this input is 50.
- input is multiplied by MOVEFACTOR = 2048 = 1/32 in fixed point, and added onto v as an acceleration.
- then friction is applied by multiplying by FRICTION = 0xE800 = 29/32 in fixed point.

so at terminal velocity, friction balances input, and v remains the same from one tic to the next. thus we solve for v

v = (v + 50/32) * (29/32)

which gives v = 725/48 or 15.10416666...

the other two values can be obtained by multiplying v by sqrt(50^2+40^2)/50 and sqrt(2) respectively.

>> No.4545479

>>4545472
How much does his reasure weigh?

>> No.4545482

>>4545473
From the same game that says Doomguy is 6'. God dammit, id can't even internally keep their values consistent.

>> No.4545483

>>4545473
well I'm gonna go with the measurement that doesn't result in 7.5 foot tall former humans/sergrants, 8.1 foot tall chaingunners, and 6.75 foot long super shotguns

>> No.4545485

>>4545483
embrace it. the mapping community has had fun with the illogical size measurements for over 20 years.

>> No.4545489

>>4544274
>Dead Simple, a level so good...
My god. This man is diagnosably mentally insane.

>> No.4545491

>>4545489
Dead Simple is a great way to introduce the best new enemies. Its influence is bad, however.

>> No.4545503
File: 1.05 MB, 1233x1113, tumblr_ok0cnny0jT1w0zjvdo1_1280.png [View same] [iqdb] [saucenao] [google]
4545503

>>4544838
Why is he gunning down Mechanists? Was this map made by a Pagan!?

>> No.4545506
File: 142 KB, 640x960, 1516923380355.png [View same] [iqdb] [saucenao] [google]
4545506

>>4545489
tell that to adam hegyi

>> No.4545509
File: 754 KB, 1920x1080, 1501295754377.jpg [View same] [iqdb] [saucenao] [google]
4545509

what is going on here?

>> No.4545513

>>4545509
looks like "bugfix" is a lie!
seriously though, i don't know.

>> No.4545515

>>4545509
Only time I've ever worked with slopes was nearly a year ago, following some video tutorials on youtube. It seemed kind of a headache so I decided to forego using them in my maps.

>> No.4545519

>>4545515

that's not then problem, I did the map in gzdoom builder but the bugfix version doesn't show the sloped 3d floors properly

>> No.4545521

>>4545482
id is known for building solid foundations for their games gameplay and tech wise, their stories are either extremely basic or are vaguely elaborated upon over time. then either their lore doesn't line up completely or it contradicts itself, or they reboot stuff and leaves thousands of people confused as to when does things happen. symptom of afterthinking shit instead of planning on ahead as you should.

it was only half a decade ago or so that they bothered coming up with storylines decently longer than you could fit in a folded napkin. nudoom and quake champions' gameplay (and TNO as well to some extent even though machinegames is more the culprit) may have some weaker points overall, but their worldbuilding and lore writing seems to have upped a couple notches. they seem to be reusing a lot of earlier stuff trying to tie stuff up.

>> No.4545524

>>4541384
So apparently GZDoom intergrates some MBF features ages ago, how do I enable them? I only know how to summon the helper dogs

>> No.4545529

>>4545485
>>4545483
>>4545482
>>4545478
>>4545473
>>4545463
>>4545460
>>4545454
>>4545416

Well, shit. Now I'm really second-guessing this speedometer. If there aren't really any consistently accepted values for height/distance, this'll just cause more problems than it's worth.
A better meter might just be miles/kilometers travelled that stays with you through the mapset. That's still extremely subjective but not as much.

>> No.4545535

>>4545529
"8008135"

>> No.4545537
File: 856 KB, 1920x1080, 1510148303938.jpg [View same] [iqdb] [saucenao] [google]
4545537

>>4545509

well, going back to gzdoom builder I guess

>> No.4545620

>>4545462
Top tier waifu there.

>> No.4545626

>>4544371
In addition to what's already been said, not being locked out of any previous area of the map. I like Doom 4 but it does this quite a lot.

>> No.4545664
File: 189 KB, 512x458, quake_guy_by_natan77.jpg [View same] [iqdb] [saucenao] [google]
4545664

>>4545309
>Unlike a lot of FPS protagonists, Doomguy actually has a sense of momentum and speed build-up. Yeah it's quick, but if you just let go of the movement keys he also sort of awkwardly slides to a stop instead of stopping on a dime ala something like Quake. Plus he has to get a brief moment to build up momentum in an opposite direction.
What're you talkin' about, dude? Quake absolutely doesn't have 'stopping on a dime,' the slowing down is just less noticeable because you're moving slower than in Doom. There's multiple cvars related to the entire system, like sv_accelerate (how fast the player reaches maxspeed) and sv_friction (how quickly you lose speed when you let go of a movement key). If Quake made you stop moving the instant you stopped holding a key or touched the ground, bunnyhopping wouldn't exist.

>> No.4545669

>>4545664
that's a neat sketch of the bad guy from X-Men!

>> No.4545707

>>4545489
Dead Simple is an adequate boss map.

>>4545491
IMO the best enemies added to Doom 2 was skellie and achie, simply because of how those enemies make for radically different behaviors, letting you create scenarios that weren't possible in the first game.
Honorable mention to the hellknight for bridging the gap between the baron and the lower mooks.

Otherwise, fatso and lil' spidey are good in their roles, but their behaviors are only somewhat novel, they're large projectile spitters. Fatso lets off wide volleys of projectiles, and lil' spidey stands in place spitting a steady stream, but ultimately it's conventional projectiles.

>> No.4545709

>>4545707
Yeah, "adequate" is a good description. It's not very fun or interesting, just adequate.

>> No.4545726

>>4545416
>>4545478
>>4545460
we have the best autism, folks
doom attracts the best kind of people

>>4545529
hey it's a video game dude, the speedometer looks cool, just use whatever values look good.

>> No.4545732

>>4545707
I like both archie and the pain elemental because their existence stops you from just circlestrafing around every big monster crowd until everyone kills each other.

>> No.4545787

>>4544371
Doom is almost like a chess match. The player can make a move; the monsters can also do the same. You have a variety of ways to deal with any situation.

Great gameplay comes first, story comes second.

>> No.4545792
File: 1.48 MB, 1280x720, file.png [View same] [iqdb] [saucenao] [google]
4545792

JPHUD completely breaks Reelism if you transform into a dog or a mecha, is there any workaround? I like to have the nice HP bar..

>> No.4545803

>>4545792
I personally use TopHPBars

>> No.4545810
File: 118 KB, 332x450, 1477780568300.png [View same] [iqdb] [saucenao] [google]
4545810

Hy guys I'm new here don't bully please. I'm trying to play Comatose on zandronum and the performance is horrid. I'm not an expert on this, I just started playing some wads. What can I do to make the game run smooth with large wads like this?

>> No.4545825

>>4545792
>>4545803
I prefer JPHUD over both TopHPBars and Damnums, but the latter two seem to be a lot better when it comes to compatibility with other mods and older/newer versions of GZDoom.

>> No.4545827

>>4545810
Go with Prboom+, ZDoom derivatives like GZDoom and Zandronum are rather suboptimal when it comes to running extremely detailed maps like Comatose, to say the least. Why? Well, I hope another anon with more knowledge can explain this.

>> No.4545836

>>4545810

Zandronum isn't very well optimized.
If you absolutely must stick with Zandronum, make sure all of your filters are turned off. If needed, play in Software mode.

>> No.4545849

>>4545827
>>4545836
Thanks. I will try Prboom+. Zandronum was fine until I tried Comatose. Guess large maps are a no no for it.

>> No.4545862

>>4545810
Are you playing with software or hardware?

>> No.4545868

>>4545862
what do you mean? I'm on a high end PC

>> No.4545869

>>4545810
>asks for help with performance
>doesn't list his specs
>doesn't tell us if he has the same problem with other wads
don't ever do this again

>> No.4545880
File: 1.67 MB, 1543x6892, 1514994979128.png [View same] [iqdb] [saucenao] [google]
4545880

>>4545869
i5 2400
Radeon RX 560 2GB
12GB RAM
And yes I'm sorry I was pretty vague. I saw this little thread on /v/ about doom wads a couple days ago and It peaked my interest in Doom again. I've been playing some wads, mostly megawads, with zandorum and was having no problems with fps. Until I tried this large wad, Comatose.
I should have posted the specs from the start, sorry.

>> No.4545884

>>4545880
welcome back to doom
huge community, lots of good shit, lots of crazy shit, lots of weird shit
we're a rambunctious set of faggots sometime, but hope you enjoy your stay

>> No.4545887

>>4545869
To be honest, if someone is having trouble running Comatose in a ZDoom based sourceport, the answer should be pretty obvious.

>> No.4545893

>>4545880
Ha I didn't mean to have such a go at you... glad you're back into Doom, I got back into it the same way months ago and am still playing (and now making wads) to this day.

Have you seen how it runs with prboom+ now?
Also it won't well in most cases even on powerful machines (on those more advanced sourceports in particular) because this map is like literally the fucking largest it can be, it's fucking insane. The 'engine' just can't handle it well. You won't have this problem with most anything else.

>> No.4545896

>>4545868
Two modes that gzdoom runs the doom game through. Software mode uses the same rendering method that ye ole doom used, while hardware mode uses fancy opengl that every graphics card these days comes shipped with. Z& defaults to software mode. If you can't look up and down without the ceiling suddenly looking like shit, you get some weird mixture of nearsightedness and color blindness, and if explosions bigger than what is seen in vanilla doom look like shit, than you are running in software. Go to rendering settings and fix that shit ASAP.

>> No.4545902

>>4545884
Thanks
>>4545893
Thanks and yeah I tried prboom+, it runs a little better but still has bad framerate. Might as well try another map I guess, looked cool tho
>>4545896
Oh ok that's good to know. Will try it

>> No.4545905

>>4545902
it's technically impressive and interesting, but it's not actually a great map to play anyway

also post a screenshot so i can yell at you if you're using a filter

>> No.4545959

>>4545825
>>4545803
Thanks it does it I guess, damnus have nice settings but TopHPBar is so simple i can barely see the bar most of the time, at least I can still see their hp without Reelism not working

>> No.4545974

>>4544603
No wonder there's that option to hide "nood" sprite. Damn babbies and their phobia to mammaries. On the flip side, the previous ammo counter in the HUD never bothered me because I always set to Centered messages anyway

>> No.4545982
File: 5 KB, 225x225, HUUH.jpg [View same] [iqdb] [saucenao] [google]
4545982

haha 666th post epic

>> No.4545985

>>4544980
Unironically, an HD Brutal Doom crossover could be fucking epic

>> No.4546001

I just now discovered Oblige. It's amazing. Feels like Doom is a rogue like. Landed in a map called City of Shadows, you start in what looks sort of like a church, with a last stand at the Alamo vibe. I had set the gen to have a high amount of monsters, not knowing there would be like 2000 something. I started in Brutal Doom, kept getting my ass kicked so in a sense, I felt like Neo, scouring for some gameplay mod that would give me an edge without feeling cheap. Found a mech suit mod where you can even get out, reminded me of Metal Warriors for the snes. I mowed into the crowd a bit more but wasn't very cautious, as I was mostly just playing around with the new mod. Then out of curiosity I installed Hdoom. Played with that for a bit, Ive been getting punked by Lost Souls all day and it felt good to make one suck my dick. Then I ran both together. At first my church was overrun with the generic zombie gunmen, but as the battle to clear what is essentially now my home came to its conclusion, there I saw her, the floating female lost soul. I gunned her down, hit the "sex" button, and there in all of its glory I was getting blown atop the corpses of my slain foes.

Fucking doom man.

>> No.4546006

>>4546001
gib map

>> No.4546010

>>4546006
Will upload tomorrow. Typed all that out while shitting and thinking about it. In bed now. Still haven't beaten the map due to there being a shit ton of enemies. I set the gen to have no key doors, but I don't know where the exit is.

>> No.4546015

>>4545529
Make regular run speed be "40 km/h" since that is a speed limit on most city roads, at least in EU.

>> No.4546020
File: 141 KB, 300x225, 300px-Quake_II_Lower_Mines_Starting_Area.png [View same] [iqdb] [saucenao] [google]
4546020

not my pic but holy shit this level fucking blows

>> No.4546021

Lads, how can I get DoomRL Arsenal and DOOMRPG working again? I accidentally updated doomrpg

>> No.4546026

>>4546020
whats that anon? hate being challenged and feeling insecure when map isnt straferun friendly with plenty of cover?

>> No.4546034

>>4546015
Why not make it 50kn/h since that is the speed limit on most city roads, at least in NZ.

:^)

>> No.4546035

>>4546006
This

>> No.4546041

>>4546001
sad work has ceased on it!

>> No.4546046

>>4546020
Gotta wonder why "floating head in a jar" memery didn't took off. Are Quake II enemies really just that forgettable?

>> No.4546051

>>4546026
I do think it's trash when they so shit like putting in a bridge that spasm like fucking Josh Nichols

>> No.4546059

>>4541427
BD is fun if you're in the mood for it. I wouldn't play it 24/7 but it has its appeal at times.

>> No.4546060

New thread.

>>4546054
>>4546054
>>4546054

>> No.4546064

>>4542185
HE'S FAST

>> No.4546069

>>4546026
there's plenty of challenging and more interesting areas in quake 2 that don't involve awkward geometry navigation and/or shit platforming.

>> No.4546102

>>4545902
Comatose would run like ass on many PCs due to the way it is build.

It was designed to push Boom format to its limits - it is a wide open map with as many linedefs, sectors etc. visible, and as little visual blockers as possible. There's even a dedicated zone made specifically to dump some extra detailing linedefs for explicit purpose of hitting the linedef limit beyondwhich PRBoom crashes.

It will run mostly fine only on PRBoom+/GLBoom+.
My rig which is an oldass 2.4Ghz Core Duo with Geforce 8600 (12 year old gpu) runs Comatose at ~40-50 fps, while most other maps give me 700-1400fps.