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/vr/ - Retro Games


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6262080 No.6262080 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6254982

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE/HERETIC/HEXEN/ETC
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 FUCKING DOOM
(or Quake, Duke, Marathon, Thief, Deus Ex)
https://imgur.com/a/wWS8zXz
-Album of infographics with setup information and user-made content recommendations

Same thing, but in video format:
https://www.youtube.com/watch?v=ietb4JwaaXA
https://www.youtube.com/watch?v=CGj4gXyCzg0

IWADs and more (>6 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more)
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
More /vr/ shooters
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Doom Shovelware
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR


Doom RPG series
https://mega.nz/#!Y7AjEawA!Ta2RQuOC235v0wQoLtVR7HJoN7bsiawkujSlq8A1Da4

Launchers for Build Engine games
http://buildgamedosboxlaunchers.weebly.com/

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

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

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

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

== /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
https://pastebin.com/5sKRiJzS
https://pastebin.com/aiEgdB3K

>> No.6262081

=== NEWS ===

[3-13] New episode of expansive Duke 3D mod Alien Armageddon released
https://www.moddb.com/mods/duke-nukem-alien-armageddon/downloads/alien-armageddon-31-space-gladiators

[3-13] Doom 4 Vanilla 2.5.9 has been released
https://www.doomworld.com/forum/topic/108725-doom-4-vanilla-v259-new-version/?page=24&tab=comments#comment-2093390

[3-13] DoomFrag has been released
https://www.youtube.com/watch?v=nZUm00JDxoo

[3-10] Doom 64's port will include a new episode
https://www.usgamer.net/articles/exclusive-doom-64-devs-reveal-the-port-will-include-a-brand-new-chapter?

[3-10] MetaDoom v666 "Titan" released
https://forum.zdoom.org/viewtopic.php?p=1141138#p1141138

[3-8] StickGuy In DooM updated
https://forum.zdoom.org/viewtopic.php?f=43&t=66877

[3-8] Doom 2 map "Ground Zero" updated
https://forum.zdoom.org/viewtopic.php?f=42&t=67175

[3-4] Quake 2 singleplayer map "Outer outer base" released
https://twitter.com/Colonthreee/status/1234615435779301382

[3-4] New trailer for Blood mod Eviction: The Hive
https://www.youtube.com/watch?v=T0qcmqzSnQo

[3-4] Colourful hell brown beta #4 released
https://forum.zdoom.org/viewtopic.php?f=43&t=47980&p=1140216#p1140216

[3-1] Wolfenstein 3D Retold First Preview
https://youtu.be/EvH_2fMTTFI

[3-1] Nobody Told Me About id updated to v0.2
https://forum.zdoom.org/viewtopic.php?f=43&t=67319&sid=6866a7303fceaa0cd0c4dc2c9f2d0316&start=150#p1139967

[3-1] the QC model rips were updated
https://knockout.chat/thread/9182

[3-1] DOOM console ports are on sale till March 2nd
https://twitter.com/bethesda/status/1232796951030136832?s=19

[2-26] WRATH: Aeon of Ruin - Content Update #1 Trailer
https://www.youtube.com/watch?v=SNkcAWN6LOA&feature=emb_title

[2-24] MetaDoom to change how inventory works and its Dehacked mapset compatibility
https://forum.zdoom.org/viewtopic.php?f=43&t=53010&sid=1bc7f630d04de675d528eb139da9d882&start=1695#p1139257

=== PREVIOUS ===

https://pastebin.com/PZDkqABT

TO SUBMIT NEWS, REPLY TO THIS POST.

>> No.6262093

pistol starts are lame

>> No.6262103
File: 502 KB, 1366x768, Screenshot_Doom_20200313_145411.png [View same] [iqdb] [saucenao] [google]
6262103

https://drive.google.com/file/d/1m6lPEPI86IYoLQJYJErD2nDlxaxJ57hJ/view?usp=sharing
I updated the mod in mostly in the visual department, i added a new option in the mod options, as a jokes, and added audio for when the players tries to press altfire with the shotgun but doesn't have the upgrade for it. for the most part i coded it so that the player won't cause any bugs with the 4th weapon.

>> No.6262107
File: 100 KB, 740x740, omg.jpg [View same] [iqdb] [saucenao] [google]
6262107

Crispy Doom now supports widescreen resolution!

>> No.6262109

Coronavirus literally looks like a caco.

>> No.6262114
File: 133 KB, 900x1222, w2g7qk92r7m41.jpg [View same] [iqdb] [saucenao] [google]
6262114

>> No.6262117

>>6262109
Caco-19 sprite when?

>> No.6262119

what was the first FPS with small annoying enemies? lost souls in doom?

>> No.6262129

Japanese community project is my first wad. I really like it

>> No.6262142
File: 4 KB, 288x440, SSGTEditx4.png [View same] [iqdb] [saucenao] [google]
6262142

Here's your new enemy bro.

>> No.6262148

>>6262142
what it do

>> No.6262151

I just learned Doom's "autoaim" doesn't actually correct your aiming horizontally, it only adjusts your aim vertically, so you can shoot enemies above/below you.

>> No.6262154

>>6262148
Nothing unfortunately. Just a silly edit I made. But I think id would be proud when it comes to assets recycling.

>> No.6262156
File: 154 KB, 1200x1200, 1531345763632.jpg [View same] [iqdb] [saucenao] [google]
6262156

>>6262142
Is it like the white cacos in eviternity where it charges right into your face before shooting you point blank?

>> No.6262163

>>6262156
> lost souls with flaming rayman floating hands holding various guns

>> No.6262167

>computer refuses to acknowledge GZDoom as an application that can open things
sucks being a techlet lads

>> No.6262168

>>6262167
Trust me, you don't want that. Just use a launcher like ZDL or DoomRunner

>> No.6262171

>>6262168
Is one preferable to the other in regards to those two suggestions?

>> No.6262174

>>6262171
DoomRunner lets you easily save presets and shit, plus if you dump all of your WADs into one folder and point the program at it, it'll detect them in a big list for easy access. I use it for almost everything nowadays, and ZDL for joining HDest co-op sessions

>> No.6262175

>>6262168
I prefer command lines, so that I don't have to copy the same IWADs/WADs into each of my source port folders. For example:
>gzdoom\gzdoom -iwad iwads\doom2.wad -file wads\1vanillacompatible\rebirth\rebirth1.wad wads\1vanillacompatible\rebirth\rebmidi.wad wads\1vanillacompatible\rebirth\rebmidi-np.wad mods\spritefix\d2noss.wad mods\bbgorenew.pk3 mods\bbgore_colored_blood_for_cacodemons_and_bruisers_vanilla.pk3 mods\BloomBoost.pk3 mods\bmplus_spritefix_noss.pk3 mods\bmplus_textures.pk3 mods\pk_doom_sfx_20120224.wad mods\MBlur1_04.pk3 mods\NostalgiaSounds2.pk3 mods\perk_enhanced.pk3 mods\SpriteShadow_v1_9.pk3 mods\steve_flashlight_2018_02_12.pk7 mods\TiltPlusPlus_v1_65.pk3 mods\WeaponSway_v1_0.pk3 mods\WorldGamma.pk3 -deh mods\spritefix\D2DEHFIX.DEH

>> No.6262178
File: 1.21 MB, 1787x1500, .jpg [View same] [iqdb] [saucenao] [google]
6262178

>>6261857
Fuck
Off

320x240 no filters kega fusion

>> No.6262181

>>6262175
I use DoomRunner for that reason.

>> No.6262182

>on top of crashing whenever I attempt to save more than once a level (except when it doesn't) and any time I attempt to use an item metadoom now crashes any time enemies try to do anything remotely interesting IE doom 3 pinky charging
Fuck it.

>> No.6262184
File: 3 KB, 240x92, command lines.png [View same] [iqdb] [saucenao] [google]
6262184

>>6262175
I forgot to mention, I had to learn how to use command lines because you can't use mod loaders for Crispy Doom. Now I just prefer it because the .bat files look nice and clean inside my folders :D

I only reorganized everything yesterday, so I don't have many .bat files saved, but they look like pic related: Source port / WAD / WAD's release year.

>> No.6262205

magnet:?xt=urn:btih:6D3F8FD7D2F99529B0C20861FBDBA58F4704BB44&tr=http%3A%2F%2Fbt.t-ru.org%2Fann%3Fmagnet&dn=Ultimate%20Doom%2C%20Doom%20II%3A%20Hell%20on%20Earth%20(GZDoom)%20%5BP%5D%20%5BRUS%20%2B%20ENG%5D%20(1993%E2%80%941994)%20%5BSmooth%20Doom%2C%20Ashes%202063%2C%20Brutal%20Doom%2C%20Blade%20of%20Agony%2C%20Death%20Foretold%2C%20Fina

>> No.6262212

I never played Doom when I was little, we had a Mac so I played Marathon and Pathways into Darkness. Now I want to enjoy Doom but I really don’t get the appeal of the game. I never find any secrets, I end up 4-5x over par, I keep finding weapons but they’re on the other side of a window I can’t cross....

How do I learn to enjoy this game? What’s the trick to finding the secrets? Sorry this is such a dumb question. I really want to have fun with Doom.

>> No.6262216

>>6262212
Don't worry about the par times, those are more like speedrun times.
Easiest way to find secrets is to look for textures that look out-of-place or misaligned.

>> No.6262219

>>6262216
And keep an ear out for out of place door/wall sounds when walking around.

>> No.6262230

>>6262212
just shoot or press the use key on any wall texture that seems unusual bro.

>> No.6262235

>>6262119
Lost souls aren't that small or that annoying, what's annoying is dickish pain elemental placement that means you get fucking drowned in lost souls before you can deal with them. And the fucking wasps in SW are a million times worse.

>> No.6262247

>>6262205
>dolphin pron

>> No.6262257
File: 1.10 MB, 1920x1080, Base Profile Screenshot 2020.03.13 - 10.13.39.29.png [View same] [iqdb] [saucenao] [google]
6262257

I've been playing through Quake 2 at least 2 times a year since 99 and this is the first time ever I find this room

>> No.6262267

>>6262148
>>6262142
>when it dies it spawns a lost soul

>> No.6262268

>>6262257
carmack and his ferrari?

>> No.6262272

>>6262212
secret hunting in doom is for autists. If you only enjoy a level if you 100% it then you probably are never going to enjoy doom.

>> No.6262273

>>6262257
This is the most based thing about old fps to me. You replay the stuff almost expecting nothing nostalgia. But ended up still finding new things in levels. Shame that shallow gameplay always blocks the replayability of those games.

>> No.6262283

>>6262103
By the way if people can give me feedback on it, it would be great.
So that at least i know if it's ready to release or not.

>> No.6262295
File: 1.27 MB, 1000x754, 1583565857655.png [View same] [iqdb] [saucenao] [google]
6262295

>tfw playing on anything other than nigthmare or UV+fast feels too easy

>> No.6262297
File: 351 KB, 1920x1080, quake.jpg [View same] [iqdb] [saucenao] [google]
6262297

i've just beaten Doom 64 Retribution. I wish to play through a somewhat alt-timeline "what if" of official Doom games we never got.
What's the best 2016/Doom4 wad? Doom4Doom? Doom 4 Vanilla? I'm leaning into D4V more because it looks more polished.
I guess I also need a mapset to play with it too, I was considering TNT/Plutonia but they don't seem too thematically appropriate. Eviternity, Winters Fury? I really have no idea.
Or is there a Doom 3 equivalent I should look at first?
Really interested in what other anons think about this idea and recommendations. Cheers lads

>> No.6262298

>>6262297
Try Embers of Armageddon and Slayer's Testament (late is a quake mod)

>> No.6262334

>>6262298
whats the first ones deal
what does it bring to the table

>> No.6262337

>>6262182
from what i recall, kinsie bumped the zscript in the mod and needed testing before releasing it

>> No.6262338

>>6262297
>I wish to play through a somewhat alt-timeline "what if" of official Doom games we never got.
doom delta?

>> No.6262339
File: 2.02 MB, 1920x1080, D4V+Hardware_renderer+Gore_mod+640x400_resolution.png [View same] [iqdb] [saucenao] [google]
6262339

>>6262297
Play D4V in Crispy Doom with OPL-emulation music (Crispy Doom got updated recently to support widescreen rendering :D).

You can also download VirtualMIDISynth + the 8bit NES soundfont to get 8bit MIDI music in your Crispy Doom D4V experience. This will change your default MIDI player to VMS though, so you will need to download their MIDIMapper to allow you to toggle between Windows' default MIDI and VMS. If you go this route also download the Airfont380 soundfont, its the best one I've found so far

Or you can play D4V in GZDoom to enjoy the brightmaps and other fancy mods. You also do not need to download any programs to change your GZDoom MIDI soundfonts. You can just download the 8bit NES soundfont and Airfont380 soundfont and put them both in your GZDoom soundfonts folder and toggle between them in the advanced sound options

>> No.6262341

>>6262163
Chaingunner lost souls

>> No.6262343

>>6262334
Pretty much what you would expect from a Doom 2016 wad. It just happens to be my favorite out of them all.

>> No.6262347

https://youtu.be/w9oG2LBuMwY

>> No.6262349
File: 1.13 MB, 1441x1080, D4V_in_320x200.png [View same] [iqdb] [saucenao] [google]
6262349

>>6262339
I forgot to mention, use GZDoom's FluidSynth MIDI player. Instruments/sounds sound identical coming out of FluidSynth or VMS, but the volume mixing is different so some soundfonts sound better than others in different MIDI players, though most of the time they sound better in FluidSynth desu. And if you do download VirtualMIDISynth you will need to delete CrispyDoom's config file and/or tranmap.dat file to switch it back to Windows' default MIDI player - it doesn't matter because those files are automatically generated every time you play if they are missing

>> No.6262354

I just finished TNT again and realized I really liked most of the maps, I don't know why it gets a bad rep.

>> No.6262356
File: 72 KB, 1280x800, Prisoner.jpg [View same] [iqdb] [saucenao] [google]
6262356

>>6262298
Embers seems cool but i'm not into the upgrade stuff as much I don't think. Thank you.
>>6262338
Seems cool but i'm already at "doom 3" maybe i'll go back to this though. I plan to top it all off with Bloom then move onto Blood and other build engine stuff.
>>6262339
I'm a gzdoom user. Does D4V have it's own music? I normally play without music so I didn't bother with the D64R soundfont. Something I haven't looked at really. What mapsets do you think do you think would feel authentic for D4V?
Thanks for the discussion guys, I appreciate it.

>> No.6262362

>>6262354
>why it gets a bad rep
Civvie said TNT is bad. Same thing happened with Hexen.

>> No.6262373

>>6262354
one of the secret levels has a chance to lock you from progress

>> No.6262375

>>6262337
oh good it's not just me
There was nobody mentioning this in the bread I got the link from so I thought it was just my toaster crapping out somehow.

>> No.6262382

>>6262375
try making a list of every possible issue you have with the mod, as of now if possible
i haven't downloaded the new version yet but i'm curious

>> No.6262394

>>6262382
That was about it, I haven't really tried any further.

>> No.6262397

>>6262362
Fuck that I hate it when one popular person's opinion creates that kind of negative press. Hexen is great too.

>> No.6262413

>>6262356
>I'm a gzdoom user.
The D4V download comes with Crispy Doom so you can at least open it one time to hear the OPL-emulated MIDIs that I'm talking about.

>Does D4V have it's own music?
No

>I normally play without music
wat
>so I didn't bother with the D64R soundfont.
Download Airfont 380 and the 8bit NES soundfonts, and put them both in your GZDoom folder. Change your MIDI player to FluidSynth in your sound options, and in advanced sound options, change the FluidSynth soundfont to Airfont 380, and add reverb and chorus. It should put a smile to your face :D The 8bit music won't sound good with reverb I think; I just think its fun to play D4V+Crispy Doom+original Doom Episodes 1-3+8bit music.

>What mapsets do you think do you think would feel authentic for D4V?
If you haven't already played Sigil, play Sigil with D4V. I played Sigil for the first time while playing D4V for the first time on Crispy Doom, and it was the best retro gaming experience I've had in terms of casual first play-throughs

>> No.6262416

>>6262413
put the soundfonts in your GZDoom soundfonts* folder, I meant to say

>> No.6262427
File: 1.31 MB, 500x700, 1559378016665.gif [View same] [iqdb] [saucenao] [google]
6262427

>>6262413
I've played D1, SIGIL, D2, D64R. So now i'm into Doom 3/4 territory. Or D4/D5 if you think of 64 as D3.

>> No.6262435

>>6262413
Actually I just remembered, GZDoom also has the exact same OPL3 emulator. Still, open Crispy Doom at least one time, to see what it looks like, by double clicking this file in the D4V folder:
>[Crispy Doom] - PLAY BACULUS
And again, the newest versions of Crispy Doom have widescreen rendering, but not the one D4V is packaged with

>> No.6262467

Does anyone else get disoriented playing Crispy Doom? I don't have any problems with choco but crispy fries my brain for some reason

>> No.6262476

>>6262356
D4V works pretty well with Scythe and Khorus Speedy Shit (that comes with the pack). You can find a txt file with some recommended wads. I prefer maps that uses Doom 2 monsters.

>> No.6262482

>>6262212
>I never find any secrets,
Secrets vary, sometimes they're a hidden door and you just press it (look out for wall surfaces which stand out or otherwise look out of place), sometimes they're some little hidden corner or detour which isn't obvious at a glance, then there's less obvious ones, perhaps when you pass a certain ledge or line, it triggers a door or lift somewhere, so pay attention to those noises, usually these are timed so you have to hurry to reach what was opened (and almost always you can keep trying if you fail).
Then there can be some more esoteric ones, something you suspect may be a secret door might just require you to shoot it. There's also some which are so simple as to just require you to reach a greater height and to drop down from there.

For visible places, try to see if there's any plausible path of entrance, and then look around in places where you think a secrer entrance could be, reference your map.
The original Doom and Doom 2 levels are usually not very cryptic or convoluted, but some mapsets can be.
You can sometimes find additional secrets inside secret areas too, so keep your eyes peeled.
You kinda just have to get used to some typical notions for hiding stuff.

>I end up 4-5x over par
PAR is just to test your speed, it doesn't have any impact on the gameplay.
It's simply the map author's fastest time just absolutely B-lining it for the exit as quickly as he's able, then rounded up by 5 seconds.
Unless you're interested in speedrunning (which you could be), they don't matter, in fact many custom mapsets tend to forget or ignore to have a new PAR set, just displaying the one for the original map slot.

Anyway, how far in are you?

>> No.6262492

>>6262397
Dude that guys bullshitting. Civvie did say it's bad, but he was just agreeing with the existing consensus. Plutonia has long been considered the better wad.
What i hate is these fags who poison discussion of games with non-sequiters about e-celebs (positive or negative).

>> No.6262507

>>6262492
>What i hate is these fags who poison discussion of games with non-sequiters about e-celebs (positive or negative).
Amen to that. Perhaps the most useless posters on this site.

>> No.6262535

I got gatekept by both plutonia and scythe, now I'm out of good wads to play. Should I restart eviternity or keep bashing my head in on plutonia/scythe in hopes that I beat a level eventually?

>> No.6262539

>>6262535
Keep playing Plutonia until you beat it. If it's too hard, then switch difficulty to HMP and/or use saves. You'll eventually get to a point where you can do UV pistol start every level with no saves.

>> No.6262541
File: 931 KB, 3840x2160, rdL2Zjt[1].jpg [View same] [iqdb] [saucenao] [google]
6262541

>ketchupv6UNOFFICAL.pk3 triggers the Brutal Doom warning in MetaDoom
That's interesting. I mean I get why, but still.

>> No.6262554

>>6262541
What map?
Also, doesn't the mod have its own gore?

>> No.6262556

>>6262541
why not use Nashgore

>> No.6262563

>>6262541
No End In Sight, although I accidentally started it with Doom 2 instead of Ultimate Doom
>doesn't [MetaDoom] have its own gore?
If it does I guess that saves me a bit of trouble.
>>6262556
I mean, I might as well now I guess. I just didn't think I'd need anything more than Ketchup.

>> No.6262564 [DELETED] 
File: 94 KB, 680x965, Dumb-Skeletons.jpg [View same] [iqdb] [saucenao] [google]
6262564

>Hugo Martin is shilling Doom Eternal on Rogan

I shit you not
Thats kinda cool tho

>> No.6262570 [DELETED] 
File: 54 KB, 647x740, 1561739259946.jpg [View same] [iqdb] [saucenao] [google]
6262570

>I shit you not
>Thats kinda cool tho

>> No.6262585
File: 79 KB, 736x887, lotsawads.png [View same] [iqdb] [saucenao] [google]
6262585

>>6262535
There's more than one difficulty setting, anon. Scythe is divided into 10-level episodes. I'm assuming you got stuck on episode 3, so warp to map 21 on HMP and try again. It's not like Scythe is known for having long maps. If you want, check the Cacowards for new stuff to play, pic related.

There's also a really good new Duke Nukem 3D mod that just came out called Alien Armageddon. If you haven't already, you can download douk from the link in the OP, and copy the Duke.GRP file into the new AA folder:
>Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more)
> https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q

>> No.6262590

>>6262554
>>6262563
it does have its own gore
why would you not even try the mod plain for the first time

>> No.6262591 [DELETED] 

>>6262564
>>6262570
over under on how fast the mod deletes these posts

>> No.6262603 [DELETED] 

>>6262535
D2TWID is a bit easier, in case you want another megawad. Or play on a lower difficulty - there's no shame on that.

>> No.6262614
File: 968 KB, 2400x1350, Screenshot_Doom_20200313_212947.png [View same] [iqdb] [saucenao] [google]
6262614

>Friday evening
>A cup of chocolate milk
>Warm blanket
>Alfonzone

Are there any other similar comfy wads out there?

>> No.6262619
File: 35 KB, 500x407, 1559938532518.jpg [View same] [iqdb] [saucenao] [google]
6262619

>>6262590
>why would you not even try the mod plain for the first time

>> No.6262635
File: 554 KB, 589x648, doom playstation.jpg [View same] [iqdb] [saucenao] [google]
6262635

this week's Zero Punctuation is a Doom 1 retrospective
https://www.escapistmagazine.com/v2/doom-retrospective-zero-punctuation/

I expected it to be a bit more positive, as Yahtzee is known to be a fan of retro shooters and at one time even released a Duke 3D total conversion (though Duke is referred to being above Doom a few times though the video so there's that)

>> No.6262647

How good is monster pathfinding in Doom? I made a room with a few monsters in the open area and most of them seem to stack up on the keyed door. Except for a few that wander into weird places.

>> No.6262664

>>6262647
They just try and walk straight towards the player no matter where they are, only changing direction if they bump into a wall or another actor.

>> No.6262665

>>6262664
So, like, if they wake up and I'm a different room they'll walk towards where I am until they smash head-first into the wall then they'll go someplace else?

>> No.6262671

>>6262603
D2TWID is great, it's Doom 2 if it had no weak levels.

>>6262614
Mmm... sector pizza

>> No.6262684

>>6262647
Not particularly, they make basically no attempt to avoid danger (they seem to sometimes hold their fire to avoid 'Blue On Blue', but give how commonly they start infighting, obviously they're not good at it).
Otherwise, as soon as they learn that you exist, they will constantly try to move towards your position, always knowing where you are, they make only nominal attempts at navigating obstacles.

Monsters in Doom are dumb as doorknobs, so challenge will come from how they're used in the level. The pros of their simple minds is that A), infighting is really fucking funny, it's been over 20 years and it still makes me chuckle like an idiot, and then B), it makes them constantly aggressive, they never hesitate, run in fear, take cover, or keep their distance if they can help it, they will try to kill you at any possible expense to themselves and their allies. I guess their predictable nature means the mapper will know what they're gonna do.

>> No.6262720
File: 210 KB, 760x993, Screenshot_20200313-203147.png [View same] [iqdb] [saucenao] [google]
6262720

>mfw

>> No.6262740

>>6262635
>after all this year he still with the same format and even the same intro
i would be dead

>> No.6262751

>>6262665
Yeah. It's really primitive.

>> No.6262837
File: 94 KB, 200x200, nice.png [View same] [iqdb] [saucenao] [google]
6262837

>>6262635
>Mancubus
>Whole foods wouldn't except my coupon
He got me pretty good with that one, i'll admit.

>> No.6262938

just learned that the purple imp in doom 2 rpg had a continuous fire attack that could drain your health for a bit
that is something metadoom could use since it exists, technically

>> No.6262965

>>6262938
also, watching someone play it and the sawcubi class seems to have the sounds they have in metadoom
thought those were the cut doom 3 sawyer sounds

>> No.6263018

Anything worth picking up from the gog sale?
https://www.gog.com/promo/20200313_weekend_sale

>> No.6263049

How does one get into defrag? I have never played Quake 3.

>> No.6263084

>>6263049
just download it and play it. it's up to you if you want to play on a server or alone.
https://ws.q3df.org/maps/

>> No.6263089
File: 118 KB, 1024x963, EIh03ZwXsAEJgHr.jpg [View same] [iqdb] [saucenao] [google]
6263089

Been thinking of pestering Tex to play some more Doom, this time GMOTA.

Hope you are holding out okay man

>> No.6263139
File: 1.85 MB, 592x480, texmap.webm [View same] [iqdb] [saucenao] [google]
6263139

well the issue i was stuck on 6+ months ago when I tried to improve texture mapping performance has been solved lads. (the screenshot i posted a day or two ago was with a raw C loop, this is about 20-40ms faster per frame).

it's still not as fast as it can get, and there's still clipping and off-by-one-pixel style bugs, but damn it it works.

next step, lighting combined with textures

>> No.6263167
File: 2.88 MB, 592x480, texture_mapping_and_lighting.webm [View same] [iqdb] [saucenao] [google]
6263167

>>6263139
ok got this working now

>> No.6263203

>>6263139
>>6263167
>he's still at it
absolute madman

>> No.6263208
File: 26 KB, 384x239, 1539247193965.png [View same] [iqdb] [saucenao] [google]
6263208

>>6262107
It's pretty good
I'd love to play Heretic and HeXen with this build
Especially if someone made smooth vanilla animations
Kino way to play

>> No.6263213

>>6262107
OH MEIN GOTT
does it support 60 FPS as well? we beyond crispyDoom now

>> No.6263216

>>6263213
oh my bad, Crispy already supported 60

>> No.6263224

>>6263167
that's fucking neato

>> No.6263359

I'm playing Quake via ezQuake, and there's a glitch where sometimes, after dying, I can't shoot. Also, I'm not a fan of autorun, but there's no run button, so I'm stuck always going fast or always going slow. Is there a different source port or something that would fix that glitch and let me create a run button?

>> No.6263378

>>6263359
AFAIK the most used source port is Quakespasm.

Also, in case you haven't heard of it, try out Quake 1.5 ASAP! It's definitely the best mod I've ever played, but that's at least partially because Quake 1 is just a strong game itself. Quake 1.5 is the Quake 1 campaign but with some extra monsters and fancy graphics, like you get a flashlight to help you see, it looks lit.

>there's no run button
That doesn't sound right, Quake is supposed to have a run button; "Always Run" is turned off by default. Also, FYI there is a bug or intended feature where if you turn on "always run," you will not go as fast as when you simply hold shift or whatever to run yourself. You can fix this with console commands IIRC, look into it yourself

>> No.6263398

>>6263378
Thanks, I'm checking out Quakespasm. It's got a run button, but now there aren't keybinds for individual weapons. That's a little annoying. I'll try it out, though. And Quake 1.5 looks cool, I'll look into that, too.

>> No.6263440

>>6263398
> now there aren't keybinds for individual weapons
Numbers 1-7? or however many weapons there are

Quake 1.5 runs on the Dark Places source port but it comes with the download. You can't run Quake 1.5 with the expansions, though, just the original game.

There's also the Arcane Dimensions mod, which runs on Quake Spasm. I haven't gotten around to playing it yet but I've only heard good things about it. It's like its own expansion, bunch of new levels

There's also a map set by /vr/ called HUH, I think you can run it on any source port.
> quaddicted.com/reviews/huh_final.html
You run it the same way you run the expansions: create a .bat file with
> quakespasm.exe -game _
where the _ is the folder the expansion is in. The original expansion folders are called "hipnotic" "rogue" and HUH I put in a folder called "huh"
Or open the original game with your source port of choice and type in the console "game _"

>> No.6263450

>>6263440
Oh also I just remembered, the nailgun will look very wonky with Quakespasm, I dunno how to fix it, maybe try a different source port. I think I saw Civvie talk about which source port he ran in his "Pro Quake" video

>> No.6263501

>>6262492
>Plutonia has long been considered the better wad.
Civvie said? TNT is better, it was made by a full-fledged team, and not two schoolboys.

>> No.6263515

Are there games other than Quake and Counter Strike where people make jumping/movement maps?

>> No.6263521

>>6263501
I prefer plutonia over TNT personally, Plutonia's more condensed and combat focused, I've never been fond of TNT's later maps.
TNT DOES have the sector truck though, which gives it an edge.

>> No.6263523

>>6263440
>>6263450
Thanks, man. I finally got the game set up the way I like, including optional Q1.5. I found the configuration files that can be easily edited to enable sprint in ezQuake and custom keybinds for weapon selection in other source ports. I hate using 1-8, It's hard to press the buttons when moving and I always end up hitting the wrong one.

>> No.6263526
File: 862 KB, 1247x2109, E81ABA91-979B-4E6F-8633-F6E296835600.jpg [View same] [iqdb] [saucenao] [google]
6263526

>> No.6263537

>>6263521
>sector truck
What's that?

>> No.6263539

>>6263537
I think he means the TNT Truck from Map19

>> No.6263549

>>6262081
Part 3 of the Eviction episode for Blood released: https://www.moddb.com/mods/eviction-addon-for-blood

>> No.6263563

Any tips for map 30 on Scyth? I'm pistol starting no save.

>> No.6263574

>>6262362
>Civvie said TNT is bad.
He said it was boring, and that certain maps are horrible (which those specific maps are, I say as someone who loves TNT).

>> No.6263585

Just beat Eviternity, absolutely wonderful wad.
yes I savescummed the final boss

>> No.6263593

>>6263585
Did you beat map 32 pistol start UV no saves? If not, then you didn't.

>> No.6263606

>>6263593
>no saves
I'd rather kill myself

>> No.6263635

>>6263526
Jumping through dimensions changes a man

>> No.6263638

Doom youtubers with no/ minimal commentary

Pagb666

Zdenda1990

>> No.6263641

>>6263501
Not him, but many mappers nowadays have clearly been influenced by Plutonia more so than TNT.

>> No.6263651 [DELETED] 

https://twitter.com/Bethesda_jpn/status/1238118802484858890

>> No.6263670 [DELETED] 
File: 158 KB, 1874x1017, 1570572337084.jpg [View same] [iqdb] [saucenao] [google]
6263670

>> No.6263672

>>6263593
No one can tell me they're good at doom until they beat Sunder map16 pistol start UV no saves.

>> No.6263692 [DELETED] 
File: 84 KB, 300x325, 1490886680301.png [View same] [iqdb] [saucenao] [google]
6263692

>>6263670

>> No.6263721

>>6262103
Looks really nice and oldschool anon, too bad i can't try it now.

>> No.6263723
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
6263723

Alright motherfuckers, it's SCREENSHOT SATURDAY. So what have you been working on? Maps, mods, sprites? Time to show us what you've been making.

>> No.6263724

>>6262119
Why does everyone forget that Lost Souls are actually pretty big.

>> No.6263725
File: 1.35 MB, 720x360, candle good.webm [View same] [iqdb] [saucenao] [google]
6263725

>>6263723
Started work on the candle. I'm trying to figure out how to make using this thing will give the player a lightamp.
I don't want it to be every time you use it, because that would suck if you just want to burn some monsters and you light up the damn level from it, and I don't want to add any extra button inputs.

>> No.6263728

Anyone ever play a WAD where you defend a city block against increasing Demon Waves? You had a remote to teleport in backup, I think only 4 or so weapons? Really want to play it again, please link or name if you know it.

>> No.6263735

>>6263450
>nailgun will look very wonky with Quakespasm
IDK , looks fine to me.

>> No.6263736

>>6263725
Make holding the button longer, spawn a small orbiting flame that lights up the environement either with light amp or dynamic light

>> No.6263742

>>6263725
>can use it more than once in the same sector
Fix it.

>> No.6263748
File: 1.89 MB, 2000x1333, 1572873158571.jpg [View same] [iqdb] [saucenao] [google]
6263748

I need some good medieval-non tech themed maps

>> No.6263750
File: 10 KB, 127x137, 1363157509975.jpg [View same] [iqdb] [saucenao] [google]
6263750

>>6263736
That was my original idea, holding altfire would add a lightamp effect but I'm worried players might not get it, you know?

>>6263742
Smartass.

>> No.6263752

>>6263750
their fault for not reading the manual, really

>> No.6263753

>>6263752
Ah maybe you're right. I'll be adding help screens for every class in this update anyway, I can add a note on the candle there.

>> No.6263754

>>6263725
yo you doing okay

>> No.6263756

>>6263748
Heretic

>> No.6263757

>>6263725
is that character the same kobold you were talking about?

>> No.6263758

what are some must play quake mods? i've played arcane dimensions already

>> No.6263759
File: 9 KB, 120x188, past linked.png [View same] [iqdb] [saucenao] [google]
6263759

>>6263754
I'm fine. I'm just mostly broke and still without a job. It's been giving me a shitload of time to work on this stuff.
Which is really fucking funny because I was in the exact same position 6 years ago, broke, jobless, and working on a Zelda doom mod, it's just now I'm way fucking better at this shit.

>>6263757
Nah that's the upcoming last GMOTA update, this is just for Combined_Arms, Arti cosplaying as Link and wrecking shit. I'm trying out a new cap color instead of the green, doing a blue based off the color palette of the blue ring from Zelda 1, I really like it

>> No.6263761

>>6263756
I would need Doom maps
GMOTA seems to work with Heretic....up to a point the enemies are regular Heretic monsters

>> No.6263762

>>6263723
I just finished a map and starting a new one. I would show you what I currently have but I switched to Crispy Doom and don't know how to make screenshots (Print Screen creates blank screen with a floppy disk)

>> No.6263765

just finished doom 1 in brutal doom, any wads you guys would recommend with it?

>> No.6263768

>>6263765
Doesn't brool tood have its own dedicated mapset?

>> No.6263828

>>6263759
>Which is really fucking funny because I was in the exact same position 6 years ago, broke, jobless, and working on a Zelda doom mod
Truly it all went full circle. I hope your financial situation gets better.

>> No.6263830
File: 420 KB, 640x480, Screenshot_Doom_20200314_155353.png [View same] [iqdb] [saucenao] [google]
6263830

>>6263723
Now I am on my third map, so here's a view of the central hub room. It seems I can't quite shake the habit of making a central hub room.

>> No.6263838
File: 109 KB, 1252x834, 1583822598356.jpg [View same] [iqdb] [saucenao] [google]
6263838

>>6263501
"Civvie said it?"
Go search Plutonia, TNT, and Final Doom on the archive, as far back as the board's beginning you will find the frequent opinion that Plutonia is better, go look at ancient threads on Doomworld and you'll find the same. Don't be such a fucking salty bitch because you can't accept a differing opinion, you're trying to invent a notion that isn't true out of cope.

I like TNT, I think it's pretty good and I regularly defend it, but I'm not blind and I can see where there's flaws, some standout ones, see:
>>6260030
>>6260032
>>6260036

Popular consensus has always been that Plutonia has much tighter design and more consistent quality, it doesn't have terrible dips like TNT does. You forget also that those "schoolboys" didn't just make maps for TNT, they went on to work on Half-Life and Unreal, most of the other mappers in Team TNT went nowhere.

Looking at the community, Plutonia has had far more influence on mapping, it was rather immediate and it's stuck ever since. With TNT, it had little influence, and it's only in more recent years that some people eventually admit that it does have some merit, but they go out of their way to not replicate its glaring flaws when tributing it.

>> No.6263862

How would you guys rate TNT without Map 08, 21, 22, 25 and 27?

Just a 27-level wad?

>> No.6263879

>>6263862
It'd still be good, better maybe given the lack of the stinkers, but I also still like Administration Center, and the only really bad part of Mount Pain is the Disaster Area.

>> No.6263885

>>6263735
It does look fine, QS specifically excludes muzzle flash frames from animation interpolation so that the nailgun *doesn't* look weird. They probably fucked up a setting, as expected of a Darkplaces user.

>> No.6263890

>>6263515
The Team Fortress series and most other game that runs on id tech 2, GoldSrc or Source.

>> No.6263897

>>6263890
>>6263515
when you have a rocketlauncher, every map is a jump map

>> No.6263902 [DELETED] 

>>6263762
Just reopening it and pressing Print Screen again does it for me. You could also use Shift + Enter to make it windowed.

>> No.6263904

>>6263762
Just reopening it and pressing Print Screen again does it for me. You could also use Alt + Enter to make it windowed.

>> No.6263910

Face it fellows, the only good official mapsets of Doom 1/2 are the shareware episode and Plutonia, but even the latter had a fair share of stinkers, and it's more like a spinoff than a canonical sequel.

Other than KDITD, the only quality episodes that can be considered canon are NRFTL and Sigil, which both were made much later with original limits removed.

>> No.6263912

how do i get a quake gf

>> No.6263914
File: 722 KB, 770x546, satirical news site.png [View same] [iqdb] [saucenao] [google]
6263914

>>6263912
get a pet lizard
now you have Sorlag gf

>> No.6263921

>>6262103
Kinda neat and juicy, although with issues.
Major:
>chaingun fire sound is barely audible
>ssg and rl replacements don't give weapon they're attached to (shotgun)
Minor:
>some pickup sounds are missing, i think
>somewhat hard to distinguish if you're holding shotgun or uzi in your hands
>no melee or anything in slot 1
>no own big numbers font, so hud can get weird
Didn't found bfg, yet.

>> No.6263923

>>6263914
RIP Sorlagfag

>> No.6263925

>>6263914
i don't want a sorlag gf, i want a hunter or a crash or a slash gf

>> No.6263935

>>6263921
>Chaingun fire sound barely audible.
for me it sounds ok, but il see if amplifying it should make it better
>SSG and RL replacements upgrades do not function
Also very weird, when you got the ssg upgrade did the shotgun do ssg sounds when shot?
and when you pressed altfire did you still hear Upgrade required?

also what version of gzdoom you are using? i am using the current version available.

>some pickup sounds are missing, i think
I do admit i am sometimes lazy cuz most of the pick ups retain the vanilla sounds, i just need to put one for the uzi.
>somewhat hard to distinguish if you're holding shotgun or uzi in your hands
Should be fixing by taking a different uzi one that has a different color.
>no melee or anything in slot 1
The pistol is there to sustain that role, especially seeing that i replace the berzerk with quad damage.
>no own big numbers font, so hud can get weird
Hud is somewhat still a WIP, i also need to consider if i need to make a custom face for it too.

>> No.6263940

I read something about a recent windows 10 update fucking things up for new games, but since Im a lazy fuck and was playing Doom I didnt pay attention to it

now I think its stuttering GZDoom, could be something else, maybe I should just fucking go Linux already

>> No.6263971

>>6263523
>custom keybinds for weapon selection
What keys to you use?

>> No.6263975

>>6263971
Probably 1234QERF, like most quake dudes use.

>> No.6263984
File: 60 KB, 680x512, ESzD6iGUMAEwsRw (1).jpg [View same] [iqdb] [saucenao] [google]
6263984

>crispy lets you turn walk over and under monsters

if only PRBoom+ had this feature

>> No.6263996
File: 2.74 MB, 720x480, gunstest5.webm [View same] [iqdb] [saucenao] [google]
6263996

>>6263723
Started working on my first weapon set and, uh...
it's not going all that well

There's still a lot of things to fix but i'm using this mostly to learn decorate.
That pistol feels pretty nice to use, the shotgun still needs some work
but that SSG doesn't feel good at all.

>> No.6263998
File: 6 KB, 262x168, 2020-03-14 11_40_01-D__Games_GZDoom_gzdoom-Martin.ini - Notepad++.png [View same] [iqdb] [saucenao] [google]
6263998

Anyone knows which wad uses the "gutaweather" settings? I usually delete old mod entries but I totally forgot what was this.

>> No.6264000

>>6263996
Name of the map?

>> No.6264001

>>6263998
nvm, it's eviternity

>> No.6264002

>>6263996
Make sure to add some proper audio to it,
You should look term in regards of how to make good weapon feedback
https://www.youtube.com/watch?v=tf-xxGkkWPs

>> No.6264004

>>6263996
really diggin that SSG

>> No.6264015

>>6263996
Make the slide on the pistol more snappy. In real life they go back so fast you can't see even see it move most of the time.

>> No.6264025

God, why must it be so hard to draw an open area around a building.

>> No.6264031
File: 740 KB, 3127x1759, 88AE896E-6DFF-43EF-803A-F581A9A11215.jpg [View same] [iqdb] [saucenao] [google]
6264031

>>6263635
True.

>> No.6264036

>>6262467
Does it fry your brain to a crisp

>> No.6264058

>>6263935
I'm running g4.3.3.
>>SSG and RL replacements upgrades do not function
I meant that if you find them before you can get shotgun, they're practically useless. This is somewhat questionable, if intentional design.
As for chaingun. >>>/wsg/3337836 Might be that issue I heard about, one that plays stereo and mono sounds at different volumes.

>> No.6264065

>>6264031
I really want a ranger easter egg in Eternal.

>> No.6264071

>>6264002
Well, the sound...
https://youtu.be/iDdyBaALt6A
It's there - i like the firing sound but i think the reloading is a bit too "click-y clack-y", so to speak

>>6264004
Thanks anon.
All the sprites so far are based on KF1 guns.

>>6264015
Yeah i tried doing that but it made the pistol feel... clunky.
It looked like spent casings were flying out of a closed chamber - just appearing out of nowhere.

>> No.6264078

>>6262467
I dunno man, i think doom retro is more disorienting

>> No.6264081

>>6264058
Oh... i see then
I can see where you come from to, because the way i would also do it was to give the player also the gun, il see if to implement that in order to help, but il probably make it as as cvar in case for some people might find it has
much sense.

>> No.6264089

>>6263914
wait is sorlag female

>> No.6264107

do you guys enable mouselook and disable autoaim?
the latter can be such a nigger sometimes
same about walking under monsters

>> No.6264120

>>6264107
I enable mouselook but I still have autoaim on because I aim like shit most of the time.

>> No.6264125

>>6264107
I play on keyboard because I believe this makes it a more accurate experience.

>> No.6264126

>>6264089
Yes, Sorlag was always female.

>> No.6264132

>>6264107
I switch between no mouselook with full autoaim and full mouselook with no autoaim depending on what wads I've loaded in.
If it's a vanilla-ish level pack, I go with the former, but if it's a gameplay mod with stuff like reloading and especially recoil, I switch to mouselook.

>> No.6264154
File: 1.34 MB, 1520x825, Screenshot_Doom_20200314_224422.png [View same] [iqdb] [saucenao] [google]
6264154

>>6263723
I spend too much time and space on areas you can't even visit. Still need to curve the river away from the sight, or maybe I can fake a vanishing point?

>> No.6264161

>>6264107
I do. Don't need no crutch, also monster hitboxes are still generous enough so I have no problem hitting them.

>> No.6264181

>>6263885
lol you were right, Quakespasm's nailgun looks just like it should - it's Dark Places that makes the nailgun look bad.

How do I turn off animation interpolation for the nailgun in Dark Places?

>> No.6264187

>>6264107
I prefer to keep the game fully vanilla unless I'm playing specific wads.

>> No.6264195

>>6264181
You don't. QS specifically excludes certain frames of animation on various models. Darkplaces is stuck in 2009 and is only on/off.

>> No.6264198

>>6264154
,ake them visitable via secrets.
also add line horizons lol

>> No.6264204

Beside Doom and Doom II, which other classic IWADs should I play?

>> No.6264224
File: 359 KB, 640x480, Screenshot_Doom_20200314_191142.png [View same] [iqdb] [saucenao] [google]
6264224

I guess this room will feel less empty once I put some zombiemen in it, but still, it needs some kind of ceterpiece.

>> No.6264232

>>6263563
That one's actually surprisingly easy if you do the speedrun strat.
> https://www.youtube.com/watch?v=f6QEWGXx_-M
You don't need to do the rocket jump at ~10 seconds, you can just run off that ledge, though it will take some practice

>> No.6264238
File: 605 KB, 1520x825, Screenshot_Doom_20200314_231206.png [View same] [iqdb] [saucenao] [google]
6264238

>>6264198
Can't have the player walking around there, it will destroy all sorts of illusions. See the small lattice near the waterfall? It's the secret, you can get there from the other side, and I almost scrapped it because I realized that when you look out of it, then you could see that the bridge is actually a wall (though I didn't, because I then found out that middle texture and palms obscure everything).

God fucking dammit, I just realized I should have made this whole place a dam instead of a bridge, and made the rest of the level inside of it. Well, too late for this.

>> No.6264242

>>6264154
What source port is this map for? Some of them have effects for endless horizons

>> No.6264257

>>6264242
Map itself is Boom-format, but I fucked something up in PNAMES lump, so right now it only works in GZDoom for some reason.

>> No.6264261

>>6264224
looks fine as is, maybe a little flat but I don't play vanilla style shit so what do I know

>> No.6264265

>>6264107
Yes. What you lose in auto-aim you make up in spacial awareness and for me, it's more immersive.

>> No.6264272

I remember seeing sprites of a Demon Daisy.
She was still a cute little bunny but she had horns and maybe a bit of red fur.
Anyone have pics of that?

>> No.6264284

>>6264107
I usually play with horizontal look only because it feels like a more genuine experience, but it really pisses me off sometimes.

>have to lead a monster with a rocket launcher
>he's elevated
>if I'm not aiming directly at the monster doomguy doesn't bother to aim up

The worst shit is when I'm directly in front of some stairs

>> No.6264316
File: 2.92 MB, 800x450, CityRocket.webm [View same] [iqdb] [saucenao] [google]
6264316

>>6263515
Almost every Quake derivative(engine or otherwise) game has defrag equivalent. It's normally called something else though, usually just jump or trick jump.
Warsow - Race
Cod - CodJumper
Enemy Territory - Just "Jump" I think
Unreal Tournament - Also just "Jump"?
CS - Surf & KZ
Halo/Murder Miners
Reflex
Half Life
Even Doom has jump maps.
Q3Defrag is the most comprehensive community, I imagine if you spoke to some of those guys they'd have way more interesting answers. A lot of games are just a map editor and an autist away from having a defrag community. It is a dying art but it's had a little baby revival with games like Apex and Fortnite.

>> No.6264319

>>6263971
Four extra mouse buttons, F, Q, and C. I always try to use similar setups in different games like Doom, Duke, and Serious Sam, so my muscle memory will carry over between games.

>> No.6264336

>>6262467
That might have something to do with high FPS and how smooth crispy is and feels. Seriously the perceivable smoothness is higher than any other game I've seen at the same fps or even higher.

>> No.6264342

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

This guy makes improvements to the old Quake VR port, adds VR-related features that make game more VR-friendly...
And then he replaces particle system with darkplaces-like one without option to go back to old, adds irreversible "difficulty" adjustments, fucks up control customisation and so forth, making it incompatible with mods, having to add separate compatibility to each
wtf

>> No.6264368

>>6264342
>And then he replaces particle system with darkplaces-like one without option to go back to old, adds irreversible "difficulty" adjustments, fucks up control customisation and so forth, making it incompatible with mods, having to add separate compatibility to each
>wtf

I hate it when a modder starts to think they're the legitimate original developer. I'm playing a different game right now and the most popular fan patches to fix all the bugs goes above and beyond to re-balance the game in ways nobody asked for.

>> No.6264374

>>6263984
Might conflict with .demo compat, but then again, just make it a compat setting like anything else.

Speaking of which, it bums me out that GzDoom lacks a .demo loop. I know it's not compatible with vanilla demos, but someone should have made some acceptable substitutes for GzDoom .demos, so I can put them on autoload.
Would of course conflict with lots of mods, so depending on how you use your GzDoom, you mighy never see them.

>> No.6264380

>>6264374
gzdoom breaks demo compatiblity constantly. Clossest reliable alternative would be something that converted demos to zscript/decorate maybe.

>> No.6264386

>>6262373
One of the keys was missing its singleplayer flag, but if you were too lazy to apply the official patch for that, you could just pull a speedrun strat and straferun onto the throne.

>>6264107
For GzDoom, yes. The auto-aim is vertical only and exists to compensate for the lack of freelook, with freelook on it's obsolete and gets in your way.

>> No.6264387

>>6264125
lol

>> No.6264391

>>6264380
Can GzDoom play video files?

>> No.6264393

>>6264368
>fan patches to fix all the bugs goes above and beyond to re-balance the game in ways nobody asked for
I fucking hate this

>> No.6264413

>>6262080
I haven't finished any id game besides Quake and I feel kinda bad about it, I just dropped Doom and Doom 2 cause I got bored midway, should I pick them up again or should I just embrace 3D shooters? I also finished Blood and Dusk

>> No.6264424

>>6264204
There's only Plutonia and TNT left.
You should play some classic pwads as well, like Scythe, Scythe 2, Requiem and DTWID2

>> No.6264427

>>6263515
TF2 has a huge dedicated community dedicated to its jump maps
>jump.tf
>https://www.youtube.com/user/TF2RJweekly
Half-Life also has a similar community with its bhop maps (it even has tournaments)
>https://www.youtube.com/watch?v=dFsv08-gJ58

>> No.6264428

Is it possible to get sc-55 working on windows Chocolate Doom without using virtualmidisynth?
I'm following the instructions on chocolate-doom, but it doesn't work.
https://www.chocolate-doom.org/wiki/index.php/Digital_music_packs

>> No.6264430

>>6264413
>should I pick them up again
Sure why not

>> No.6264438

>>6264428
What I'm doing is this:
1. Open setup and type in the midi directory after selecting Native MIDI
2. Launch the game
There were some cfg files. Where do I put them?
I've put them in the midi directory, but it doesn't seem to work.

>> No.6264440
File: 50 KB, 720x480, 492002-doom-playstation-screenshot-the-psx-release-adds-colored-lights.jpg [View same] [iqdb] [saucenao] [google]
6264440

Fact: PSX Doom did Doom 3's concept better than Doom 3 itself.

>> No.6264447

>>6264440
too bad they had to simplify the levels

>> No.6264451

>chaingunners that shoot lost souls instead of bullets

>> No.6264456

>>6264413
Consider giving Doom 2 another shot, the first game is basically just a prelude to the second so if you really want to skip it you can I guess.

>> No.6264458

>>6264440
>>6264447
what was the version of PSX-like Doom that restored all the levels and monsters, but kept the moody lighting?

>> No.6264459

>>6264456
I gave up after MAP15, I felt like the game didn't have any more good map design and enemy placement to offer so it just spammed a fuckton of enemies at you (at least in UV)

>> No.6264465

>>6264459
Doom 2's middle act is weak but it's worth getting through, some of the later maps are fantastic.

>> No.6264469

>>6263758
Travail

>> No.6264471
File: 35 KB, 633x469, classicwads.png [View same] [iqdb] [saucenao] [google]
6264471

>>6264204
Classic as in the year? or classic as in vanilla-compatible? or classic as in it can run on Crispy Doom?

Here is my current collection of WADs that will run on Crispy Doom, pic related. The unzipped ones I haven't touched yet; the ones I unzipped, I put the release date in the folder name. As for the ones I recommend:
>Fully Vanilla-compatible
Scythe (2003)
Scythe 2 (2005)
Scythe X (2009) (I haven't played it yet, but Scythe & Scythe 2 are my favorite map sets so far, so I imagine it will be great)
Doom the Way id Did (2011) (I had a LOT of fun grinding and completing deathless runs of each of Doom's original episodes 1-3, and Doom the Way id Did is really really good and has comparable difficulty, so one day I will learn the routes and grind out deathless runs of these three episodes as well. There is also Ultimate Doom the Way id Did, which is a fourth episode, and Doom 2 the Way id Did, but I don't know how good they are yet.)
Back to Saturn X (2017) (I haven't played it yet, but I've read nothing but good things about it)
>Limit-removing port required, like Crispy Doom
Sigil (2019)
No Rest for the Living (2010) (really good, but I dunno where you could download a copy)

I am currently doing my first play-through of Rebirth (2003). The only reason I heard of it was because James Paddock created a custom MIDI pack for it in 2017. If you don't know who Jimmy is, he is a legendary MIDI maker; he made the MIDIs for John Romero's Sigil, for example. Anyway, I don't know why Jimmy chose this map set in particular to make music for, maybe it was just out of pure nostalgia for a WAD he played in the past - so far, the best thing about the maps is Jimmy's music, imo. I didn't particularly care for the first half of the map set, but things are starting to pick up; I really liked map 16, but that also could be because I REALLY liked the music.

>> No.6264472

>>6264471
Speaking of music, if you want to enjoy Jimmy's MIDIs, first download the Airfont380 soundfont. To use the soundfont in GZDoom just put the soundfont in your GZDoom folder, and change your MIDI players soundfont in the advanced options menu. To use the soundfont in PrBoom+, put it in your PrBoom+ folder, open the configuration file (prboom-plus.cfg) and change snd_soundfont to the soundfont's filename. To use the soundfont in Crispy Doom, you will need to download a program called VirtualMIDISynth.

>> No.6264475

>>6264472
Emperor Grieferus' SC-55 soundfont sounds better than Airfont380 in my opinion

>> No.6264482

>>6264459
UV, pistol start, accurate port is a meme. Just play what feels most fun to you.

>> No.6264485

>>6264391
Do you mean demo files? No, it can only play demos recorded in GZDoom. PrBoom+ is the best for demo playback. Remember to adjust the -complevel accordingly

>> No.6264486

>>6264413
I recommend Doom1 but that's because I really enjoyed grinding out deathless Nightmare runs of the first three episodes:
>E1 https://youtu.be/z7DlbPP8-hA
>E2 https://youtu.be/A-hPtmRbzxI
>E3 https://youtu.be/rniLclvUzj0

>> No.6264495

>>6264475
I'll try it out. I downloaded an SC-55 soundfont but I dunno if it's the same one you mentioned, or if there is any dfference between 'em

>> No.6264526

What are the best source ports for the authentic Doom and Doom II experience?

>> No.6264530

>>6264526
nobody reads the op

>> No.6264532

>>6264530
Other than Chocolate Doom, I mean.

>> No.6264543

>>6264532
Other than choco? Only DOSBox

>> No.6264549

>>6264532
What's wrong with Chocolate Doom? It's basically 1:1 with the experience you'd get out of the original DOOM.EXE

>> No.6264554

>>6264549
Can't get the Roland sc-55 music packs working with it.
I feel like using soundfonts wouldn't provide the same sound quiality.

>> No.6264572
File: 43 KB, 376x592, IMG_20200314_221840.jpg [View same] [iqdb] [saucenao] [google]
6264572

>> No.6264593

>>6264526
>>6264526
Use Crispy Doom. It is basically just Chocolate Doom, with extra options, so if you leave the options off, it will run exactly like Chocolate Doom.

Chocolate Doom runs in 320x200 resolution. Crispy, in 640x400. If you want Chocolate Doom's resolution in Crispy Doom, go to options and disable High Resolution Rendering.

Chocolate Doom runs in 4:3 aspect ration. Crispy Doom also runs in 4:3 by default, and you can enable Widescreen Rendering in options.

Chocolate Doom runs in 35 frames per second, exactly 1/2 the frame-rate of CRT monitors of that time period. With 35 fps running on a 60Hz monitor, you get noticeable stutter. Crispy Doom lets you run at 35 fps if you want, or run at an uncapped framerate.

>> No.6264596

>>6264593
>>6264593
(2/2)
Just run Crispy Doom, anon. You still get the same pixelated look of the original Doom, no need for the 320x200 res, but you can activate it in the options if you really want it, like in this pic >>6262349
Crispy also has a bunch of cool options, like "Weapon Recoil Pitch," which makes the screen shake when you fire a gun, and it shakes a LOT when firing rockets or the BFG, it greatly increases weapon feedback and immersion, it looks lit. It's specifically because of this option that I play in Crispy Doom. I use PrBoom+ for demo playback, though, because the recoil isn't as noticeable if you aren't actually playing, and PrBoom's 1080 resolution looks great for demo playback. Crispy also has an option for giving cacodemons and barons blue and green blood to match the blood of their corpse sprites, and you can also enable an option that gives corpse sprites a 50% chance to be mirrored so they don't all look identical. There's an option for a colored HUD, so your health/ammo are green if good, yellow if low (less than 50%) red if dangerously low (less than 25%), and blue if over 100% - and your armor % color will be blue if with mega-armor or green if using combat armor. You can even enable a "projected crosshair," meaning the crosshair will look and function just like a red dot laser.

>> No.6264598

>>6264065
There might be. They’re already including slipgates.

>> No.6264631

>>6264596
Woops, forgot to mention, use these mods. They are vanilla-compatible and look/sound great
Doom Minor Sprite Fixing Project
> https://www.doomworld.com/forum/topic/62403-doom-2-minor-sprite-fixing-project-v19-release-updated-12718/
Vanilla Smooth Weapons
> https://www.doomworld.com/forum/topic/102462-vanilla-doom-smooth-weapons/
Per Kristian's Hi-Res Sounds
> https://www.perkristian.net/game_doom-sfx.shtml

>> No.6264641

>>6264447
I kind of like the simplified version of Doom 2, but some of the cuts to the first game are a shame. To be fair a lot of them are because they just ripped the Jaguar levels.

>> No.6264669

>>6263167
is that triple buffered? the HOM looks very dos doom like

>> No.6264701

>>6264593
>>6264596
Holy fukcking shit, anon, thank you. It's literally the same, and the flac soundtrack is finally working for me.

>> No.6264707

>>6264593
It sounds absolutely orgasmic with the SC-55 recordings, this is exhilarating. Thanks again.

>> No.6264710

I set out to make an entryway-like map as a prequel to the previous map I made, but I kinda hit a snag. Not sure how to make it good.

This is what I've got so far: https://mega.nz/#!q14mCa4A!-udyB50pH-bCQTxDvxubY3RnKDYG-emf7YsfTM6J3ME
And it kinda sucks. Any ideas on how to make it less sucky?

>> No.6264713

>>6264701
flac soundtrack?

>> No.6264717

>>6264713
These Roland SC-55 music packs:
http://sc55.duke4.net/games.php#doom

>> No.6264720

>>6264717
Ooh, lossless audio codec, sounds fancy :D I'll try it out

>> No.6264724

>>6264717
Boosted or raw?

>> No.6264728

>>6264724
I went with boosted, not sure about the difference

>> No.6264742 [SPOILER] 
File: 133 KB, 1036x1296, 1584219683574.gif [View same] [iqdb] [saucenao] [google]
6264742

Plutonia Map 11 is a fun romp with some friends. Plutonia 2 Map 11 is a terrifying death march.

>> No.6264748

>>6264742
Is Map 11 the one with all the Viles? What does Plutonia 2 have?

>> No.6264762
File: 143 KB, 490x774, 1565132141724.png [View same] [iqdb] [saucenao] [google]
6264762

>>6264748
84 Archviles that tend to come in pairs of 2 and from both sides.

>> No.6264768

>>6262614
What HUD are you using? It looks really nice.

>> No.6264787

>>6264768
Looks like gzdoom's alternate hud.

>> No.6264814

>>6264728
Damn, that does sound good, even better than the soundfont I was using! The digital music pack is only for the original levels/music, so for other stuff I'll continue to use the Airfont380 soundfont

>> No.6264817

Is there a mobile port of Crispy Doom? Delta only has Doom Retro, Chocolate, GZ/LZ

>> No.6264840

Has a VTuber ever played old school Doom?
In fact, can they RUN Doom?

>> No.6264856
File: 222 KB, 341x336, duknuk.png [View same] [iqdb] [saucenao] [google]
6264856

When is he going to be in another movie?

>> No.6264861

>NTMAIs SSG has knockback
Thats the good stuff

>>6264856
What happened to the Cena movie?

>> No.6264870

>>6264861
Just another go-nowhere project

>> No.6264879

I like UAC Ultra

anything similar to it in terms of feel?

>> No.6264889

>>6263549
Just beat it, it's pretty kickass. It has that Blood difficulty curve where its harder at the start because you dont have any good weapons though.

>> No.6264903

>>6264368
This shit is the worst
I find a mod whose purpose is to do one or two things, and the modmaker loses focus completely and starts shoving in random things to the point where the mod becomes a bloated, aimless mess
Bonus points if the author doesn't keep older versions up for download

>> No.6264904

>>6264748
the same thing but a hundred times worse

>> No.6264906

>>6264817
Doom Retro and GZDoom are not bad at all. I would use Doom Retro on my PC if Crispy didn't have so many options. I have 0 experience with mobile Doom but I would try GZDoom for the brightmaps alone, maybe mods will work on it too

>> No.6264913
File: 94 KB, 479x320, 1298243462448.png [View same] [iqdb] [saucenao] [google]
6264913

>>6264717
I'm downloading the Duke Nukem FLAC soundtrack (1 gig!) and while I wait I am testing more soundfonts in Duke Nukem. While Airfont380 was superior for Doom music, Musyng Kite soundfont sounds amazing with Duke Nukem's music

>> No.6264916

>>6262080
https://twitter.com/scwiba/status/1238935103105110020

what a nice dude.

>> No.6264931

I have a couple of sectors facing each other. I want a soulsphere to constantly fly through the air between them. How do I use the pusher floors in Zdoom? I tried a loop with this.

ThrustThing(0, 60, 1, 34);

But it only works once. The soulsphere is thrown into one sector and teleported back as it should, but I want a constant pusher effect. How can I do this? Thanks.

>> No.6264943

>>6264916
Good joke.

>> No.6264968

>>6264368
I can't stand this shit, you see it wherever there is modding.
It sucks to see a mod's preview mention one little thing you think would be a good change, like minor monster variants or something, and then the readme mentions in a tiny corner all 6 goriillion weapons they added and ultra high res particle effects it also has.
Shit like this is why modular mods are the best. Nothing worse than mods that one or two really good things you can't find anywhere else and also a ton of crap you can't deal with

>> No.6264979
File: 49 KB, 410x380, 1403995618416.jpg [View same] [iqdb] [saucenao] [google]
6264979

>>6264717
>>6264913
WEW the FLAC music pack is the real deal. This sounds better than any soundfont I've tried out. Ty anon, have another (You)

>> No.6264981

>>6264906
I'm looking for a more classic experience and GZ lags a bit on my phone even with VEssence so it looks like its Doom Retro or nothing

>> No.6265000

>>6264717
How do I load these with Crispy/Retro?

>> No.6265002

>>6264669
it's double buffered

>> No.6265021

making a simple mod based on an old flash movie that i watched some time ago.

it's a WIP (and in the video an older version is shown) but i still have to add some more stuff (powerups, NPCs, enemies)

https://www.youtube.com/watch?v=KJorZGoJN2E

>> No.6265029

>>6265000
If you go into Crispy's setup and go into the sound section, there's an option for using music packs

>> No.6265090

>>6264916
>free
did he seriously try to sell them before or something? never head of this guy

>> No.6265094

Daily reminder that the Marathon trilogy has aged like shit in terms of gunplay and level design.

>> No.6265120
File: 19 KB, 353x739, musicpacksfolder.png [View same] [iqdb] [saucenao] [google]
6265120

>>6265000
I don't know about Retro, but for Crispy Doom:
1. Download the newest version of Crispy Doom. You don't need to to get this to work, but Crispy Doom now supports widescreen rendering in the options menu, so go ahead and upgrade now.
2. Download the music pack
> http://sc55.duke4.net/games.php#doom
3. Open crispy-doom-setup.exe, select Configure Sound. All the way on the bottom is "M=Music Packs," click on that. That will open up a folder - extract the music pack into that folder. It should look like pic related

>> No.6265121

Is there no way to play the iOS version of D2RPG on computer or android?

>> No.6265138

>>6265120
I forgot to mention, if you ever want to access this folder without having to open the Crispy Doom setup to locate it, type %appdata% into your start menu, press enter, and look for crispy-doom. Yes, you need to type the percentage signs

>> No.6265161

I haven't touched unreal tournament before. Is the original or 2004 better?

>> No.6265163

>>6264717
Has anyone made SC-88 packs for duke 3D?

>> No.6265170

>>6265161
it's very contentious
some swear by 99, others 04
if anything, it's a testament to how good both are

but if you mean "is 2003 better than 2004" then absolutely no, 04 is completely better

>> No.6265178

I just beat Scythe for the first time. It was my first PWAD and first time doing pistol start no saves. I cheesed the last level by only getting the orange key card. What should I play next that is similar in difficulty? Apparently Scythe 2 is way harder and I am not ready for that.

>> No.6265198
File: 30 KB, 640x480, 1571913017147.jpg [View same] [iqdb] [saucenao] [google]
6265198

>just beat sunlust

>> No.6265239

Sooo hey Ultra(he posts here, right?), will Treasure Tech need one of the newer versions of GZDoom or will it play fine on 3.4?

>> No.6265265

>>6265178
If you want to try something a little different, try playing the first three original episodes on Nightmare difficulty. Here are some walk-throughs if your interested. >>6264486
If you want some new maps, start with the Cacowards

>> No.6265292
File: 55 KB, 680x512, 1537042485301.png [View same] [iqdb] [saucenao] [google]
6265292

I finally beat Arch-Violence and mastered Archvile jumping. Feels good. Excited to start next level with 1 health woohoo

>> No.6265319

>>6265094
I like Marathon, I think it's very close to being perfect for my tastes. Just buff pistols then buff projectile speed for other weapons/enemies and create some good maps and you have what I'd consider perfect gameplay. I like how Marathon becomes a bullet hell. Just build on that principle

>> No.6265336

Is there any wad launching frontend in existence that lets you put wads into specific categories?

>> No.6265337

>>6265336
You mean like configs? Rocket Launcher?

>> No.6265345

>>6262212
Ignore par times, they mean literally nothing, even to speedrunners. Secrets are always tied to a location, not necessarily an item. Look for out of place wall textures, patterns being broken (EG: Two red torches on a wall followed by a green one), platforms you can land on, keep your ear out to hear doors opening at odd times etc. Keep in mind some areas are opened in one of several ways: walking over a specific area, just Using it the same way you would a door, or by hitting something with an attack. A strange wall, for example, might be a secret that ONLY opens if you shoot it, not if you Use it.

>> No.6265352
File: 1.06 MB, 680x384, gzdoom_2020_03_15_03_07_42_027.webm [View same] [iqdb] [saucenao] [google]
6265352

>>6264451
Look at what you've done.

>> No.6265360

Is there a harder wad than Plutonia? I'm just about to finish it and looking for the next thing

>> No.6265364

>>6265337
Nah, I've been using RL, I mean like having separate categories within the whole Common/External Resources list. I've got so many wads at this point and it'd be cool if I had a way to browse through them by Gameplay, Map etc.

>> No.6265367

>>6265360
>harder than Plutonia
Official wads by id? Well, that depends.

Unofficial?

Hundreds.

>> No.6265369

>>6265367
Unofficial, yes!
What'd you recommend?

>> No.6265370

>>6265360
plutonia 2 and alien vendetta are a step up in difficulty on UV

>> No.6265371

>>6265370
Noted, thank you!

>> No.6265378

>>6265369
Sunder if you just want absurdly hard, massive slaughtermaps. Ancient Aliens gets pretty challenging towards the end as well.

>> No.6265381
File: 1.85 MB, 536x288, gzdoom_2020_03_15_03_41_29_363.webm [View same] [iqdb] [saucenao] [google]
6265381

>>6265352

>> No.6265386
File: 278 KB, 346x750, top10thingsineverknewiwanted, number 10.png [View same] [iqdb] [saucenao] [google]
6265386

question: why do so many people hate brutal doom? it's what got me into classic doom.

>> No.6265389

>>6265386
because most brutal doom fans are invalids

>> No.6265392
File: 124 KB, 640x1440, aca.jpg [View same] [iqdb] [saucenao] [google]
6265392

>>6265386
>it's what got me into classic doom.

god for u my mans
I'm glad you are enjoying yourself with the original as well

>> No.6265395

>>6265386
Personally - it's just a mechanics salad. Threw in every good idea and just keep adding until it's a sloppy, unfocused mess. Feature bloat. Has a juvenile approach to violence. It's cruel rather than brutal. Dev is a piece of shit. Level design doesn't match the game philosophy. Aesthetic of speed and brutality coupled with the dominating tactic of careful and cover-shooting.
Not my thing

>> No.6265409

>>6265386
because they keep asking that same question over and over

>> No.6265410

>>6265369
Plutonia 2

>> No.6265443

I tried playing Doom 4 Vanilla with Eviternity and for the most part it works great but the cyber mancubus fires plasma that never disappears and turns parts of the map into instant death. They also generate "ghost" lost souls that can't be shot at and they follow the player around the map, clipping through everything and getting in the way, making it impossible to see what the fuck is happening. I thought it was neat at first until I figured out it was a bug.
So I need another high quality megawad with great architecture.

>> No.6265451
File: 123 KB, 512x512, 1420224876496.png [View same] [iqdb] [saucenao] [google]
6265451

>>6265386

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

>> No.6265470

>>6265451
Did Donte make this, jesus christ.

>> No.6265472

>>6265451
the horrific screen tearing is what really makes this

>> No.6265489

>>6265451
what an awful video

>> No.6265491

>>6265451
i can now see why people hate brutal doom.

>> No.6265509

>>6263515
Urban Terror has a good number of jump maps, you get the added complexity of parkour too.

>> No.6265512
File: 1.02 MB, 1853x725, 9a844cc2c108cff91125a3458ac9330f20c27b079b8f667e9d1fd7175c54b731.png [View same] [iqdb] [saucenao] [google]
6265512

>>6265386
Brutal Doom fans expect every Doom mod ever to be compatible with Brutal Doom, even when it would make no fucking sense.

>> No.6265534

https://www.youtube.com/watch?v=JwlZg7P5ZD8

>> No.6265552
File: 618 KB, 1600x1200, Screenshot_Doom_20200315_003403.png [View same] [iqdb] [saucenao] [google]
6265552

>>6263723
Trying to make this map have more interesting locations. Hidden behind the grandiose marble structures lies a mechanical underbelly.

>> No.6265559

Are there any custom Half-Life campaigns/levels that any of you think are good?

>> No.6265567
File: 1.63 MB, 1512x645, temp.png [View same] [iqdb] [saucenao] [google]
6265567

>>6263723
i fucked up and made too much map
it's not complicated, layout wise, it's just a bunch of textures and it's like 4 mini-maps put together.
good news is ill reuse a lot of these textures later.

>> No.6265572

>>6263996
the pistol animates too smooth. Don't be afraid to drop frames in the name of snappy animation.

>> No.6265652

>>6265386
Screwed balance that turns "difficulty curve" into "difficulty flat line" - strong enemies are made weaker due to headshots (Cybie can be killed in 3 ssg shots from moderate range)

Enemies in "tortured death" animations continue to soak up some more bullets
Spaghetty code, brutforced and inelegant implementation of features that leads to ungodly amount of bugs nobody can fix without rewriting the damn thing from scratch.
Bugs that may or may not break maps because author decided to arbitrarily change some crucial monster properties. Like teleporting out of bounds, not fitting into their cages (because author changed their radius)
Cybie, Manc, and Mastermind instigate infighting just by walking near other enemies since their steps are explosive.

Stolen assets and code. Author didn't credit people whose work he "apropriated" for many years. Still got paid for it on patreon. Still uses some stuff original author explicitly told him not to use. Lists said people as "contributors" implying they made their stuff specifically for his mod which they didn't.

Fanbase of rabid lunatics who have no taste, don't understand how modding works, demand BD compatibility in places where its not feasible. Generally annoy the rest of community.

Fans and popular media claims this mod to be "one true way of playing Doom the way it was always intended to be" which is idiotic.

Moronic trolls asking exact same question in the Doom threads over and over that can't think of anything new

>> No.6265654

>>6265567
Big maps are good.

>> No.6265658

>>6265654
It's not huge. Really it's about right, for the size I'm going for. Just ended up being a tad complicated to design around.

>> No.6265671

>>6262635
probably his worst take since spec ops the line being good

>> No.6265679

>>6262647
there's no proper pathfinding in ID games until Quake 3's bots

they just rotate towards the player, if they can't move in that direction they test new directions in a pattern until they find a direction they can move in, then they move that way based on a movecounter, which when depleted they check their attack and repeat

>> No.6265682

>>6264459
>Doom 2
>spammed a fuckton of enemies
Uh oh.

>> No.6265690

>>6265652
>Cybie can be killed in 3 ssg shots from moderate range
Wasnt that a bug years ago caused by bad headshot code? Might be fixed by now.

>> No.6265706

>>6265690
After "fix" cybie still goes down in 6-7
SSG deals 700-900 damage to him

>> No.6265729

You guys should try alter of storms. It has cool enemies.

>> No.6265737

>>6265386
i want to put my dick inside cookie demon

>> No.6265741

>>6262103
Additional issue I forgot to post yesterday.
>chaingun selects instantly, but deselects really slow

>> No.6265770

>>6265381
lmao

>> No.6265776

I'm playing pirate doom on GZDoom and my fps just keep dropping like a hammer, wtf is going on?

>> No.6265782

>>6265776
you fucked up somewhere

>> No.6265789

>>6265741
I do not know why it acts like that myself to be honest, gonna need to slow down a lil bit the chaingun in the A_raise and increase the speed on the A_lower

>> No.6265796
File: 67 KB, 256x192, gumshoe-thinking(a).gif [View same] [iqdb] [saucenao] [google]
6265796

Any mods to cover up Doomguy's face with a helmet or something?

>> No.6265798

>>6265796
D.U.C.K.
is a reskin mod for doom

>> No.6265815

>>6265336
.bat

>> No.6265847

How long are the Half-Life mods Point of View and Echoes?

>> No.6265864

Does anyone have a backup link for Burl Tumb? Link is dead in its thread.

>> No.6265868 [DELETED] 

>>6265386
>it's what got me into classic doom

Flatline yourself

>> No.6265886

>>6263378
>and fancy graphics
Pass.

>> No.6265889

>>6263925
Weak.

>> No.6265892

>>6262093
you are lame

>> No.6265910

>>6265360
Compared to Pwads, Plutonia is mostly tame.
Hell, even Alien Vendetta and Scythe 2 are tame at this point.

>> No.6265960

>>6265910
And i'm sitting here ripping my hair out over TNT map 20 WITH midgame save...

>> No.6265962

>>6265652
>"one true way of playing Doom the way it was always intended to be"

isn't this one because Romero or someone said that they "liked" the weapons in BD,

>> No.6265965

>>6265962
If I recall correctly, Romero went as far as saying that the brukal pookal IS Doom the way it was always intended to to be. Mind you, this is the same Romero who claimed that Doom was made with circle strafing in mind from day 1 and who invented 8-map megawads.

>> No.6265968

>>6265965
>Doom was made with circle strafing in mind
Wait, I meant "playing with mouse+keyboard".

>> No.6265970

>>6265965
And the same Romero who totally didn't miscalculate secret sector's size.

>> No.6265975

How exactly do sound-blocking linedefs work? Does it need to encounter 2 of them on a straight line from you to monster when you shoot, or it spreads around in some other pattern?

>> No.6265980

>>6265968
I could have sworn doom did support m+kb out of the box, just it was that weird floaty shit where it moves you forwards and backwards too. Am I misremembering?

>> No.6265981

>>6265960
To be fair, MAP20 is one of the most difficult ones there.

>> No.6265989

>>6265975
>Every time a player fires a weapon, the "sound" of it travels from sector to sector, alerting all non-deaf monsters in each new sector. But the sound will die when it hits a second line with this flag, providing that line is on a sector boundary. The sound can cross one such line, but not two. All possible routes for the sound to take are taken, so it can get to some out-of-the-way places.

>Another thing that blocks sound, instantly, is incompatible sector heights: an air-gap is always required to permit sound to pass. Sound can go from a sector with 0/72 floor/ceiling heights to one with 64/192, but the sound cannot go from a 0/128 sector to an adjacent 128/256 sector.
http://web.archive.org/web/20100908085531/http://the-stable.lancs.ac.uk/~esasb1/doom/uds/ch4_3.html#sounds

>>6265980
I meant m+kb in a modern sense, where you move with keyboard and aim with the mouse. Their idea was obviously that you both move and aim with mouse and use keyboard to switch weapons, open menu and so on. Players, however, had to disable Y axis on mouse through custom mouse drivers. Also it is obvious that they did not anticipated circle strafing when they were designing first Doom,, most new enemies in Doom 2 are specifically designed to screw circle strafers over.

>> No.6265994

>>6265965
>If I recall correctly, Romero went as far as saying that the brukal pookal IS Doom the way it was always intended to to be.
No, he fucking didn't. Why do people keep misquoting this?

>> No.6265995
File: 132 KB, 680x680, 8e7.png [View same] [iqdb] [saucenao] [google]
6265995

>>6262212

>> No.6265997

>>6265975
its basically a flood fill from the sector the noise was made from
it folds space to any joined sectors
when its done with that, it then takes every sound blocking lines it found on the first pass and ignores them, only stopping fully on the second pass

>> No.6265998

>>6265989
I take it only floor higher than ceiling will block sound, not closed doors or any other zero height sector? Also there's no need to soundproof one-sided linedefs? If there's nothing at the other side of linedef, it won't transfer sound, no matter how thin nothingness is?

>> No.6266004

>>6265998
Where is your reading comprehension?
>an air-gap is always required to permit sound to pass
Zero-height sectors such as doors do block sound.

>> No.6266015

>>6266004
I thought sound travels through the door, but now I realized that when I draw a door sector through a doorframe sector, the 2 sides remain on the same sector which makes sense.

>> No.6266031

>>6265994

Not him but does anyone actually have the exact quote?
Doing a quick google I see a lot of articles and post referencing it but no actually links of the actually quote itself. Also some people claim its from an IGN interview and other a facebook group.

>> No.6266050
File: 33 KB, 584x279, Not how its supposed to be.png [View same] [iqdb] [saucenao] [google]
6266050

>>6265965
>>6265994
The quote about "changed the industry" comes from IGN video interview.
What he really said is if they released Doom like Brutal Doom back in the day, they "would've destroyed the game industry"
From the rest of conversation it's clear that he meant that "violent videogames makes our childeren into killers" panic would've went through the roof, the game giving enough ammo to the proponents of the idea to pressure the government into banning any depiction of violence in all videogames forever, or at least put heavy censorship on the industry.
But brootalbabbies can interpret things only one way, so there you go.

>>6265965
>>6266031
In reality he said exact opposite of that
Here's an actual response to how the Doom supposed to be played from the man
https://twitter.com/romero/status/695255530458193921

But again, both wikipedia and doom.wikia.com are written by brutalbabbies and gamejournos so they erroneously misquote the sources (and get pissy when you try to correct them).

>> No.6266058

>>6266050
Ok John

>> No.6266060

>>6266050

thanks, that pretty much clears that up

>> No.6266064
File: 59 KB, 500x726, 1334537856752.jpg [View same] [iqdb] [saucenao] [google]
6266064

>>6266031
He said, in regards to Brutal Doom, if they came out with this in 1993 they would have such-and-such and such-and-such, not "This is the way it was meant to be!"

>> No.6266080
File: 62 KB, 875x903, IMG_20200315_000847.jpg [View same] [iqdb] [saucenao] [google]
6266080

>>6262541
Ketchup modifies the enemies, so MetaDoom is checking for that. Use Bolognese, it's the BD gore but universal so it works fine with custom enemies.

>> No.6266110

>>6266064
IIRC, he said that if Doom came out that way in 1993, video games would've been banned FOR THE CHILDREN.

>> No.6266120
File: 34 KB, 338x325, duke boomer.png [View same] [iqdb] [saucenao] [google]
6266120

>>6265386
Personally, i dislike the fundamental changes it makes to the gameplay loop. I'm totally fine with the novelty of extreme gore and locational body damage, but the changes to the gunplay and all the additional bullshit are detrimental to the appeal of Doom for me. Beyond that, the changes it makes to the visual style of the game are cringeworthy to me. Doom is a Black Sabbath album, Brutal Doom is a Sabbath cover by Disturbed or something.

>> No.6266124
File: 403 KB, 372x612, 2020-03-15 14-55-36.webm [View same] [iqdb] [saucenao] [google]
6266124

Making changes to the health bar based on anon from last thread's advice. Will attempt rising bubbles soon.

>> No.6266132

>get awful screen tearing in GZDoom
>Vsync causes unholy degrees of input latency

Is there any solution?

>> No.6266134
File: 479 KB, 720x360, YOU WANT IT ITS YOURS MY FRIEND.webm [View same] [iqdb] [saucenao] [google]
6266134

Oh man this one is gonna be fun

>> No.6266135

>>6266132
What's your "prescale mouse movement" setting?

>> No.6266136

>>6266134
That looks fun as heck. Can you shoot/bash/yeet/kick or whatever the bomb after you've placed it?

>> No.6266138

>>6266135
I keep it on. How could a mouse filter be related to that though?

>> No.6266139

>>6266136
I thought about it, but I want to keep the bomb fuse short and keep them still once they touch down

>> No.6266142
File: 81 KB, 464x265, f4f1d3337e58a72ffafb9fef63c5a3a0.png [View same] [iqdb] [saucenao] [google]
6266142

Did anyone ever make a Killzone 2 weapon pack or something? I wanted to start working on one but I have no experience in anything less than Photoshop, somewhat.

>> No.6266145
File: 1.92 MB, 449x266, .gif [View same] [iqdb] [saucenao] [google]
6266145

>>6266134

>> No.6266149
File: 6 KB, 130x234, 1496456395196.jpg [View same] [iqdb] [saucenao] [google]
6266149

>>6266145
That's exactly what I wanted. You have no idea how happy I am to get this implemented and how easy it was.
I'm really happy about the bomb sprites too

>> No.6266153

>>6266138
I'm just trying to think of any related cvar I can. I don't get noticeable tearing even without maxfps lock.

>>6266139
That's fair.

>> No.6266161

>>6266124
This looks great!
Much better than before!

>> No.6266165

>>6266134
>fuse not burning
>bomb explodes
for shame.
Make a 2-3 frame "fuse burning sparks".
Add 3 stages to the fuse (full, half, nearly there).
Combine to make 9 frames of animation to make the bomb so much better.

>> No.6266167

>>6266142
It's quite easy and straightforward doing the code side of things. Check out wildweasels "gunlabs" tutorials. As for the spriting, you'll be in for a lot of work unless you want them to just look like cropped video captures.

>> No.6266169

>>6266142
They are boring and generic tho.
Get a better source.

>> No.6266170

>>6266165
Fuses never burnt down in the older Zelda games, I don't see a need for it here.

>> No.6266173
File: 302 KB, 580x580, SLIP.png [View same] [iqdb] [saucenao] [google]
6266173

>>6266167
Thanks
>>6266169
KZ2 was one of the only console FPS I liked along with Darkwatch, s-sorry....

>> No.6266175

>>6266161
Thanks dude. Getting the transparency right what with the available blend modes and how they interact will take some time. Apparently like half of them ignore the alpha argument and do their own thing

>> No.6266176

>>6266145
> if the chargin targe was in the primary slot

>> No.6266179

>>6266173
Timesplitters series is GOAT

>> No.6266184
File: 150 KB, 1366x768, Screenshot_Doom_20200315_132947.png [View same] [iqdb] [saucenao] [google]
6266184

>>6263921
>>6263935
>>6265741
Ok updated the mod, most of the changes are the following:
>Increased the volume of the Chaingun shot, also considering that i cannot find a way to slow down the chaingun raising speed, i decide to speed up the lowering speed so to compensate, unless i find another way this is pretty much how it's gonna be.
>Added Cvars to allow you to get the weapon those upgrades are part of (they are serversided) you can find them in the mod option
>added pickup sounds for the UZI and changed the look to be more easy to understand which is the uzi and which is the Shotgun
>Still no proper font for the big numbers, so far.
>Added indication for when you have a power up, they do not have a timer though.

>> No.6266187

>>6266184
Oh forgot to say, the link is the same, you find it in the beginning of the thread.

>> No.6266192
File: 600 KB, 666x1051, file.png [View same] [iqdb] [saucenao] [google]
6266192

>>6266173
Overall game quality has nothing to do with it. Lots of good games have generic guns.
This >>6266142 looks like a SPAS-12 (that's been in a lot of FPS) with some tacticool addons.
Pretty sure RGA mod had one of those

Also very often stuff that looks decent in 3D does not look all that great as sprites, because 3D model may be seen from several different angles depending on movement and have moving parts that react to player view. You can do that with sprites sure but that will take a lot of time and waste a lot of space.
If you gonna rip 3D game for sprites better chose one that have striking younique looking guns otherwise you will spend a lot of time for mediocre results.

Take a look at these rips:
https://forum.zdoom.org/viewtopic.php?t=38067
There's a handy tutorial on how to do your own rip well on the bottom of the OP post. That will save you some time.

>> No.6266202
File: 166 KB, 335x335, doom dude.png [View same] [iqdb] [saucenao] [google]
6266202

>>6266192
Thank you

>> No.6266203

>>6266153
Tried messing with prescaled mouse movement, tying vid_maxfps to my monitor's refresh rate both with Vsync on and off, no dice. I don't get this in any port besides GZDoom.

>> No.6266205

>>6265652
>popular media
>"one true way of playing Doom the way it was always intended to be"
has this really happened
I don't care about random kids spouting nonsense on youtube comments or forums, or "popular media" for that matter really, just curious

>> No.6266207

>>6266203
Hm, are you using the opengl or vulkan renderer? Try using the other from what you currently are. Also, you are on the latest version right?

>> No.6266208

>>6266205
There were a bunch of Brutal Doom articles from around 2013-14 that claimed that

>> No.6266213

>>6266207
I prefer Vulkan. Just updated to the latest version, tried Vulkan, OpenGL and SoftPoly, exactly the same. Heavy screen tearing.

>> No.6266224

>>6266213
Then sorry, I've got nothing. I think you should ask on the forums; this issue will likely require an engine programmer to find the solution for you. You don't need to register to post on the bug reports subforum.

>> No.6266263

>>6264485
No, I don't mean .demo files, I mean actual video recordings, .mp4, .avi, .mov, .mpeg, etc, etc. Just normal video.
Can it?

>>6265889
Incorrect, ugly lizards are for the weak, strong men desire powerful and gorgeous women like Crash and Slash.

>> No.6266264

>>6266213
What is your refresh rate

>> No.6266274

>>6266208
got any around?
could use the laff

>> No.6266278

Is there anything that could propel doomguy across the teleporting linedef and not teleport him? Beside idclip and coming from the wrong side?

>> No.6266298

>>6266278
yes, you can skip a linedef trigger if you are moving fast enough.

>> No.6266315

Hey there. On replaying Powerslave, Build version, that is, I cannot help but be amazed by level 5, El Derr or something, I don't quite remember. I mean, sure, maybe some parts are somewhat of a clusterfuck, but, man, the raw effort just amazes me. I'd say 18th is on par. 20th I just don't like, at all. But those two, 5th and 18th, are memorable as fuck.

>> No.6266327

>>6262080
Quake 1 but reborn as a Fallout 3 mod.

>> No.6266332

>>6266327
>Tunnel Scrags Rule

>> No.6266334

>>6266327
Be wary of what you wish for.

>> No.6266346

>>6265980
Doom was always made to support M+KB, the issue is lots of computers back then straight up didn't have a mouse.

>> No.6266352

>>6266346
Yeah you can check some of em sick Doom mouse skills in Romero's Sigil streams. Like that wobbling that makes him collect all the fireballs in the vicinity? Priceless. I mean, mouse support could sure be supported by Doom, but I wouldn't say it was particularly well thought out, to be frank.

>> No.6266354

>>6266352
Can you repeat that in English?

>> No.6266357

>>6266327
Fallout 3 is very unstable on modern systems and likes to flip out.
Fallout 4 has better combat. Also VR.

You need: Make actually good monster models and animations. (Or rip them wholesale from '16 if you are willing to forego distributing on Nexus and ModDB).
F4 already has most of the Doom's arsenal including BFG 9000 (from dlc) you just have to tweak them so they work like original counterparts.

The most difficult part would be a map conversion tool. But I'm pretty sure you can generate level into several NIF models+mapped texture, leaving moving sectors as separate objects.
There's already an asset composition API in mods like Sim Settlements to assemble the levels from generated assets.
Line actions would be tricky, but doable as well.

>> No.6266359

Kinda crazy to think about how some people bought flight sticks to aim in FPS games because mouse look was less common back then. Also mouse balls fucking sucked dick.

>> No.6266371

>>6266357
You can play Fallout 3 on NV and its more stable.

>>6266327
There is a Blood Remake of sorts for new vegas

>> No.6266373
File: 1013 KB, 1782x1002, Friends_by_LeelaQC.jpg [View same] [iqdb] [saucenao] [google]
6266373

>>6266050
These are the same idiots who spreads lies about Romero and Quake II to the opoint of himself stated that he loves quake 2 mp and aesthetics.

one of the quake 1 mapping discord autists created the fucking save me romero meme, and he doesn't even play Quake 1 or 2.

>> No.6266374

>>6266298
But that's only possible by running against the wall, right?

>> No.6266376

>>6266359
Well, some people still do, they are called gamepads more often than not.

>> No.6266380

>I was talking about Witchhaven a week or so ago because I wanted to play a Build Engine game that nobody has a real opinion on, so I dont get meme'd like with Redneck Rampage
>one (1) hour ago, cv-11 makes a video about it
fucking shit

>> No.6266386

>>6266357
I think he suggested FO3 because he wants to add back in RPG elements that were cut.

>> No.6266389

both witchhaven and redneck rampage are complete garbage

>> No.6266392

>>6266389
No!

>> No.6266396

witchhaven

>> No.6266397

>>6266380
Well, Redneck Rampage has some interesting moment. And frankly you should just learn to dart with the pistol out of cover and back again, I mean, you are just supposed to take cover in between shots, it's important. With shotgun you like a quick tap fires a barrel, a hold of fire key fires two, so there is that to learn. Dynamite though is pure irredeemable shit, sure, but more often than not crossbow is somewhere around.

>> No.6266398
File: 86 KB, 688x1024, quoffe.jpg [View same] [iqdb] [saucenao] [google]
6266398

>>6266373
>its on the quake mapping discord
>doesn't play quake

huh?

>> No.6266402

>>6266397
That game was like a proto-Postal 2
why do I need an alcohol and fart meter

>> No.6266412

>>6265796
https://www.moddb.com/games/doom/addons/helmet-doomguy-mugshot

>> No.6266416

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

Quake is what I would I consider HOT CHICK HEAVEN

>> No.6266418

Having played Death Wish for Blood all modern slaughtershit cacoward wads for Doom seem banal.

>> No.6266423

Has anyone ever made a WAD which has early mundane-looking level reused later in game and made more demonic? That's the thing I want to do and I'm curious what I can look at for inspiration.

>> No.6266426

>>6266418
Blood has always seems just unfun to me. Like the whole game designed to be pain in the dick. Fucking Daikatana did it in its beginning episode - and it got fucking obliterated at arrival for that. Yet Blood is revered. Double standards much?

>> No.6266430

How many monsters per room does it take to be considered slaughtermap?

>> No.6266434

>>6266423
Yeah, it's called Inferno.wad, alternatively Doom1E3.wad, you get my meaning?

I mean, sorry, level1 in it is later reused in secret level.

>> No.6266438

>>6266434
It's been a while since I played Doom 1 and I don't think I ever found secret level back then, so I geniunely didn't know that.

>> No.6266440

>>6266426
You're just bad, kid.

>> No.6266446

>>6266438
It's a genuinely curious piece of FPS history, that episode, there is no shame in replaying it.

>> No.6266449

>>6266264
60

>> No.6266457

>>6266446
That being said, Episode 3 levels are already demonic, so that's not exactly what I meant. What I was asking about would be more aking adding Hangar into episode 3 retextured accordingly.

>> No.6266463

https://www.youtube.com/watch?v=083x4Iy-eRg

>> No.6266473

>>6266457
Hangar Fireblu. Damn that sounds badass.

>> No.6266475

>>6265386
desuarchive and warosu have /vr/ archives
use them

>> No.6266480

>Civvie doesn't know the difference between a morning star and a flail
unsubscribed
stupid fuckin idiot

>> No.6266484
File: 34 KB, 490x497, 1534525134360.jpg [View same] [iqdb] [saucenao] [google]
6266484

>tfw mastered archvile jumping in Plutonia 2 map 11
>tfw map 13 has an optional megasphere if you Archvile Jump
>tfw got it first try and have 200% health and armor for next map.
I feel like i'm actually getting better bros.

>> No.6266486

>>6266480
I mean, whatever he is reviewing, the game is probably not QUITE about that.

>> No.6266487

>>6266473
Isn't fireblu texture banned for giving people eye cancer?

>> No.6266490

>>6266480
I always forget - was it Civvie who got triggered over HDoom or it was GManLives?

>> No.6266492

>>6266490
GManLives I believe. He just called it pointless after you've watched the cutscenes.

>> No.6266494

>>6266490
gmanlives.

>> No.6266495

>>6266490
I don't think Civvie ever mentioned HDoom iirc

>> No.6266496

>>6266492
Wasn't it full-blown "ugh, I don't even, yikes, unwholesome" meltdown?

>> No.6266508

>>6266496
No he was for Nudity in vidya, he just thought Hdoom didn't add anything aside from animations that are amusing 1 or 2 times.

>> No.6266509

I seriously hope you don't watch shillman "source port" lives

>> No.6266518

>>6266480
I mean its literally called the morning star in game.

>> No.6266523
File: 100 KB, 483x469, morningstar.png [View same] [iqdb] [saucenao] [google]
6266523

>>6266480
Not his fault since 9 out of 10 sources don't make a distinction between the two.

German sources make distinction, calling flail version a "kettenmorgenstern" - literally "flail morning star". Distinction was often lost in translation of the weapon-related texts that refer to both types as "morning star"

>> No.6266529

>>6266480
calm down, sword nerd

>> No.6266535

>>6266523
Yeah, but there is enough sword&sorcery vidya that do very well make that distinction. Does he live under a rock?

>> No.6266537

>>6266535
>but there is enough sword&sorcery vidya that do very well make that distinction

Name 10

>> No.6266542
File: 445 KB, 1280x960, file.png [View same] [iqdb] [saucenao] [google]
6266542

>>6266535

>> No.6266543

>>6266535
the game literally calls it a morning star so he refers to it as such

>> No.6266546

>>6266542
>>6266543
Point taken.

>> No.6266552

music dosen't work on a fresh install of the mega link. what do?

>> No.6266556

>>6266552
download sound card

>> No.6266558

Do I need to use something other than Doom Builder to give my maps custom names and such?

>> No.6266562

>>6266556
the fuck is that?

>> No.6266563

>>6266457
Switcheroom?

>> No.6266565

>>6266558
Vanilla/Boom - you have to use DeHackEd to edit strings
ZDoom - you have to define names in "mapinfo" lump.

>> No.6266568 [DELETED] 

>>6266480
>cocksucking moron youtuber makes shitty unfunny jokes while displaying they dont know what the fuck they are talking about #238123

why does anyone watch that trash

>> No.6266572 [DELETED] 

>>6266568
Hi HLfag

>> No.6266574 [DELETED] 

>>6266568
Oh, are we at the "the youtuber got too mainstream so now we have to hate him to continue being contrarian" stage already? Good to now, /v/-kun.

>> No.6266575

>>6266558
Use slade and change the mapinfo
https://zdoom.org/wiki/MAPINFO/Map_definition
Alternatively in slade you can create a DeHackEd lump and do the same thing so it works for non-zdoom ports.

>> No.6266576

>>6265798
>>6266412
Thanks, guys, just what I was looking for.

>> No.6266579

>>6266315
Come to think of it, Philae, map07, is another good one, that ship is just icing on the cake. Don't appreciate the poison vials though.
I wouldn't say it's on par with those two I mentioned above. Just a genuinely good map.

>> No.6266581

>>6266565
That's about what I expected. I'll figure it out when I have at least 2 maps worth playing. Doesn't seem that hard.

>> No.6266582 [DELETED] 

>>6266572
>if you don't like turd #1 you must like turd #2
I don't even recognize that name.

>>6266574
Fuck off faggot. You aren't me and you don't speak for me. Take your nigger opinion elsewhere.

>> No.6266587 [DELETED] 

>>6266582
You seem to have typed an additional letter in your browser, newfriend. Let me direct you to the board you wanted to go.
>>>/v/

>> No.6266590 [DELETED] 

>>6266587
>shits up Doom thread with e-celeb
>points people who tell him to fuck off to /v/

Pot meet kettle.

>> No.6266596

Question about custom textures:
In the editor, textures are grouped by type like metal, wood... Can I do this whith customs as well? And can I re-group replaced stock textures?

>> No.6266597

>>6265864
yeah I haven't been able to get a copy of this shit for ages
where the hell is it?

>> No.6266609

> i'm angry
> angry about things i don't care

>> No.6266613 [DELETED] 

>>6266590
>>shits up doom thread
Your tard rage is supposed to help?

>> No.6266616

>>6265864
>>6266597
Here you go.
https://www.dropbox.com/s/b5vn0mdc0wgoo85/BURL_TUMD.zip?dl=1

>> No.6266625

>>6266616
ayy thanks man

>> No.6266626

What's your favorite Lunar Apocalypse' map? Mine's Fusion Station, very Giger-esque, nice verticality too.

>> No.6266639

>>6266480
Where were you to scream at everyone that calls Doom's Minigun a Chaingun? Selective rage much?

>> No.6266645

>>6266639
It might well be chaingun, you don't know that.

>> No.6266648

>>6266626
It is by far the worst episode and none of the levels are particularly enjoyable.

>> No.6266652
File: 6 KB, 416x225, M242-2.png [View same] [iqdb] [saucenao] [google]
6266652

>>6266645
No, it's not. Chainguns are completely different weapons that are loaded by an actual chain. None of them uses the Gatling principle. You can either use the Chain principle or the Gatling principle to load a gun, not both.

>> No.6266665

>>6266575
Mapinfo is only for ZDoom-based ports

>> No.6266671

What's the recommended light sector mode for GZDoom? Standard feels too bright.

>> No.6266672

>>6266648
I dunno, they are different from each other. Tiny and cozy Spaceport, flashy and hard-edged Fusion Station, Tiberius Station that looks as if it traces back to LameDuke, combat heavy Occupied Territory, Lunar Apocalypse with its still breathtaking canyon and Dark Side that just doesn't know where to end, even if in fairly low detail. The maps in that episode sure come in very different flavors, even those I haven't named.

>> No.6266675

>>6266665
>Alternatively in slade you can create a DeHackEd lump and do the same thing so it works for non-zdoom ports.

>> No.6266678

Is there any way to get brightmaps for the corrected Doom sprites Marphy Black made?

>> No.6266682

>>6266145
Ranger grenade-jumping to the next level (1996, colorized)

>> No.6266683

>>6266672
I meant Lunar Reactor, just thought I'll correct myself regardless.

>> No.6266686

>>6266315
Yeah the level design in that game is really consistently stellar. Not a single stinker except for that damn final map in the alien ship.

>> No.6266692

>>6266596
f6, textures

>> No.6266707

>>6266463
Oh hey, I think that's another game I can put name to in my endless mental folder of "games that look way cooler when you are seven and watch over your father's shoulder"

>> No.6266720

>>6266707
Dude you have no idea you should really watch a playthrough to really appreciate the texture and the sme
well, I mean, it's a very peculiar game, let's leave it at that.

>> No.6266761

>>6266463
Pretty amusing video. Im surprised he didnt mention the music at all. There are some pretty bizarre tunes, I remember one song has a really annoying MIDI bird song noise.

>> No.6266762
File: 12 KB, 75x157, Samson Portrait.png [View same] [iqdb] [saucenao] [google]
6266762

Snooping inside pk3s is always neat

What an adorable little bugger

>> No.6266778

>>6266692
Thanks anon!

>> No.6266789 [DELETED] 

>>6266762
>furfag shit

Remember when this would get you a swift permaban?

>> No.6266793

>>6266263
No. GZDoom is not a video player, it is a Doom source port.

>>6266374
Not necessarily. you can avoid triggering thing just by normal strafe-running if the sector is small enough; this happens to me a lot after the rocket launcher secret on E1M5

>> No.6266794
File: 301 KB, 481x418, 31108418f41512930a7a986d2318ac9c00711c1d.png [View same] [iqdb] [saucenao] [google]
6266794

>>6266789
so I take you don't like Guncaster

>> No.6266802

>>6266794
Anyone does? Russian Overkill was funny exactly once.

>> No.6266805

>>6266793
How small is too small? Basically I planned a room filled with teleportation pads, if you step outside you get teleported to another pad. I'd like player to not be able to fall off the pad.

>> No.6266807

Is 'NAM any good lads or should I stick to VC

>> No.6266815 [DELETED] 

>>6266789
>>6266802
> suprise suprise, the guys with lowkey furry avatars are furfags
how were you not clued in sooner?

>> No.6266829 [DELETED] 

>>6266789
it's just a kobold.
settle down, beavis.

>> No.6266831 [DELETED] 

>>6266829
>>6266794
Hope your mom gets cancer furfags.

>> No.6266840 [DELETED] 

>>6266829
have some self respect and stop being a furry

>> No.6266845

>>6266671
Use software renderer if you want to replicate the classic Doom look - but you cannot use brightmaps with this.

With hardware rendered lighting, use "Vanilla" to attempt to replicate the light levels of vanilla Doom, and you also get the benefit of using brightmaps as well. Also turn on fog, to replicate vanilla Doom's diminishing light.

Use standard lighting/no fog on modern maps, it looks great - for example, maps 20-21 of Going Down. Use vanilla lighting/fog on classic maps.

Also, download the Brightmaps Plus mod, it's my favorite mod for GZDoom so far. It makes demons eyes glow red/yellow/greed depending on the demon, it gives brightmaps to textures, etc. Use the vanilla .pk3 if you don't have the Doom Minor Sprite Fix mod, and use the other one if you do; and use the texture .pk3 regardless

>> No.6266857

>>6266805
I dunno - take a look at the secret rocket launder area on E1M5. You can't manually open the door to get out, you have to cross a linedef to open the door, and a lot of times I am strafe-running and the door won't open so I have to backpedal to get it to open. Make the teleporter larger than that sector

>> No.6266859
File: 190 KB, 1280x720, maxresdefault (1).jpg [View same] [iqdb] [saucenao] [google]
6266859

>>6266802

Your loss I guess
also fuck you Pillow I liked the old struker sprite better

>> No.6266862

>>6266859
How do you look at shit like this and not want to vomit? That looks awful.

>> No.6266871

>>6266862
if you mean the saturation thats some rando image from google since the new version has a different shotgun

if you mean everything else then I cant help you there fag

>> No.6266876 [DELETED] 

>>6266831
>>6266840
Pretty epic posts /b/ros

>> No.6266886 [DELETED] 

>>6266840
>have some self respect
bitch, if you hated him in the first place, you wouldn't want him to get any respect at all
learn to be properly edgy

>> No.6266889 [DELETED] 

>>6266886
>f you hated him in the first place
when and where have i said anything of the sort

>> No.6266892
File: 679 KB, 1920x1080, Screenshot_Doom_20200315_233529.png [View same] [iqdb] [saucenao] [google]
6266892

>>6266184
So, I did found bfg replacement. Apparently, it makes entire tail deal damage, complete with ability to instakill spiderdemon. Picrelated is a result of a single trigger press.
Also, chaingun fire sound can be heard better, but not much. It's still pretty quiet compared to other sounds, especially to wind up/down sounds. When I play it within SLADE, it's also pretty quiet.

>> No.6266909

>>6266892
That's weird that even the trail does damage too, might need to check later, granted that is what when you copy from wildweasels nazi Tracers and make no double checks.

as for the audio this is how much i can go without going full earrape, i am gonna see what i can do.

>> No.6266914 [DELETED] 

>>6266568
no no, you don't understand, he appeals to my particular brand of autism :6)

>> No.6266918

>>6266909
Could you record what it sounds like on your side? I'm curious to hear how it's intended to sound.

>> No.6266921 [DELETED] 

>>6266807
we don't talk about games here sorry, just the newest civvie content

>> No.6266931

>>6266918
I admittetly just took an explosion SFX from youtube, and recorded it through audacity via the WIndow WASAPI
https://youtu.be/f0gB369NYFA?t=90
1:30
Must be one of these if i remember.

>> No.6266934

>>6266678
It's in the Compat Patches
https://www.doomworld.com/forum/topic/62403-doom-2-minor-sprite-fixing-project-v19-release-updated-12718/?page=19&tab=comments#comment-1977910

>> No.6266961

>go to Sigil page
>.gif banner showcasing it is using Brutal Doom
Its just all so tiresome

>> No.6266963
File: 55 KB, 853x608, U7sWtzJ.png [View same] [iqdb] [saucenao] [google]
6266963

Anyone know a launcher that lets you have save games separate by which wad combos were used?
For example im using Rocket Launcher for all my doom mods but i dislike how all the saves are jumbled together. i know its based on the source port but id like to know if there is a way to have save games be organized per "modpack" so to speak. Im willing to use a different launcher if there is one that supports such functionality.

>> No.6266981

>>6266678
Brightmaps Plus

>> No.6267004 [DELETED] 

>>6266921
Fuck you, you irreverent dramawhore.

>> No.6267012

Hey anon, the second download link (https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA)) doesnt even open, it loads forever

>> No.6267014

Give me your honest opinion on Wormhole. I think making an entire half of the map basically a secret is a weird choice.

>> No.6267027

>>6267014
I honestly never knew about the other half until I saw it mentioned on the internet.
Nice arena, but the tunnels feel kind of bland.

>> No.6267029

>>6266263
Not only weak in body but in mind. Sad.

>> No.6267058

>>6266373
>These are the same idiots who spreads lies about Romero and Quake II to the opoint of himself stated that he loves quake 2 mp and aesthetics.
What were those lies about?

>> No.6267060

>>6267014
I absolutely love it for introducing one of my favorite mapping concepts.

>> No.6267067

Is there a mod that adds bullet casings and shells and such and does nothing else? It hurts my 'tism that these things don't drop from firearms.

>> No.6267105

>>6267067
Not really possible unfortunately. Unless it's baked into a weapon replacement, there's no way to know for sure when exactly a weapon is firing. You can run a loop and check for when a weapon transitions from the "ready" to "fire" state, but there's no way to know when in the fire state the gun actually fires or doesn't

>> No.6267116

>>6263549
it's pretty good, only 3 maps but there all fun and kinda big

>> No.6267119

Of course, a weapon replacement that does nothing except add casing spawning actions wouldn't be hard to make, but since it'd be really boring to make and not compatible with any other weapon replacements, few modders will be interested in it. If you want to make it yourself, you'll find plenty of advice.

>> No.6267126
File: 35 KB, 1753x327, Capture.jpg [View same] [iqdb] [saucenao] [google]
6267126

>>6267012
Works On My Machine™

>> No.6267154

>>6263549
Is there still no way to make Blood more playable by making the cultists not instant death machines that remove 70% of your health the microsecond you turn a corner?

>> No.6267162

>>6267067
ketchup adds shell casings. You could always turn the gore off.

>> No.6267183
File: 87 KB, 714x810, 1460034013051.png [View same] [iqdb] [saucenao] [google]
6267183

>tfw you finally come back to doom after 3-4 years and you don't know how many of your pwads are now outdated as shit

>> No.6267184

I don't seem to have original Doom blood on gzdoom. I either am slow or never had it. Is there a way to replace it with vanilla blood without anything else?
Also, does it count as cheating using a controller for movement and mouse for aiming, if not what's a good sensitivity for sticks?

>> No.6267186

>>6267183
A launcher that autoupdates shit like LoadRL would be the tits

>> No.6267218

>>6267183
if it's mapsets then you shouldn't worry too much
if it's gameplay mods then good luck

>> No.6267223

>metadoom's wolfenstein ss now uses the new sound from the new ports

>> No.6267264
File: 189 KB, 911x910, 1478697928800.jpg [View same] [iqdb] [saucenao] [google]
6267264

>>6266480
>Capstone the pinnacle of monster titties
Fuck it he has me sold

>> No.6267278

>>6267264
but theyre ugly monsters

>> No.6267284 [DELETED] 

>>6267264
>GUYS FAGGOT YOUTUBER MADE REFERENCE TO LE 4CHAN MONSTER GIRL BOOBY MEME BASED BASED BASED

>> No.6267289

>>6267284
Are you okay, anon?

>> No.6267292

Any Doom wads that take inspiration from
>Beksinski
>Wayne Barlowe
>Paolo Girardi
Or
>Suguru Tanaka

>> No.6267312
File: 369 KB, 640x495, ghoul forest 3.png [View same] [iqdb] [saucenao] [google]
6267312

>>6266707
>>6266463
I only know Witchaven because 13 years ago Cutman used the bow sprite for Ghouls Forest 3.

>> No.6267332

>>6266332
>Tunnel Scrags
What now?

>> No.6267335

>>6266762
That's really nice shading desu

>> No.6267358

>>6267335
It is, I'm grateful for Rekkr guy's help in making the character portraits for everyone

>> No.6267364

>>6267358
He's a cool dood and so are you

>> No.6267373

>>6267332
> tunnel snakes
> scrag

>> No.6267424
File: 76 KB, 400x450, 1569470815351.gif [View same] [iqdb] [saucenao] [google]
6267424

>doomwiki down

>> No.6267432

>>6267424
here's hoping it's just maintenance or something and not hysteria

>> No.6267436

>>6267432
should be fine
I get more worried when the liandri archives go down, it goes down for weeks at a time and considering the difference in popularity it might not get enough interest to come back up

>> No.6267448
File: 2 KB, 128x128, 1512091788834.png [View same] [iqdb] [saucenao] [google]
6267448

it's back up

>> No.6267468

>>6267436
Makes me wonder about all the potential turn-of-the-century FPS sites that have permanently gone down in the last year or so without anyone noticing
All that usermade content lost just like that

>> No.6267510

Does GZDoom hate intel graphics or something? even vanilla doom is getting some slowdowns for me.

>> No.6267515

>>6267432
doomwiki has coronavirus
please donate your toilet paper

>> No.6267521

>>6267468
Yeah it's an unpleasant thought. It always gives me a weird feeling to see old sites with the latest news promising updates soon dated over a decade ago or more.
Luckily, Unreal itself isn't too far gone, ut99.org is fairly popular and the fanbase is even working on an update atm

>> No.6267526

>>6267515
>Eternal comes out in 4 days
>if it's good then I have something to occupy myself with for a month or two while riding this shit out
>if it's not then I have a collection of classic Doom levels that will take probably 30 years or so to get through
>some dumb shit will probably happen that will kill me before I finish them all
feels good

>> No.6267534

>>6267521
It’s quite surreal indeed, planetquake’s latest front page news post is from 2012

>> No.6267535

>>6262081
>>6263549
VIDEO OF BLOOD MOD EVICTION: THE HIVE:

https://www.youtube.com/watch?v=BCqVc2wdfUw

>> No.6267549

>>6267534
not surreal at all, gamespy got killed in 2013

>> No.6267620

Cyberdemon vs Cycloid Emperor. Who wins?

>> No.6267629

>>6267620
Cycloid has more HP. Cyber a bit stronger than Battlelord, but weaker than Cycloid.

>> No.6267631

>>6267620
Assuming rocket damage is 1 to 1 between Duke Nukem 3D and Doom, I would say the Cycloid Emperor wins by volume of fire.

>> No.6267641

>>6267629
>>6267631
Cybie has splash damage resistance, though. Could that give it the edge?

>> No.6267643

>>6267620
Cyberdemon only wins if there's enough distance between the two of them. If Cycloid gets close enough to use its alternate attack, it's over. That'll just stunlock and DPS the Cyberdemon into oblivion.

>> No.6267775
File: 228 KB, 720x360, thwip.webm [View same] [iqdb] [saucenao] [google]
6267775

Pretty happy about that bow

>> No.6267808

>>6267775
I think the draw animation needs a bit more weight, it kinds of looks too much like a toy at the moment.

>> No.6267827

>>6267808
Kinda hard to do that without making it feel unresponsive to play. All the animation frames needed to show off pulling the bow back looks nice but plays bad.

>> No.6267834

>>6267827
I might be able to get away with just slightly lengthening one or two of the frames of the drawback, one sec I'll give it a shot

>> No.6267845

>>6262178
that's one shitty crt lol
my old as shit 17" LG could go up to 1600x1200 and had no perceptible scanlines.

>> No.6267846
File: 408 KB, 720x360, twang.webm [View same] [iqdb] [saucenao] [google]
6267846

>>6267834
I also added just a small quake effect to help sell the pull, it's probably hard to notice here though

>> No.6267849

>>6267845
Except, you, zoomer without actual pc crt experience, never tried running LOW resolutions on it.

>> No.6267861

>>6267849
Ironic, considering I played games since '89 on all kinds of hardware (PC mostly) and began playing Doom since the week of its release.
Feel free to go on and sperg harder though. I doubt you've ever seen a good PC CRT in your life.

>> No.6267863

>>6267846
Yeah that's better. Could you try introducing some upward movement too, like the character is pushing the bow forward while pulling the string at the same time for a faster draw?

>> No.6267872
File: 283 KB, 720x360, I ran out of onomatopoeias for the sound of a bow being shot.webm [View same] [iqdb] [saucenao] [google]
6267872

>>6267863
How's this? I removed the quake cus it felt a little obnoxious as I was chaining shots, but I like this

>> No.6267874

>>6267872
Yeah, I like that! Good job dude.

>> No.6267878

>>6267861
Good PC CRT? What? FW900? Straight up worse than mine, except being 16:10. Bigger brother of my iiyama and mitsu's with same tube (and other rebranded variants)? Yeah? Except this 454 is like best 19" there is ever existed. Don't try to pretend to be a boomer, you're fucking zoomer and you will not convince me that you're anything but.

>> No.6267879
File: 276 KB, 720x360, stringin.webm [View same] [iqdb] [saucenao] [google]
6267879

>>6267874
Thanks for the feedback, had a friend request I do one frame where the bow is pulled down a little further. Once I get all of this feeling nice I can move onto the subweapons for this.
I'm really excited to do the ladder arrows, those things are gonna be fun.

>> No.6267880

>>6267872
Looks good

>> No.6267881

>>6267878
>here we go sperging again

>> No.6267882

>>6267881
Green texting when out of arguments. Clearly zoomer cunt.

>> No.6267885

>>6267882
you have no argument though
only moronic buzzwords

>> No.6267887

>>6267885
No arguments? I just smashed your bullshit with selection of possible alternatives which is so fucking short and situational, while you "HURPADURP LG 17" 1600x1200 DOOM ON RELEASE"

>> No.6267889

Are there notorious hard maps in Quake like their is in Doom (Sunlust, Sunder, etc)?

>> No.6267893

>>6267879
Hm, there may be a bit of a jump in the position of the arrow right after the rotation part of its animation is over. A small bit of tweaking of the arrow position over those frames should do it. This is nitpicking though.

>> No.6267897
File: 1.60 MB, 1007x600, whatscanline.png [View same] [iqdb] [saucenao] [google]
6267897

>>6267887
I said nothing about "1600x1200 doom on release" you strawmanning retard
good CRTs that allowed for higher resolutions had finer slot masks which results in no perceptible scanlines appearing. Especially so if CRT is running at goot refresh rate like 120 Hz or more. Any sane person that knew anything about PCs always set their refresh rates to the max to reduce eyestrain

>> No.6267904

>>6267897
are you retarded? egh, why i'm asking.

Set your fucking crt (which you obviously don't have) to 320x240 and to some high refresh rate to get past 30khz vert limit.

No?

Fuck off then.

>> No.6267908
File: 2.28 MB, 1202x644, TVvsPC.png [View same] [iqdb] [saucenao] [google]
6267908

>>6267904
your sperging is amusing

>> No.6267916

>>6267908
So why the fuck you bring shitty pc crt and comparing it to good pvm\bwm?

>> No.6267918

>>6267846
That's a nice subtle touch.

>> No.6267939

>>6267879
That's really really fucking cool, I love your style.

>> No.6267972

>>6267424
closed due to coronavirus

>> No.6267987

Blondie is that you?

>> No.6268005

do you recon someone will be able to rip the new wad from the doom 64 port?

>> No.6268007

>>6268005
Within minutes of release.

>> No.6268012

>>6268005
>>6268007
the asshole better post it here too

>> No.6268016

>>6268012
counting on it too, I bet doomworld and leddit would shit their pants because "it's piracy" or some shit so I have no idea where else to turn besides googling some shady ass russian knitting websites

>> No.6268017

>>6268012
Tru dat /

>> No.6268019

>>6268005
If it's actually unlockable, I hope so. I just played through 64 like 2 weeks ago.

>> No.6268043

>>6268005
>inb4 they fuck with the wad format to prevent this
I do hope it will get ripped, but I also recall that Duke 3D World Tour maps still require Randy's version of the game.

>> No.6268048

>>6268043
But that's Randy. This is pretty much 64 EX, but with a blood color toggle.

>> No.6268081

>>6268043
You can play them in EDuke32 last I heard, the new enemies and the new weapon just won't spawn, which overall is an improvement.

>> No.6268089
File: 88 KB, 900x865, ES_vfQdWsAAl_Qi.jpg [View same] [iqdb] [saucenao] [google]
6268089

>> No.6268090

how do I have a speedometer in Quake 1???

>> No.6268113

>>6266542
Man I actually remember playing Witchaven and it's sequel back then and kinda enjoying them. Looking back, what a piece of shit.

>> No.6268117

>>6267879
>ladder arrows
Cool, but a odd choice given Doom's inherent lack of jump, going to be a niche feature compared to most maps.

>> No.6268119

>>6268117
Can probably be used for combat maneuvers, aside from (prefferrably restrained) sequence breaking. That's how I use jumping.

>> No.6268124
File: 68 KB, 512x394, doomrl 2012-02-28 22-21-43-42_thumb[1].jpg [View same] [iqdb] [saucenao] [google]
6268124

Anyone ever made a infographic for Doomroguelike? From what I see in the skill menù, given the end-game skills block others there are pre-set paths one has to take.

>> No.6268128

>>6268119
I like jumping too in Doom, even if I try to restrain myself from skipping ahead (well I could just idspip-out if I really wanted), I agree with that sentiment I guess the problem is mostly for doom maps with low ceiling.

Is it hard to implement? I mean to add a spot that would add an interaction while in-game

>> No.6268130
File: 370 KB, 638x476, this ain't my sword.png [View same] [iqdb] [saucenao] [google]
6268130

>>6268117
I couldn't think of anything else interesting that could happen when you pair the boomerang with the bow, a boomerang arrow is too obvious and kinda boring all things considered. I thought about a rope arrow to yank enemies in but that's kinda fiddly in the doom engine.

There's a stepladder in Zelda 1, and Lt. Typhon showed an easy way to implement a climbable actor, so I put two and two together for this idea. If you don't wanna use it to sequence break I'm gonna try to make it so if you shoot a monster with it, it forms a cage made out of ladders to trap them.

TL;DR it's me doing a weird asspull.

>> No.6268132

>>6268090
answer me please

>> No.6268135

>>6268128
Well, maps vary, not just in iwad maps, but there's a lot of pwad maps where jumping can confer a tactical advantage.

>> No.6268145
File: 211 KB, 777x560, technology.png [View same] [iqdb] [saucenao] [google]
6268145

>>6268130
If you don't do Bomb-Arrows I'll be mildly upset.

>> No.6268150

>>6268145
Oh that's a given, using bombs with the bow will let you fire bomb arrows, and using the candle with the bow is gonna be a fire arrow and a spray of fireballs, the closest thing to a shotgun blast for the set.

>> No.6268191

cee vee eleven

>> No.6268194

why do CRTs make everyone want to kill each other

>> No.6268210

>>6268194
I don't know, I never liked them much, even back in the day. Fuzzy, noisy, glares up if there's a light on in the same building.

>> No.6268215

>>6262080
Any zdoom maps made to play with crouching and jumping that are compatible with weapon mods?

>> No.6268216 [SPOILER] 
File: 95 KB, 640x380, 1584375742375.png [View same] [iqdb] [saucenao] [google]
6268216

Thanks cyberfriend.

>> No.6268218

>>6268130
What if you throw the bow like a boomerang and it does arrow damage instead of stunning?

>> No.6268220

>>6268215
Hell on Earth Starter Pack, with vanilla patch if necessary.

>> No.6268221

>>6268210
Well not like there was any choice in the matter those CRTs were all there was.

>> No.6268224

What's the point of the Bulletstorm Chaingun in DRLA when the Bulletstorm Rifle is strictly superior?

>> No.6268232

>>6268220
Is that...
Is that Brewtal???
EWWWWWWWWWWWWWW
Not good

>> No.6268235

>>6268215
Alfonzone.

>> No.6268237

>>6268232
You can play it without Bordeloom, which is a good thing because Mark is better at making maps than he is at making gameplay mods.

Not that HOESP is some kind of perfect gem or anything, but it has its value.

>> No.6268253

>>6268210
I like using crt shaders because you can pick and choose what parts of a crt you like. It's not always perfect, but it works for me.

>> No.6268254

>>6268218
While that's funny, that'd mean the player has access to an infinite use returning projectile that does a full shotgun blast's worth of damage.
I think I'll just stick with the ladder arrow.

>> No.6268259

>>6268237
Pretty much, yeah.

>> No.6268260

>>6268253
Yeah, good crt shaders sure look comfy.Some might be finicky to properly configure though, from what I remember.

>> No.6268261

I want to play Kaiser's new episode with PC Doom graphics, sounds, code. Possible?

>> No.6268270

>>6268254
Daikatana, in Greece, did something like that, the whole episode was basically you either spamming them discs - or spamming Daikatana itself. Still by far the comfiest episode in the whole game I would say, a real adventure.

>> No.6268271

>>6268220
>>6268235
Pretty good, thanks.

>> No.6268276

>>6268232
Actually I want those to play with brutal doom.

>> No.6268278

>>6268270
I won't argue that, but that was an isolated episode that revolved around the use of those discs pretty much. Plus Daikatana is not exactly the best place to draw game balance ideas from.

>> No.6268281

>>6268261
Might take some doing. Why not just play it with EX?

>> No.6268282

>>6268261
Only if someone actually takes time and effort to fully demake them in gzDoom or something along those lines. Not a matter of simple conversion, I am afraid. Feel free to correct me though.

>> No.6268295

>>6268254
Have it eat up 2 or 3 arrows per use.
It's Doom, you don't gotta explain shit.

>> No.6268296
File: 2.74 MB, 647x465, adapters.gif [View same] [iqdb] [saucenao] [google]
6268296

>>6268253
I always use the crustiest, most obnoxious CRT shaders. Recently I hooked up my old Daewoo TV set to my computer through three hundred adapters, and I was surprised that it looked way more crisp than I remember.

>> No.6268297

>>6268224
nothing
unless i remember right and the chaingun does a tiny bit more damage

>> No.6268303

>>6268278
Well, Greece and Norway play alright, they really do, Greece is a tad too easy, yeah, and Norway has this crypt1, staff1, crypt2, staff2, etc. thing going, and, moreover, is the shortest episode, but they are still decent. Norway is pretty well balanced actually, from what I remember of it.

>> No.6268306

Is PRBoom with unlimited save slots too much to ask for?

>> No.6268325

Did anyone make the doom comic into a map yet?

>> No.6268327

>>6268297
>unless i remember right and the chaingun does a tiny bit more damage
That was the case in previous versions, however recent updates equalized the damage between the chaingun and battle rifle, making capacity and accuracy their only difference, respectively. However, Bulletstorm assemblies do away with reloads, so the only thing remaining here is the rifle's superior accuracy.

>> No.6268345
File: 430 KB, 1280x847, Daewoo.jpg [View same] [iqdb] [saucenao] [google]
6268345

>>6268296
Aaah good ol' Daewoo. What DIDN'T they get into making?

>> No.6268358

>>6267916
Not him, but it doesen't invalidate his argument.
I'm not very knowledgable on the matter of CRT technology, however on the right >>6267908 you can clearly see a CRT image with no apparent scanline effect, displaying a 240p image. Meaning that shall one desire a CRT monitor without a scanline effect, they can get one, proving the initial point.

>> No.6268359

>>6268345
Guess what? Dewm. Yep. Uh-huh. Badumtss.
I sure am in the joking mood today like seriously I am on fiiiiire.
I should make more jokes!

>> No.6268373

>>6268359
Are you alright?

>> No.6268382

>a jokemod about chink plague is out
>fuckers be like "muh feefees"
is this really the world we are living in right now?

>> No.6268383

>>6268382
link pls

>> No.6268386

>>6268383
>comments
https://forum.zdoom.org/viewtopic.php?f=43&t=67867

>> No.6268398

>>6268382
Might just as well check it out I have nothing to do regardless. I mean what could possibly go wrong.

>> No.6268408

>there's a wad about it. no excceptions.

>> No.6268416

The console ports are getting No End in Sight next.

>> No.6268417
File: 49 KB, 583x579, 1534797209751.jpg [View same] [iqdb] [saucenao] [google]
6268417

Man Eviternity is such a mixed bag. The theming, level design, and soundtrack are top notch and the earlier maps of the game are especially good, but the further i've gotten into it the more the enemy usage has gotten frustrating as hell. I've been forced to save before i touch any button or lever in fear of something popping out that immediately kills me. Im getting real sick of multiple revenants teleporting in or stepping around corners and the use of archviles in inconvenient spots is getting out of hand. Also can't say im a fan of the random slaughter maps every so often or that little stunt where i had to fight four cyberdemons followed by a vile popping in when i opened the door.

I'm only playing this on HMP too (im by no means a master), but half my deaths or encounters feel like its designed for people who know whats coming. i can't get enough of the aesthetics and soundtrack, but man it's a bit cheap with the demons. and map19 was just unnecessary

>> No.6268434

>>6268382
Same bullshit happened to Brutal Doom, this is why I never post in forums. Fuck those butter hearts, can't have anything lukewarm and it is melting them.

>> No.6268442

>>6268382

yeah, I've been part of a few random games modding communities over the years and this is just how it is these days.

>someone makes a mod about something touchy
>white knights rush in to point out "you know this is real problem, people DIED ;-("
>other bootlickers come in and say the mod is just bad and should be reworked/removed
>mods eventually remove or lock the thread because they keep on getting 200 reports a day about the mod even though the mod itself broke no rules

>> No.6268454

>>6268382
It's a silly one-off novelty joke mod. It's just ZDoomWars but easier. I don't understand the mentality of these people.
>STOP MAKING JOKES ABOUT THE THING ON EVERYONE'S MIND

>> No.6268456

Doom Eternal runs on 640x480
https://twitter.com/lazygamereviews/status/1239610974807736320

>> No.6268457

>>6267358
yer welcome
>>6267364
thanx

>> No.6268459

Why play Doom at all, you know that people have died by bullets? :(

>> No.6268464

>>6268358
>shadow mask trash
>I'm not very knowledgable on the matter of CRT technology
>proving anything

>> No.6268474

>>6268417
This is exactly how I feel about skillsaw maps.

>> No.6268490

>>6267889
QUCK

>> No.6268495

>>6268442
Well, people love drama, people love CREATING drama, can't change that.

>> No.6268502
File: 687 KB, 1110x1200, 1584290074374.png [View same] [iqdb] [saucenao] [google]
6268502

>HEH HE HE

where does this taunt come from? it sounds so familiar

>> No.6268503

>>6268459
Why play racing games at all, you know that people have died in car crashes?
Why play skate boarding games at all, you know that people have died in skate parks?
Why play forklift simulator 2020, you know that people have died to forklifts?
People wouldn't play anything if we cared too much about the risks associated with their real life counterparts.

>> No.6268507

>>6268456
>Glances over at old CRT collecting dust in corner of room
I did hear its a great way to play new games on old hardware

>> No.6268510

>>6268503
Well some people have trouble understanding some other people are perfectly capable of distinguishing between real and virtual world.

>> No.6268518

>>6268502
You're probably thinking of either Skulltag's default taunt, or the laughing sound that plays when you pick up a weapon in Heretic.

>> No.6268542

>>6268382
That's how it is, we can just take solace in that there's some of us who don't take everything so fucking seriously all the damn time.

It goes back in time too, "A Modest Proposal" was a joke essay someone wrote like three centuries ago, about how if we ate homeless children then they wouldn't have to suffer and wouldn't be a burden on our society, and we'd benefit from their nutrients, and lots of people actually thought that blatantly ridiculous shit was fucking real and went completely ape about it.

>> No.6268543

>>6268382
damn it, i miss it, someone has a link?

>> No.6268548

Why couldn't Romero just go onto making more Knee Deep in the Dead style maps? Dammit, I don't dig his later, Living End-y style nearly as much. Tenements is alright though.

>> No.6268551

>>6268382
>>6268386
fakemai is such a big baby

>> No.6268556

>>6268543
Look a few posts below.>>6268548

>> No.6268558

>>6268556
Hey there my post has nothing to do with that mod.

>> No.6268562

>>6268556
>>6268558
Sorry, didn't mean to reply to you with that post.

>>6268548
That being said, how would you rate Tech Gone Bad?

>> No.6268604

Man, I'm having a blast playing through Pirate Doom, is there any other wads in the same spirit?

>> No.6268609

>>6268562
Tech Gone Bad, well, I mean, it's somewhat looser than e1m4b, has more scale, but looser - and frankly it's not particularly KDitD-ish, it's more like proto-Sigil, somewhat easier maybe, but I don't think there is much continuity between genuinely KDitD's maps and those replacements.

>> No.6268620

>>6268303
Greece has too much melee focus considering how terrible the Daikatana feels. Norway has much better combat/weaponry.

>> No.6268634

>>6268016
when did the fanbase became full of snitches?

>> No.6268635

>>6268620
True that, but disks are fun.

Come to think of it, fourth episode is such a shit. Broken cubic GRAY maps, ugh. Music's good though, some of the best in the game. But it's like nobody did ass to look at it from like beta state, the polish other parts of the game have in at least some capacity, simply isn't there. The bossfight is just something else, I think literally the only way to do it, at least, on max difficulty, is spamming those megabombs from the top of the sub, being crouched so the fucker can't even see you so he can't spam ghosts - and god help you if you don't have enough bombs.

Ending's unexpected though, I'll give it that. Dunno why I am writing all this, just in the musings mode, I guess.

>> No.6268640

>>6268386
>The mod could of have stayed around if more effort was put into it and under a different name, like "Degenerative Health".
Oh, come the fuck on.

>> No.6268652

New thread?

>> No.6268668

>>6268382
>waaah peepo are dying :(
>this is offensive
>this is sick :(
jeez, these guys are fucking pussies

>> No.6268683

>>6268668
>a total of about 2 people actually seem offended
>Due to people overthinking it far too much; mod removed.
Somehow he still manages to be the biggest bitch in the thread

>> No.6268693

>>6268692
>>6268692
>>6268692
New thread

>> No.6268807

>>6268604
Pirate Doom is pretty special. Golden Souls has some of the same levity to it, and then Alfonzone sort of does too.

For some non-Doom, there's the Toonrun maps for Sven-Coop (Half-Life). I can't remember if they were actually any good, but they were pretty funny in their design.

>> No.6268835

>>6268382
That reminds me when the Anti Defamation League bitched at the guys that later made Blades of Agony, for making Sonderkommand Revolt, which was about a jewish prisoner in Auschwitz starting an uprising and killing every guard (also the modding team later was jewish), but they abandoned it due to pressure.

>> No.6268856

>>6268835
Fucking ADL, that was cool as fuck, yeah it was 'edgy', but sometimes you need some grit, some rawness, some things are better if they aren't light hearted.

It's like Doom and the fringe religious complaints all over again "THEY are the bad guys!"

>> No.6268915

>>6268464
>"there are CRT without scanlines!"
>"no you didnt! such thing doesent exist!"
>"here'ss an image of one!"
>"reeeeeeeeee"