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DOOM THREAD / RETRO FPS THREAD - Last thread >>2794875
(We mainly talk Doom, but Unreal/Duke/Quake/Marathon/whatever are also welcome! Let's post like gentlemen)

===WEBSITE/COMMUNITY===

http://doomwiki.org/
The OFFICIAL Doom Wiki, actively maintained and supported by the Doom community. Want to learn more about Doom? Check this site first!

FAQ/Pastebin, updated semi-frequently
http://pastebin.com/vPbiw4NR

IRC (Password is in the FAQ.)
irc.zandronum.com
Channel: #vr

Doom Thread Archives
https://warosu.org/vr/?task=search2&search_op=op&search_text=%22doom+thread%22

Image Database
http://vrdoom.booru.org/?page=post&s=list

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

===WHERE DO I GET WADS?===

So You Want To Play Some Fucking Doom? (v5)
http://vrdoom.booru.org/index.php?page=post&s=view&id=148

Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.doomworld.com/idgames/
/idgames torrent (as of 2013-11-25; 12GB): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

## Our WADs can be found here! ##
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K
>>
===NEWS===

[11-18] Anon mod release: Smooth Doom with remaining Doom64 weapons
>>2803642
https://drive.google.com/open?id=0By8mA3D0CACmeEtvNWpPUXdITDQ

[11-17] Sandy Petersen's "Ask Me Anything" -- summary
https://www.doomworld.com/vb/doomworld-news/84707-sandy-petersen-reddit-ama/

[11-17] Ahoy: history of id, early FPS games, early computer graphics, Wolf 3D
https://youtu.be/BSb87DC-PtA

[11-17] Anon map release: Catacombs
>>2800237
https://drive.google.com/file/d/0B8xWmOI7IYl3R2FNQ2NEMWtJVm8/view?usp=sharing

[11-13] The /newstuff Chronicles #487
https://www.doomworld.com/php/topstory.php?id=4521

[11-07] Hotline 666 progress video
https://youtu.be/KJhPWw5dDXY

[11-04] Games Done Quick speedruns announced:
Doom, Pirate Doom, Strife:VE, Quake, DescentII, [Wrack, Wolf:TOB]
>>2776705
https://gamesdonequick.com/submission/all

[11-04] Anon map release: tree_new.wad
>>2775935
https://drive.google.com/open?id=0B8xWmOI7IYl3aFNXZy1uS1FzNVE

[11-03] Anon map release: Steam Boat Impy
>>2775347
http://rghost.ru/7wDpXMY2X

[11-02] Anon map release: Devoured
>>2773942
http://www.mediafire.com/download/iq8y2bzujofv26d/Devoured.zip

[11-02] Retro Jam 4 - 8 Episode 4 themed maps (Quake)
https://www.quaddicted.com/reviews/retrojam4.html

[11-01] The /newstuff Chronicles #486
https://www.doomworld.com/php/topstory.php?id=4514

[10-31] Angry Anna's Halloween Quest, by the swan fox guy
https://zandronum.com/forum/showthread.php?tid=6536

[10-29] Comfy Doom V2 released
>>2767105
https://www.doomworld.com/vb/post/1517044

[10-28] SUAB v0.4a released
>>2764558
http://forum.zdoom.org/viewtopic.php?p=865999#p865999

[10-27] Quake Live final update is live.
http://steamcommunity.com/games/282440/announcements/detail/101688990770553028

[10-25] Anon map release: bland.wad
>>2758204
http://www.mediafire.com/download/glezdk2k2y5e02n/bland.wad

===

To submit news, please reply to this post.
>>
we dead now
>>
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>>2807050
Skeleton thread?
>>
>>2807050
perhaps i should have just pointed everyone to >>2782714 instead

>>2807083
errr, sorry, copied the wrong link
>>
>>2805419
SHieeeeet. any idea which script they use?

I have everything set up except the actual rotation.

There's bound to be an easy fix
>>
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Who /jumpmaze/ here?
>>
>>2807157
D E F R A G
E
F
R
A
G
>>
>>2807157
is that a hard run to complete? it looks easy, but i'm not the one playing
>>
>>2807157
How do you manage to get so fast at :17 ?
>>
>>2807587
He's probably surfing ; )
>>
I've heard of the Tetris effect where people who play that game start having visions and dreams of Tetris blocks, but I've having visions and dreams of Doom maps.
>>
>>2807712
that's happened to me. the next stage is making the maps you see in your dreams.
>>
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>>2807712
Do me a favor and play this:
http://ianmaclarty.itch.io/doomdream
>>
>>2807752
>No combat or ending
There's no fucking point then
>>
>>2807853
I wanted to see how accurate was the game to anon's doom dreams.
>>
>>2807853
Psssht, it's art
>>
does anyone have a link to download a previous project brutality version the oct 5th update sucks IMO and I can't find the old pk3 file on my hard drive
>>
>>2807901
i'm afraid i don't. you could try searching wad archive
http://www.wad-archive.com/
>>
>>2807904
no problems I found it had to go to reddit though sadly
>>
>>2807157
Still looks like a more fun parkour game than Mirror's Edge
>>
>>2807945
Not really, no.
A more fun racing game, maybe.
>>
>>2807069
what anime is this
>>
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It looks like ID Software is actually actively changing/working on their models.
Maybe if we pester them enough about the Shotgun and the Plasma Rifle we can get them to change it.
>>
>>2807972
>watch the trailer for proto-Doom 4
>watch the trailer for Doom
so they cutpasted the SSG over with close to no changes in its design? huh

also, swap the pics around, PR's old design is the one we saw in the closed alpha, not the other one
>>
>>2807752
>http://ianmaclarty.itch.io/doomdream
this is stupid
>>
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I'm looking for a particular wad, and I honestly think I have it but with some cryptic filename.

It is like HonTE_remastered, which if you don't know, is a remastering of the first 8 levels of Doom II by the Russian Doom community.

The WAD I'm looking for has the same premise, but for the first episode of Doom I.

Unlike Knee-Deep in ZDoom, these mods are faithful to the original level layouts.

Does anyone know what it might be called?
>>
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>>2807972
I'd want the battle rifle to have a conventional layout with the grip and trigger behind the action, instead of a bullpup layout, not because there's anything wrong with bullpups, but I think it would make it look more distinct.

Also, I think they put thumb-hole stocks on a few too many weapons, I think I'd prefer the battle rifle (again) to have a more conventional grip and stock.

I'm fine with futuristic weapon designs, but there's other ways to do that besides making a weapon look chunky and having lots of bits and bobs on them (that aren't clear what they do).

The super shotgun I'd greatly prefer to have a stock, or at least the tail end of a stock for supportive grip (and looks).
>>
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>>
You guys are really organised. Is this the most organised general on 4chan?
>>
>>2808205
Organised how?
>>
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>>2808205
Well, we don't shitpost too much (though it comes and goes), and because of how accessible modding Doom just is, it's pretty easy for someone to just start a small project and then develop it, showing it to people here and asking them for input.
Many people value the ability of anonymity as well, not just anons here, but people from other places online in the Doom community, Mike12, Sgt.Mark and TerminusEst frequently come here to take part in discussion, show off things and ask people for input.

I think the general idea being that if you're not a face with a name like on conventional forums, you can speak more freely without feeling like you're stepping on someone's toes and they'll take it out on you, or disregard your opinion based on how they know you, as well as forum politics, and that's why people from other places come here sometimes, to get different input, more honest and raw input. I think the mood of 4chan's /vr/ is different from other places as well.

We all pulled together to make 200 Minutes of /vr/, a speedmapping challenge, and I think it turned out pretty alright (even Sgt.Mark contributed a map, and he's surprisingly a pretty good vanilla mapper). I think we ought to do another project together sometime. Not necessarily a speed challenge, but maybe something like a Boom mapset for Doom 1, a couple of episodes maybe.
>>
What's the hardest Doom 1 stage?
>>
>>2808442
E4M2
>>
>>2808442
E4M1
>>
>>2808214

>ahh yeah, that's one FINE looking doom mod.
>... WHY DOESN'T MINE LOOK LIKE THAT!?
>AAAAHHHOOWW WHY MUST EVERYTHING IN LIFE BE SO HARD!?
>WHY MUST I FAIL IN EVERY ATTEMPT AT DOOM MODDING?
>"is anon done trying to make Doom RPG work?"
>girly high pitched shriek, failed attempt at loading smooth doom with it

>"yyyyep. He's done."
>>
>>2808468
I still don't get why people call E4M1 hard. Its medium at most.
>>
>>2808552
probably personal experiece.
>>
>>2808442

Registered - E1M6, E3M6
Ultimate - E4M6
>>
>>2808552
It's a bit stingy with health and ammo.
>>
>>2808501
why is smooth doom compatibility a meme

it's a pretty fucking awesome mod
>>
>>2808638
>it's a pretty fucking awesome mod
>why is smooth doom compatibility a meme

because it is slowly becoming brutal doom 2.0 because of its fanbase.
>>
>>2807972
The first Plasma Rifle looks like a literal shotgun edit down to the exact same upgrade on the side, so i'm glad they changed it.
>>
Chexquest?
>>
>>2808646
either I'm not looking hard enough or people are exaggerating but I have yet to see anyone who openly admits to enjoy SD even remotely approach that level of obnoxiousness myself
>>
So i'm looking for UT2k4 mods, Filefront is dead, ut-zone isn't exactly perfect, and while someone posted to me a reserve site that has most if not all of filefront's downloads, it's just a directory list so I can't even see what i'm downloading besides the name.

Any good mod sites in that regard?
>>
>>2808668
there is this

http://www.best-ever.org/wads

just type up "unreal" and you're good
>>
>>2808668
Maybe modb has some?
What kinda mods are you looking for anyways?
>>
>>2808676
Anything. Characters, voice packs, maps, mutators. I've seen the Moddb addons, so I know of that too.

>>2808675
that's unreal mods for Doom
>>
>>2808660

That's because it never fucking happens.
>>
https://youtu.be/vcgSRumhehg

what the fuck is cyberdemon531 doing
>>
>>2808638

It was that or hard doom. I went with smooth doom because it sounded funnier
>>
>>2808634
But that really only makes it challenging if you're going for 100% kills, or are unaware that you can use the starting area as cover from the early shotgunners.
>>
>>2808701
That's some spooky /x/ shit
>>
Is there a way to sync effects like sector fire flicker or am I going to have to whip out zdoom dummy sectors just for that?
>>
>>2808716
>But that really only makes it challenging if you're going for 100% kills
exactly. it's a hard map when done properly.
>>
>>2808760
not as far as i know. the timings are synced, the light level changes every 4 tics, but the light level is randomly chosen for that sector.
>>
>>2808770
That's a pain, I don't like using ZDoom features for every little thing.
>>
>>2808279
>I think we ought to do another project together sometime.
So says everyone but it never happens. I like the idea of "a Boom mapset for Doom 1" though. Generally /vr/ projects seem to fail due to complexity, which the speedmapping challenge avoided.

How's this, going off your idea:
Make a Boom-compatible map in an E1 theme by the end of the year. If we do it in Doom 2 instead, https://www.doomworld.com/idgames/graphics/d1gfxd2 will help. All maps done by the end of the year will be included (unless they're garbage). How's that?
>>
>>2808683
except for that one time
>>
Anyone know of any Doom 2-style texture resources that address it's woefully restrictive selection of rock textures?
>>
>>2808818
Maps and level sets with textures I could take work as well.
>>
>>2808805
Honestly, I just like how Doom 1 is more bite-sized, with the episodes, and how you have to get more creative with monsters as there's less types.

No arch-bullshit, no skelefaggotry.

But sure, if you want to manage a thing like that, I welcome it warmly.
>>
>>2808805
so the classic episode, but with boom linedefs? i can try that
>>
>>2808764
>playing for 100% is the only way to play
>>
>>2808850
i don't consider a level properly beaten until i've got 3x100% on it at least once.
>>
>>2808854
>3x100%

Some mappers don't cater towards item percentage, though.

And considering it counts health and armour bonuses, I find it tedious even trying.
>>
>>2808836
Point taken, although I personally don't agree. And strictly speaking E1 style would also rule out cacos, barons and lost souls. I'm just trying to be inclusive to get more participants. But I suppose an episode replacement would only need 9 maps anyway.

Depends what people want really.
>>
>>2808864
>And strictly speaking E1 style would also rule out cacos, barons and lost souls.
Only if you choose to.

We could do it E2 style as well, always digged that shit.
>>
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>>2808668
Wow, so many, SO MANY of the websites are just plain gone or not hosting files any more. It's depressing to go through them.. I was going to recommend L4U, or Beyond Unreal's hosted sites, but yeah... Iniquitious' personal website seems to still be up (http://unreal.shaungoeppinger.com/) as well as Angel Mapper's (http://www.angelmapper.com/gamedev/gamedev.htm). Unreal Playground and Mapraider are still around if you want maps. The official Epic forums has a huge backlog of stuff but almost all of the download links and images are dead by now. A lot of stuff has simply moved to ModDB, but you're already looking there.

http://www.beyondunreal.com/view_story.php?id=10546 Have a TranSpider though, it's directly mirrored by BU.

Also >not retro
>>
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>>2808818
You could use some hexen textures...
>>
>>2808858
>Some mappers don't cater towards item percentage, though.
in those cases i make my own judgement.
>>
>>2808867
one episode can still span the whole doomu style transition. the classic episode, as i mentioned before, did it. dawn of the dead did it, at least for episodes one and two. base ganymede did it three times!
>>
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saving this here, it is bound to come in handy later
>>
>>2808864
>>2808867
>>2808981
Let's sort out the basics.

----STRAWPOLL TIME----
Vote for making a Doom 1 or Doom 2 level (Boom-compatible for both). Like I said before, the idea is to make the deadline the end of the year (or when we get enough levels if that comes earlier by some miracle) and then compile them together.

http://strawpoll.me/6060979
>>
>>2808997
> Make a Boom-compatible Doom 2 level

you meant "make a boom compatible doom2 level in a doom1 theme using a d1-in-d2 texture pack" right?
>>
>>2809001
Yeah. Whoops. I'd like to say in my defense that it's quarter to midnight here and I didn't get much sleep last night.
>>
>>2809008
heh, no problem. i voted for doom1 anyway
>>
>>2808997
Is this happening? I hope it's happening. Oh man I'd love to contribute to a /vr/ mapset. I tried to start one a year ago (I think), contributing a map but, well, you all know the idea just drifted away.
>>
>>2807752
interesting
>>
Hello doomfags.

Today I come to you with a proposition:

You are to create your own warstory in DOOM, making use of applicable wads. Create, then Remain in character as you post your screenshots.

Recommended wads are DRLA and/or DRPG, as that would be the easiest to setup.

Make use of the camera. Third person camera and no hud could also help.
>>
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Hello I have made a modified version of the painkiller mod I have found in the best ever doom site.(http://www.best-ever.org/wads). My modified version made zombies non hit scan as well as the spider demon using the slug bullet mod:
(http://forum.zdoom.org/viewtopic.php?t=48978)

here is the mod that has been modified
http://temp-host.com/download.php?file=ym65le

I'm new at this so far i hope you like it.
>>
>>2809371
nice, thanks
>>
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>>2808037
BTW, HontE_Remastered got updated with maps up to 17 (31+32 are done too), and 18-20 are in the works. Ive got in touch with the guy and he said that he does not intend to halt the project until all 32 maps are done.

There are 2 versions -

for latest GZDoom https://yadi.sk/d/uPki8Bc3gAR2j

and for 1.8.10 https://yadi.sk/d/NaArCgt-haett
Cheers.
>>
>>2809487
why is it called HontE? "Hell on the Earth"?
>>
>>2809497
Yep. The author of the wad ain't so good with eengleesh
>>
>>2809504
heh i see. wonder if he'll be able to make something good out of map21.
>>
>>2808873
Wish we could "rescue" all the mods that fall by the wayside, a lot of really good work has basically disappeared into the ether.

Shit, if I had the money, experience, drive, intellect, or any of the above, I'd make an old shooter mod repository/host downloads of all the abandoned/free games, etc. Actually fuck shooters just games in general and their mods
>>
>>2809510
DO IT.
I actually had plans for it too, but I live in russia, and the whole Ukraine thing messed with the price of dollar/rub, so now all the hardware, HDDs expecially cost 3 times as much as before so all those plans went down the sink.
>>
>>2809479
why are there two SSGs on top of that shrine
>>
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>>2807157
Looks fun. Can you recommend some to start?
>>
>>2809001
>>2808997
Hey, guys, I'm not good at mapping, like, I don't really know how to make a map fun to play and explore, but something I can do, is that I can detail and work over a map to look really pretty (at least in my opinion), and I can add in secrets and things.

If we do this project, and it gets done, would anyone like for me to touch up maps as a "separate edition" of the project?
>>
>>2809536
Why not? Lots of projects have maps made by two and even three people. More polishing means a better quality in the end, so if the project starts well we'll need help in any area.
>>
DOOM's twitter has remained quiet about the question of it's 64 uncanny-ness.
>>
>>2809606
what
>>
>>2809487
>Most of the sectors are light level 0 and lit by dynamic lights
I like the novelty of Doom 2 having the shit gzdoomed out of it, but this pretty much ruins it. The visibility is too low and any surface that isn't being hit by a dynamic light is light level 0 and looks terrible, especially on the pipes that are everywhere.
>>
>>2809619
I asked the author about raising the amblight levels where there were bright ares in the original maps, but he told me that he's going for D64 dark shit and moody lighting.

I guess Ill ask him or do it myself when the mod hits final - I want to bump up the ambient level in places where it was in the original or in places where there are lots of (at least implied) light sources like lamps and stuff.
>>
Are you less leet for playing on a "lesser" difficulty?
>>
>>2809638
what do you think? do you think you are less "leet" for playing on lower difficulty levels?

difficulty level mostly affects what monsters are spawned, which is under control of the map designer. therefore difficulty level is a function of the map and not comparable in general between different maps.

in other words if you beat Doom on UV doesn't mean you are a failure of a human being if you can't beat Slaughterfest 2012 on UV.

if you find a map too easy, go higher. if you find a map too hard, go lower.
>>
>>2808994
needs a cartoony bite mark in the end of the cane near his mouth
>>
>>2809631
Doom 64 still had light in every sector though. Here's an interesting bit of trivia: every texture in Doom 64 is greyscale. It had to be that way to save space on the cartridge. They appear coloured in game because every sector uses coloured lighting.

>>2809081
I'm prepared to put in the work to organise it if the deadline's the end of the year. As to whether it actually happens, that depends on if other people as well as myself are prepared to map for it.

>>2808997
As for the strawpoll, I'll come back to it at the end of the day (about 12 hours from now) and go with what the result is then.

>>2809536
Sure, so long as it's not Tormentor-style detailing that the player gets hung up on. I hate that shit. Generally though Boom has a lot of nice visual tricks that I don't see used a huge amount and it would be nice to see them used.

For example, you can use deep water with a low depth in all liquids so it looks like your feet are actually in it rather than going full Jesus and walking on top of it. You could also use the ability to make one or both flats a different light level to the rest of the sector to make, for example, fullbright nukage in a dark room.

On the topic of light levels, I skimmed through the E1 maps a while back to get what light levels Romero used. If we all used the same guidelines, I figure we'd get thematic consistency. Here they are from brightest to darkest:
>255: Phobos surface / fullbright for effects
>224: Indoors, very strong artificial lights
>208: Indoors, strong artificial lights
>192: Indoors, lit by windows to outside
>176: Indoors, artificial lights
>160: Indoors, some artificial lights
>144: Indoors, normal
>128: Indoors, dark
>112: Indoors, very dark
>96: Indoors, pitch black
>>
>>2809710
>so long as it's not Tormentor-style detailing that the player gets hung up on. I hate that shit
Oh, no, I wouldn't do a bunch of shit like that.

I'd probably make sure that you couldn't snag on wall-posts and stuff, by setting out blocking linedefs so you could slide off them without issue (though only if it were to become an issue, and detailing with wall-posts is a bad idea for narrow hallways anyway).

Also, I probably wouldn't go to Gothic 99 tiers of detail, I want to be able to run it on my machine.
>>
>>2809606
God damn

Could you hit up Mick Gordon and ask him instead
>>
the fag genius strikes again https://www.doomworld.com/vb/post/1524479
>>
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I found this in a Google search and thought I'd share it.
>>
>>2809810

Thanks, boobie lady.
>>
>>2809810
Are those necessary?
>>
>>2809853

Boobies are always necessary.
>>
Will we ever be able to get this: https://www.youtube.com/watch?v=oYI9LFP0K6U

In ZDoom?
>>
>>2809883
[NO]
>>
>>2809886
Well we technically already do - its a ZDoom branch, but will this ever be implemented in the main rep?
>>
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>>2809810
even has the right color top on
>>
>>2809810
I'd get smashed by her pumpkins.
>>
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Is there any mod that gives monsters a more alien/extraterrestrial look? I want to kill aliens with a necrosuit
>>
>listen to e1m3 and e2m2
>thought they were the same song
>they're different but very similar
>put them together
https://soundcloud.com/djames516/doom-song
this should be a song on some map, but I can't figure out how to mix 2 midi songs.
I even used a program that's supposed to be able to do that, but it doesn't work for some reason.
>>
>>2810237
I'm genuinely impressed, anon. They both go together really well. I have a feeling Bobby might have originally composed a song with both of these put together, but then separated them either out of his own will, or after ID figured that not every level should have "hyped-up" music, so what you posted probably sounded too much like that to them.

I wonder if anyone else ever made this same observation, or if you're the first person who ever did.
>>
Do you prefer to have the HUD with or wtihout the Doomguy's face?
>>
>>2810303
With, but there's times in Zandro where without helps quite a bit.
>>
>>2809710
>every texture in Doom 64 is greyscale.

holy shit, no fucking way.

I knew it used colored lighting, but I didn't know it was this over the top. That's genius.
>>
>>2809883
God I wish. We could finally port marathon's maps to Zdoom and have something interesting to play with samsara.
>>
>>2810237
>but it doesn't work for some reason
Probably because you have a limited number of channels and you can only fit so many notes in at a time.
>>
>>2809886
>will commit to a change that makes gzdoom unplayable for those with older computers but won't commit to a change that would add something cool
So why do people put up with his bullshit again?
>>
>>2810489

Because he's the one running the show. Without him there is no GZDoom. So unless you're willing to find us another turbo autist to make a new doom branch. I suggest bending over and grabbing your ankles.
>>
>>2809886
link to rejection? i'd like to read the reasons
>>
why did none of ya cunts tell me dime was streaming
goddamn
>>
>>2810303
i think on the whole i prefer it, it's a nice way to see roughly how dead you are. also it's the only visual representation of the state of god mode.
>>
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Damn it, I just wanted to keep shooting soldiers. This is like Far Cry/Crysis all over again.
>>
>>2810651
lol the sky is a roof with the stars painted on
>>
>>2810661

This is ECWolf, it doesn't have skyboxes.
>>
>>2810661
it's actually a very sophisticated plywood laser tag arena.
>>
>>2810670
is ecwolf still being worked on? feels like forever since any news or updates
>>
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>>2810651
>This is ECWolf
Neat.
What mod is this?

Speaking of Wolf3D mods, Unsung is pretty good.
>>
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>>2810701

http://forum.zdoom.org/viewtopic.php?f=19&t=49965
>>
>>2810704
>http://forum.zdoom.org/viewtopic.php?f=19&t=49965
Ah, just released today.
Awesome, thanks.

>AMD Phenom II CPU or better required for adequate performance (Intel Core i3 recommended) on the later maps.
Okay, but what the hell?
>my cpu is a Phenom II X4 965 and just realised black friday is coming up so I'm buying parts for a new build
>>
guys can you suggest me some good doom wads/zandroum servers to play ?
>>
>>2810670
I thought it did?

Totenkopf SDL runs on ecWolf and it has skyboxes.
>>
>>2810936

>SDL

Clearly it runs on Wolf4SDL
>>
>>2810237
I can combine both MIDIs if you like. I'm a composer and do this kind of shit for a job. you just need a DAW.

in fact, here are both songs combined into one midi:

http://www.mediafire.com/download/15kpf5jxuk4y6dl/11.23.2015_doom_midi.mid

Having 2 drum channels both wanting to use channel 10 (which general MIDI maps to different drum sounds) makes it kind of dicey, but it has its charm.
>>
>>2810670
ecwolf is based on zdoom though right? so why would it remove a zdoom feature...
>>
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>>2811000

...No, anon, ECWolf is based on Wolfenstein.
It adds lots of ZDoom features, but it's not based on ZDoom because it's not Doom.
>>
>>2811250
sorry. i thought it was zdoom ported to wolfenstein.
>>
doom RPG/RL question, I got a PP7 drop on my scout run (about fucking time) - what would be the recommended mods? I have a backstock of all modpacks, but no idea what I should apply to it
>>
>>2811287
*crickets*... high power mod seems a little shitty, 5 round mag is... eh
>>
>>2811264
you're not wrong

the thing is that zdoom is built off doom as a base, so it's already got a foundation to stack on. rather than something like zdoom's behavior applying to other iwads, it's more like someone is reconstructing and rebuilding zdoom bit by bit around woofen
>>
>>2810237
>>2810301
While the songs are similar concerning the drum beat and the generel temp/mood, the songs have a different root. E2M2 is in C minor and E1M3 in D# minor, I think. That's why they sound off to me in the mix. But it doesn't become so noticeable cause E1M3 cosists of very low notes, while E2M2 is more melodic and takes the lead. If you pay attention to the bass in the mix, you probably notice it, too.

That's also why I think they may stem from the same idea, but are two different songs and not one split up. But I'm not sure, what do you think?
>>
>>2811264
The engine and renderer are still different.
They use Decorate and I think ACS, and it makes sense, those work (and Decorate is very simple and easy to approach) and would be no challenge to implement into an engine which is even simpler than Doom's.

A bonus is that this makes modding approachable for people who already had experience with modding ZDoom, they'll know what to do, and vice versa, if they have experience with this engine they'll know what to do for ZDoom
>>
https://youtu.be/Lwpt_uOh5zE

I'm sorry for working on things not-suab.
>>
>>2811287
nobody wanna weigh in on this?
>>
>>2811506
lots of technical mods so you can fire pretty much constantly, i don't know, i just apply mods at random more or less, i have no idea what i'm doing
>>
>>2811496
You need to rework that reload of the vodka-based firearm a bit, it looks like the magazine snaps into place magically before you are done reloading it.
>>
>some people in the UT forums want to take out the translocator from CTF
fucking idiots
>>
>>2811519
Unfortunately, I can't really fix it unless I get someone to redo the sprites, Because SGTMRK3+1(tm).
>>
>>2808997
>>2809710
Well I'm back (much later than I said I would be) and the strawpoll is tied. So, since Doom 1 was the original suggestion, we'll go with that.

PROJECT ANNOUNCEMENT: KNEE-DEEP IN /VR/
Here's what to do:
>make a Boom-compatible level for Doom 1
>using E1 aesthetics
>beatable from a pistol start
>with difficulty levels
>co-op as an extra difficulty level is optional
>deathmatch compatibility is optional too
>by the end of this year or 9 good levels are submitted, whichever comes first (please don't rush out shit just to get in first)
>if you want to claim a particular level, go ahead, otherwise we'll just order them in difficulty order at the end

FINAL IMPORTANT NOTE:
If you want to be credited as something other than Anonymous, use a name when you submit or include it in a txt file with your level.

Also, we should discuss what difficulty level we're aiming for. I assume Thy Flesh Consumed difficulty but I'm flexible.
>>
>>2811741
>I assume Thy Flesh Consumed difficulty

I don't really like that, personally.
I'm fine with challenge, but Thy Flesh Consumed just puts it on too hard for me, too many barons, too little health and ammo, too little room to maneuver (and then there's few places to take cover), there's never any room to breathe, it very rarely lets up.

I like the average TNT difficulty, where it's harder than Doom 2, but it doesn't go full Thy Flesh Consumed, and it's not a slaughterfest like Plutonia. But we're also going to add actual difficulty levels, so it's possible to do some compromise.

What kind of aesthetic theme are we going for?
Are we going for Knee Deep In The Dead or Shores Of Hell? Or TNT even ? (Personally I prefer the latter two)

In my own opinion, I think the episode would be nice with a theme where it's dark, like it's a moonbase, starlit sky, a bit like in Double Impact, I really liked that, but I'm fine with going with a different design theme.

I'm the detailfag btw.
>>
>>2811741
>by the end of this year or 9 good levels are submitted
What do we do if we get more maps than what fit?
Do we stick those in the Episode 2 slot as extras?
>>
>>2811918
i don't think you'll need to worry about that happening. there are only like 5 people left in /vr/doom and about 2 of them can map.
>>
>>2811924
>there are only like 5 people left in /vr/doom

You're a dumbass.
>>
>>2811942

And this is exactly why they leave.
>>
>>2811741
Let's leave out the "claim" part; the best way to keep things simple is just order them by difficulty.

>>2811918
>>2811924
If by some miracle we get more than 9 good maps, the really should be put in Episode 2 or something, it would be unfair to leave them out.

Also, people can send more than one map right?.
>>
>>2811947
boo fucking hoo, you got called a dumbfuck for talking out your ass. Guys, you all better leave. This isn't the place for you!
>>
>>2811947

Calling someone a dumbass for saying something stupid isn't exactly a rarity on the internet, bro.
>>
>>2811942
you tell me why nobody posts any more then
>>
>>2811953

>someone thought this was smart enough to be posted
>>
>>2811959

Because you are either willfully ignorant about the posting rate, delusional in thinking that the 64 unique IPs in this thread are only five posters constantly changing routers, brain-damaged and cannot process time and think there should be more than almost ten posts in the last hour, or more.
I don't know which. I don't especially care.
You're a dumbass either way.
>>
>>2811959
Because the activity of /vr/ Doom always fluctuates with time. There's been summers where it's been really fast, and summers where it's been really slow.

I think last Christmas I had to occasionally bump the thread by myself because it was actually in danger of dying prematurely.
But that's Christmas, where most everyone is busy with family, it's very rare for /vr/ Doom to be that slow.
>>
>>2811969
you are the one who is wilfully ignorant of the posting rate. an hour is a statistical fluctuation. posting rate must be considered across entire days, or whole threads. i know threads used to last three or four days before filling up. now they last six or seven.

i can't explain the high unique IP count other than several regulars using ISPs that change their IP address on a daily basis. the conversations here do not strike as being produced by a large number of different people.

i will say i am a habitual exaggerator and "like 5" was an exaggeration, i thought the use of "like" would make that clear so i am sorry you took it literally.
>>
>>2811997
>i can't explain the high unique IP count other than several regulars using ISPs that change their IP address on a daily basis
Some people also use separate devices on separate connections to post here.

I frequently go on /vr/ with my phone, even when out and about.
I recall there's roughly 60 people at the least who come here on any kind of regular basis. But even so, there's still quite a bunch in here.

Again, /vr/ Doom has ALWAYS fluctuated in speed.
>>
>>2811997
oh no, threads last a week
this is a fucking travesty RIP 4chan nobody posts on it anymore
>>
>>2809619
It's better when you load GZDoom's brightmaps and lights PK3s alongside it
>>
>>2812009
Also use the legacy sector lighting mode
>>
>>2812005
this is about the decline in population of /vr/doom threads. other threads are irrelevant.
>>
>>2811963
so on top of being a literal retard, you're a genuine aspie.

how shocking.
>>
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>>2811949
Detailfag here, if we end up one map short, I could give it a try and see if I end up making something good, but ultimately I'd want someone else to be the judge, I can't promise it would end up being something fun to play.

Say, how do we do about textures? Can we add in some of the better Alpha and Beta textures as general resources for the project? I always thought there was some cool shit in there that would have been really nice to play with.

There's some really cool hell textures in the unused stuff for Doom 2, and I wouldn't want to go overboard with realism and make a boring map, but I think it'd be cool to put in some small office areas here and there, maybe with a kitchen corner and a toilet, using the office resources and stuff from the cut Doom 1 content.
>>
>>2811997
>you are the one who is wilfully ignorant of the posting rate. an hour is a statistical fluctuation. posting rate must be considered across entire days, or whole threads.
A thread could last an entire fucking half-month, it doesn't matter as long as people continue to post. Which they are. Because they're here.

>i will say i am a habitual exaggerator and "like 5" was an exaggeration, i thought the use of "like" would make that clear so i am sorry you took it literally.
I would be willing to brush it off as just that, yeah, but the fact that you're trying to defend it is staggering.
>>
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>>2812004
>Again, /vr/ Doom has ALWAYS fluctuated in speed.
indeed. but for a few weeks at most. not three months, straight. other than when there's been some new bit of not-retro bethesda marketing come out that's caused a flurry of posts, it's been dead here since september.
>>
>>2812030
Studies and work starts to pick up after summer.
That happens.
>>
>>2812030
you have a very interesting definition of "dead".

tell me, do you actively participate in any other fan communities?
>>
>>2812021
Now that would be really interesting. Most maps I make are vanilla texture only and using these would really add variety.

Considering the style is E1, hell textures would be ruled out but >>2812029 seem like a nice addition.

Of course, it depends on our rules about the project.
>>
>>2812036
again, comparisons with other threads/communities is irrelevant. i'm comparing doom threads now with doom threads previously, which show a clear decline.
>>
>>2812050
hmmmmmmmmmmmmmmmmmmmmmmmmmmmmm

well, then, i hope you don't mind but as long as the doom threads continue to routinely hit their bump limit, receive well over 10 posts before dying out, and have people posting oc, i'm going to consider you fucking retarded.
>>
Is there a way to play deathmatch maps in single player?
>>
>>2812028
i'm not defending a claim that there are only literally 5 people here. i'm claiming there's been a steep decline in posting rate and asking where has everyone gone? i can't believe it's just a fluctuation due to increased work/school/whatever.
>>
>people legitimately believe /doom/ is dead
you wanna see fucking -slow-? go pay a visit to our friends in the SaGa general in this same board when you get the chance, you'll learn to be fucking grateful that this general gets probably 10 posts within two hours at the least. Their last general lasted over a fucking month.

especially when you take into consideration that this general probably takes up more than half the posting traffic in this board, and that it's easily one of the slowest in all of 4chan as is.
>>
>>2812061

>hmmmmmmmmmmmmmmmmmmmmmmmmmmmmm

fucking STOP, you're not helping at all with your posts.
>>
>>2812068
Um excuse me I'll have you know that doesn't matter because I want /doom/ to go at MY pace. I insist that there must be at least five posts every minute or else /doom/ is dead to me.
>>
>>2812079

>falseflagging

I nod my head in disbelief.
>>
>>2812064
You mean, against bots?

If so, you can just start up Zandronum and select Offline Skirmish in Multiplayer.
>>
>>2812068
and again, so what? comparisons with threads on other topics are irrelevant!
>>
>>2812087

Why? Because you say so?
>>
>>2812093
well, this is about the change in speed of doom threads over time. you tell me: what relevance does the speed of saga threads have to that?
>>
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FUCK OVERLORD
U
C
K

O
V
E
R
L
O
R
D
>>
>>2812105

The fact that you are claiming /vr/doom is dead over a miniscule change in population is extremely relevant considering other threads keep on getting by and staying alive despite having barely a fraction of our regulars.
Just because you want it to be true doesn't mean it is. So we lost some people. So fucking what? We're not dead. Trying to say we are is absolutely batshit, and I've seen a LOT of batshit nonsense in all my years here.

The thing to do is to keep on going, making more things to try and make up for their absence, not go "RING THE BELLS /DOOM/ IS DEAD ONLY FIVE PEOPLE HERE"
>>
>>2812113
>So we lost some people. So fucking what? We're not dead.

Dude chill it's not your fault
>>
>>2812113
>The thing to do is to keep on going, making more things to try and make up for their absence
okay, fair enough. point taken. i'll go away and try to make a map or something.
>>
>>2812113
>>2812126

i miss kegan and marty.
i'm going to make a quick gameplay mod to make up for their loss. :(
>>
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>>2812126
I have v6 of the SYWTPSFD image that I've been procrastinating on for literally over a year.
Guess I might as well finish it up tonight.

Posting WIP screenshot here so people can call me a faggot if I don't deliver.
>>
>>2812149

>recommending closed-source software

that's not what Carmack would've wanted, anon
>>
>>2812149
Revenant looks like he's kicking doomguy in the face
>>2812106
get gud
e
t

g
u
d
>>
>>2812154
but zdaemon has more players than odamex
>>
>>2812159

And all of them 3 multiplayer ports use ZDoom as base, so what's the point? Just force vanilla settings in Zandro.
>>
>>2812149
>SO, YOU WANT TO PLAY SOME FUCK
suddenly h-game thread
>>
>>2812149

>including carmack's tweets

This will cause a literal meltdown in Doomworld.

Keep going anon
>>
>>2812164
hey bby u wan 2 play sum fuk
>>
>>2812162
>>2812159

My reigning theory is that there's two kinds of people in the Doom community. The people that like Doom's original gameplay and want more of it, and the people that see the engine as something to expand on and spread the borders of what it can do.

The thing is that Zandronum's playerbase is pretty much 90% on the latter side, playing with lots of mods and total conversions and more that have barely any resemblance to the original Doom. For someone that wants some serious vanilla play, they won't exactly have a lot of options of servers.
ZDaemon, though, there's always someone willing to play on DM. There's always regular DM servers up and vanilla co-op servers that are played on.
Odamex...there's players, yeah, but they're mostly holed away in an IRC where you need to set up matches beforehand. And frankly, this isn't really good for people that are just getting in to the scene, which is exactly who the infographic is aiming for.

>>2812164

HEH.
Dating sim for Doom when?
>>
>>2812142

I'm not dead you fartknocker.

I'm working on combined_arms and been brainstorming some weapons to replace the blur sphere.

How would you guys feel about the addition of the machine gun from cave story? With regenerating ammo, and the ability to fly if you shoot downwards with it?
>>
Has anyone played D2INO: ruskie edition yet?

is it gud?
>>
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Organiserfag here, I go away for a few hours and come back to a pointless argument.

Btw, I don't want to seem imposing here, so if anything I say seems unreasonable or you disagree, definitely speak up.

>>2811827
>>2811918
>>2812021
>>2812049
We're going for E1 aesthetic, so no hell stuff. Just techbase. I don't see any issue with having non-vanilla techbase texturing though, and I don't see any reason to rule out office spaces either. If you want to go full Tom Hall, go full Tom Hall.

If those goes well, we could do it again for E2 & 3, so as to not leave out fans of those aesthetics.

>>2811949
Multiple maps by people are fine. Based on the last failed attempt at a /vr/ project it may be necessary to hit 9 maps. If we get more than 9 maps, for sure we'll chuck them in as extras.

The reason I mentioned claiming levels is because E1M3 needs a secret exit and E1M8 should feel like a boss level. I suppose we could add E1M3's secret exit later if necessary though.
>>
>>2812187
>I'm not dead you fartknocker.
yes you are
RIP here lies kegan, he never scored
>>
>>2812192
Not only did Kegan not score, but Kegan's friend scored with both of them in the same night.
>>
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>>2812190
>We're going for E1 aesthetic, so no hell stuff.
Well, fair enough. Though I wouldn't mind having a little bit of hell stuff here or there, or maybe just a little in E1M8, where the boss is (do we use a Cyberdemon here or just Barons assisted by hordes?). I guess we can save it for later.

>I don't see any issue with having non-vanilla techbase texturing though, and I don't see any reason to rule out office spaces either.
I was thinking that some plain rooms and sections that would have otherwise been featureless or just means to connect one part to the other could be spruced up a bit to make it more lively and immersive.

Say you have a length of metal paneled corridor with little else going for it, I can lay down a carpet, indent the wall and fit a couch there, with a potted plant (maybe) and an end table (of course with as little snag as possible), then on the other side of the hallway the wall can be indented again, and there's a snack machine and/or soda-machine, as well as a trash-can.

>If you want to go full Tom Hall
E2M2 and D2M10 are some of my favorite maps (I'm not sure i E2M7 is his but it's another dear one), but I prefer later Hall maps than his earlier, more realistic approaches.
I'd add in maybe a lockerroom and showers, but, it'd have to feel like there's a point to it, like you go there to find a key, and there'd be actual stuff there, items and monsters.

The idea of putting some effort into attention to detail and thus making maps feel more immersive greatly appeals to me, but not at the expense of gameplay (real world buildings aren't made to play Doom in, so if you're making realistic maps you have to approach it differently), I still like the the abstract feel of Doom, I think we could find a healthy balance.

>If those goes well, we could do it again for E2 & 3, so as to not leave out fans of those aesthetics.
Assuming we make more, but if E1 flies then maybe we'll gather more interest.

What sky do we use? And what about music?
>>
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>>2812330
As for the sky, someone on here made a real neat variant of the alpha E1 sky, I think this can lend the episode a very nice spacey feel.
>>
How do we stage inventory and weapons?
I feel that if we're doing E1, then maybe the BFG9000 shouldn't be available.
And the rocket is only available in later maps, and with only so much ammo.

I guess the plasma could be fit in, but only on E1M9, and in a secret area where you have to battle something or somethings a bit stronger.

Do we throw in a backpack?

Also, I have an idea for E1M8, for the bossfight, there's one Baron, then there's mooks teleporting in gradually, a bit slow (but not excruciatingly slow), and eventually two more Barons come in.
(we're doing Boom, so we can do tricks with conveyors and voodoo dolls and all that neat shit, right?).
>>
>>2812192
>>2812224
>>
>>2812189
From what I've skimmed through. It feels more balanced. Though shame they didn't make a full megawad
>>
>>2812330
Not that guy but I think it could be neat if like, as the episode progresses more and more "hell breaking through" could be seen, degradation of the techbase, building damage, portal tech. Creeping nightmare, if you will
>>
>>2812449
If that's the case, then people should claim levels right away. The idea is good, but it'd be difficult to implement right now, I think.

For now I'll stick to my pure techbase level.
>>
>>2812449
I think that would be better suited for an E2 levelset, abandoned facilities in disrepair, with hell gradually warping and breaking through in some places.

I think we should keep the hell stuff on the down low for our E1 set. Only breaking it out for E1M8
>>
>>2812190
An important question to me is where is the techbase located, is it just Phobos, so there'd be no grass, water or trees outside, just FLOOR7_1 and BROWN walls?
>>
>>2812537
I feel that we should go for an E1 techbase theme, but a bit more space feeling, I brought up Double Impact as a good example, it feels very much like Knee Deep In The Dead in terms of feel, but it makes very effective use of light and shadow and the starry pitch-black sky really drives it home.

As for texturing, I feel we should stick closer to E1 style texturing, but we can look at altering or bringing in some different textures and flats if you think the solid brown surface would be boring.
>>
>>2812537
>>2812568
My answer, which I think would satisfy both of you, is: it's not located on Earth. So no grass or anything living outside of the base. Although, if you wanted to have grass inside - say a hydroponics section, for example - that could be a neat idea.

>>2812372
Boom it up if you want to bro. In for a penny, in for a pound.
>>
>>2812568
If we use custom textures, a specific resource should be decided on. For convenience sake, and so stuff doesn't vary too wildly.
Also, if only 9 maps are expected, I don't think there should be any restrictions on what enemies and weapons can be put in a map. Plasma, BFG and the beefier enemies were put in E2 and onwards to create a sense of progression, and if an E2 isn't being made at all there's no point in sticking to that.
>>
>>2812638
>Also, if only 9 maps are expected, I don't think there should be any restrictions on what enemies and weapons can be put in a map.
I'm fine with using any enemies (except the Cyber and Spider maybe), as long as we don't go hogwild with the stronger ones in the first maps.

>Plasma, BFG and the beefier enemies were put in E2 and onwards to create a sense of progression, and if an E2 isn't being made at all there's no point in sticking to that.
Well, we were talking about the possibility of an E2 and maybe even an E3 at a later time.

What if we include the heavier weapons now, and then if we make an E2, we add E2 onto the E1 .wad, and edit out the bigger weapons to add the progression?
>>
>>2812638
>If we use custom textures, a specific resource should be decided on.

I think that we should get the alpha and beta textures, and maybe Doom 2 or TNT textures (some of the more useful ones maybe).

Something I think would be very nice to have is that Useful Textures Pack (I think it was called that), it basically adds a lot of variations and stuff based on original textures and flats, they can be very handy for specific stuff.
>>
>>2812653
>What if we include the heavier weapons now, and then if we make an E2, we add E2 onto the E1 .wad, and edit out the bigger weapons to add the progression?

That could make it tough to rebalance maps if it's decided that an E2 is going to happen. They could be included in the later levels maybe? IMO, the BFG brings a lot to the table strategically that we're going to miss out on if an E2 never happens.
>>
>>2812668
>That could make it tough to rebalance maps if it's decided that an E2 is going to happen.
Probably, but I think it's worth considering.
>>
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>>2812345
Have more where that came from. I literally mixed the Doom 1 alpha skyboxes with Doom 64's.
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>>2812698
>>
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>>2812701
>>
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also here's some conveniently cropped alpha mountains for editing needs so you can slap your own background in there if you really want to
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>>2812657
Something like that would be ideal, or one of the more extensive ones that still sticks to the Doom 1 techbase feel.
>>
Anyone know how the Boom trick to get windows/lines to block monster vision works?
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>>2812187
>and the ability to fly if you shoot downwards with it?
something to elevate myself would be good.
i was surprised firing the shotgun altfire at the floor did not propel me into the sky.
>>
>>2812704
>>2812701
>>2812698
Oh yeah, those are cool.
If we make later episodes, we can use those too.
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>>2812182
>My reigning theory is ...
i have much the same conclusion except that i think it's a continuous gradient rather than a duotone.

i call it the purism spectrum.
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>>2812745
make a wall with its floor height up to the surrounding ceiling height, and with lower texture missing ("-").

then use 242 transfer heights with a control sector whose floor is at the surrounding floor height.
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>>2812758
>>2812182
I agree, it's much more a gradient than an absolute.

I like toying with cool new stuff and that, and there's gameplay mods I play on with almost all wads, but then there's times where it's simply just fun to sit down and play some old fashioned Doom.
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>>2812796
SURVEY
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>>2812827
I don't care what port features are used as long as the end result still feels like Doom and there's no intrusive storytelling. I can't indicate that on a gradient.
>>
Here we go.

RIP gradient in logo, you were too filesize for this world.
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>>2812848
isn't it duel40 now?
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>>2812854

Wow you're right, this chart is fucking awful, whoever made this is a real bonehead.
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>>2812854

UM

FUCK
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>>2812848
suggest mentioning epic2 in paragraph about epic
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>>2812848
put push instead of burtl dumb
that mod is crap
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>>2812848
>OMG Weapons
Well, that takes me back. Didn't expect to see that on there.
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>>2812876
you missed the 10th anniversary re-release then i guess
>>
Just finished a sick new WAD. http://www.gamers.org/pub/idgames/newstuff/azumanga.zip
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>>2812875
i think he feels putting too many of his own mods on the graphic leaves him open to accusations of self-promotion
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>>2812887
actual /idgames location deliberately obfuscated.
likely a terrywad.
>>
>>2812889
i know
i honestly couldn't give less of a shit and anyone who does is most likely a shitposter
Thread replies: 255
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