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WANT TO PLAY SOME DOOM?
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You are currently reading a thread in /vr/ - Retro Games

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DOOM THREAD / RETRO FPS THREAD - Last thread >>2806987
(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? (v6b)
https://i.warosu.org/data/vr/img/0028/06/1448271860636.png

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

## /VR/DOOM COMMUNITY PROJECT ##
Make a Boom map for Doom 1.
https://warosu.org/vr/post/2811741 Announcement/Rules
>>
===NEWS===

[11-25] Next Doom4 closed alpha Dec.3-6
https://twitter.com/DOOM/status/669563309767696384

[11-25] Anon map edit: CQC.wad Boom conversion
>>2818113
http://temp-host.com/download.php?file=tz89zl

[11-24] Combined Arms: WIP3 available, feedback requested
>>2815248

[11-23] Anon map release: Scerebi Forest, a gloomy hexen wad
>>2814685
http://www.mediafire.com/download/3wc5c6gbc82l6zx/Scerebi_Forest_7.rar

[11-23] Anon map release: butte1map (for KDI/vr/)
>>2813593
https://dl.dropboxusercontent.com/u/73550170/butte1map.wad

[11-23] So You Want To Play Some Fucking Doom v6b
>>2812913

[11-22] Knee-deep in /vr/: make a Boom map for Doom1
>>2811741

[11-22] Operation Serpent First Encounter released (ECWolf mod)
http://forum.zdoom.org/viewtopic.php?t=49965

[11-21] BSP tricks: a 15% speedup
https://www.doomworld.com/vb/post/1524479

[11-21] HontE_Remastered updated up to map17
>>2809487
https://yadi.sk/d/uPki8Bc3gAR2j (2.x)
https://yadi.sk/d/NaArCgt-haett (1.8.10)

[11-21] Anon mod release: Painkillerweaps + slugbullets
>>2809371
http://temp-host.com/download.php?file=ym65le

[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] RetroAhoy: Wolfenstein 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

===

To submit news, please reply to this post.
>>
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I found this image on D-Nantouka's tumblr:
http://toooooasty667.tumblr.com/post/133715414112/map-for-this-one-scene-%E3%81%93%E3%81%AE%E4%B8%80%E6%9E%9A%E3%81%AE%E3%81%9F%E3%82%81%E3%81%A0%E3%81%91%E3%81%AB%E6%8F%8F%E3%81%84%E3%81%9Fmap
Is this a real map?
>>
>>2819056

Probably something he's working on.
>>
Silly question but let's say I have a server on Zandronum, how do I set it so that ammo respawns, weapons get lost when you die, etc? Total newbie here.

I know that there are a lot of commands that begin with "sv" but I have no idea where to put them. Thanks.
>>
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So while balancing the particle smasher and adding a few extra visual tweaks, I've added an extra feature if you try to fire it with no ammo

http://webm.host/3179e/

Ach
>>
>>2819206
sounds like a frog or a toad.
>>
>>2819214

Have you played the Doom Roguelike Arsenal?

Play as the renegade and hump a wall
>>
>>2819206
https://www.youtube.com/watch?v=Sr_SGkqrrdM
>>
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>>2819046
>still no mention of brutal doom in gameplay mods

hahahaha. butthurt jelly faggots.
>>
>>2819164
toggle the console with the ` key on your keyboard under the escape key, put them in there. Of course if you started a server you'd either run a config file to preload them or just put them manually into the server application's chatbox and then restart the map.

You could also try using a RCON password to autheticate yourself and then sending commands using that.
>>
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>>2819460
green channel removed?
>>
>>2819509
Gives it a vaporwave look
>>
you know what this is.
>>
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>>2819552
turned off the "filter"
>>
>>2819056
>[11-25] Anon map edit: CQC.wad Boom conversion
I doubt it. I mean it's possible, but not really worth doing for a playable map.
>>
>>2819585
it would not surprise me if someone was making a map by drawing artwork on the automap. there are a set of old maps that did just that. i recall one in particular that was a guy pointing a gun at the viewer, with foreshortening and perspective. but i cannot recall its name unfortunately.
>>
Anyone here think that the UAC Base in next year's DOOM, or at least what we've seen of them, look a hell of a lot like BTSX?
I mean, replace all the acid and water with lava, and it's pretty damn accurate.
>>
>>2819619
i can't see it, no
>>
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>>2819619
it sorta resembles Doom 64, Dead Space and BTSX for me, idk

glad I'm not the only one who thought that heh
>>
>>2819619

Hugo Martin's art in general does.
>>
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>>2819619
It pisses me off when people say that the game's locations aren't varied enough, and that it's too gray and dark, with not enough color.
I mean, they've already covered the basic areas.
Pic related has:
>Green/Black Toxic Waste areas
>Orange/Brown/Gray UAC Base
>Silver/Blue Tech Base
These are all kinds of areas seen in the original DOOM, not to mention I doubt that these are the only areas, and I bet there will be a ton more too.
>>
>>2819629
btsx is colorfuller than that
>>
>>2819648
I agree.

Those tubes worry me. Hope they don't fuck up the story by going Strogg-y or something.
>>2819619
I can only remember BTSX ep 2 at this point. Need to replay the first to remember
>>
>>2819654
yeah, and?
>>
>>2819654

>Hurr hurr hurr hurr hurr hurr hurr
>>
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>>2819648

>That I Ching reference in the second pic
>>
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Yay!
now to redo it all because it wasn't on godlike difficulty
>>
>>2819662
>>2819671
it was just an observation
i don't think doom4 looks much like btsx
>>
>>2819648
Looks like all the same shit with different color schemes to me.
>>
>>2819683
Doom 64 was basically the same textures with colored sectors on top in almost every level, if you recall.

Don't see the problem with doing the same thing here.
>>
>>2819689
Which is why I dont really like Doom 64.
I played through it 3 times tho:
On N64 emulator via handheld,
Doom64ex and Absolution.
>>
>>2819675
Hey, so you beat Overlord. Congrats.
>>
First map release ever,decided to try a full 30 maps and i have finished the first twenty.Its terrible as you would expect but id like to have some criticism.Doom2 only.Only works in modern sourceports (GZdoom etc).And all the weapons i have not made myself and simply stole them. http://www.mediafire.com/download/rnkd9pywuaxbkzb/Last_Blood_-_Copy.zip
>>
http://www.hitbox.tv/SheogorathDaedricPrince

Thanksgiving stream.
Currently doing MM8BDM as I post but we may transition as time goes.
>>
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https://youtube.com/watch?v=vcJtFLZ2AAE
>>
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>>2819648
I like the visual direction for the environments for the most parts, but the level layouts suck ass. That mixed with the fucked weapon balance, slow speed and confusing pickups makes it play like a total mess.
The weapons are where the visual design looks like trash though.
>>
>>2819683
>different shape design
>different layout
>different materials
Yep it all looks the same to me.
>>
>>2819826
how can you even tell weapon balance was fucked with

if you're talking about MP then that's because the guns were rebalanced for that gamemode only, ID themselves have stated that

>slow speed
eh, they should increase base player speed by 20% or so, everything else is fast enough

>confusing pickups
what do you mean by this
>>
>>2819826
Are you talking MP?
I rather liked the SP levels they showed, even if they're not final
Weapon balance seemed fine
Speed, yeah, coulda been faster, but the focus on dodging is there and there's no sprint or reloading, so there's that
Don't know what you mean by confusing pickups
I only dislike the default shotgun model and the plasma rifle to be honest
>>
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I've gone this long without trying Brutal Doom, figure I might as well finally give it a go. What's a nice wad to play with BD? Something not vanilla that gels with the general experience.
>>
>>2819927
play the starter pack, that's what it's for.
there were links in a news post a few threads back.
>>
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>>2819927
I always found BTSX to be a nice matchup with Broodal Dum
>>
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>>
>>2819689
The problem is that Doom 2016 is made for modern hardware that can handle much more textures.
>>
>>2819460
A E S T H I C
>>
>>2820217
you're saying this as if implying we've literally seen every single texture in the game already
>>
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>>2819703
Was this a first try at mapping/a learning experience? the quality of the design and ideas went up as the maps proceeded, my favourites were MAP09 - MAP12. I put down some notes as I went along:

- I liked the little lift puzzle on map05.
- Items are almost literally given out like candy in the earlier levels, they're spread everywhere and it's too much.
- Too many bullets, too little shells pre-MAP09.
- The Steel-Bouncer is a fun replacement for the RL.
- Wall raising trap in MAP08 was neat.
- Nice jump in ideas and design from MAP09 onwards.
- You need to work on your item placement habit of throwing clips and health randomly around the room (see image, it happens too often)
- Really approve of all the ways out of the acid pits in MAP11, though there is a spot you can fall in and get stuck next to the arachnotron.
- Knockback on the shotgun is a bit ridiculous, I managed to accidentally knock the archvile on MAP13 back into the teleporter I came in on.
- MAP19 has a secret exit that leads to Wolfenstein, though you didn't finish the mapset so it's understandable.

I don't know if all the maps were intended to be pistol start, I went full playthrough. There was one time I was unsure where to go (the final teleporter in MAP14), and the mapset was really easy, but I had fun.
>>
hey doom, i've been looking for a wad for a while now that i first found on here. I have no idea what the name of the wad is but it had anime girls and it played like a bullethell game. I think it began with a T
>>
about to get back into some doom but when i change resolutions i get a black screen. game is still running, window is just all black. any tips?
>>
>>2820552
demonsteele?
>>
>>2820565
i don't think so, the video the guy who linked the video had some dude using hexen looking weapons to fight some lolishits. gameplay looked dank.
>>
>>2820552
>>2820570
Touhou Doom, I guess.
>>
>>2820571
thats it, thanks senpai. Doom general never disappoints.
>>
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I'm looking to play Hellcore, is it worth playing the original with more maps or should I go straight to 2.0?
>>
>>2820627
youre not missing much if you skip the original unless either

- you like historical interest and seeing how maps evolved. most of the polished stuff ended up in 2.0 but there are a few nice bits that didn't.

- you like brad spencer's maps from alien vendetta (map12-map14). he has a map in original hellcore (map18 iirc) in much the same style.

- or you just like 90s mapping in general and prefer it to modern detailfests. however expect a lot of running around through largely empty corridors.
>>
>>2820660
I think I'll play the first one then, if there's neat stuff that didn't make it into 2.0, and I'd appreciate the changes in 2.0 more. I don't mind "90s mapping", whatever that actually means. It's crappy design that I hate. (Hi sapphire.wad)
>>
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Here's a map I've made for the /vr/ E1 project:
https://drive.google.com/file/d/0B8xWmOI7IYl3UFdQdlRLT3BQcnc/view?usp=sharing

Since it's for the project you'll need a Boom-compatible port (lots of generalised linedefs).

Currently I'm thinking of "The Mainframe" or "Computer Core" as the level name, based on the big structure in the centre.

It's not detailed much at all and it probably needs some gameplay refinement. It is quite hard in parts on UV, at least for me, especially the start.

All feedback appreciated.
>>
>>2820149
I'm glad Burtel Dum and BTSX is a favorite for someone else too, I really like how they play together.

Anyone got recommendations on good long as fuck wads for DRPGLA?
>>
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https://www.youtube.com/watch?v=EiPaWqI02Yk

Jesus christ
>>
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>>2820273
Thanks this all really helpful
>>
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>>2820847
i remember this. it's quite the nasty level, even unfair. also iirc there is an intended archvile jump to reach some items so don't kill everything as soon as you see it.
>>
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>>2820853
Too late man. ;_;
>>
>>2820860
sympathies. but at least it's only items, not like an entire secret level or anything (grumble requiem grumble)
>>
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After posting about it on /v/, why was Quake III's SP mode so different on the PS2 port? Why didn't anyone try to recreate it or even port its assets to the PC?

For those who don't know it had stats and shit, your character also gained a new skin upon going up a tier. By default Doomguy was the slowest character you could pick but he could get a bitchin' animated visor, and Sarge became more cyborg
>>
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>>2820723
fda in 9:36. i finish the map at 7:51 or so then go back to wallhump for secrets.

http://temp-host.com/download.php?file=wv80qa

--

apart from the start area, which is quite dry, the rest of the level probably has too much ammo available - i found myself consciously avoiding stuff to avoid wasting most of it.

lots of monsters but they all come at you from one direction and you tend to just kill everything from a choke point

the green armour pillar is too obvious to be a secret especially as you have to make a conscious effort to walk round the side of it to get onto it to get credited.

why is the sector behind it a secret? why allow early access to that area at all?

some of the monster popup holes in the main computer core have different light levels to the rest of the area, which creates inexplicable pools of light on the ceiling of the room.

the partial invisibility secret is undiscoverable and also not marked as a secret area. i suggest removing it completely as partial invisibilies are more or less useless. at least the medikit on the other side has a shaped wall to subtlely suggest "there is something here".

i liked the red key room. that was fun.

two imps stuck together, beyond the red door.

i liked the soulsphere secret. i thought there was something up with that corner but it took two visits to figure out.

the yellow key seems redundant, you get it right next to the door it's for.
>>
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>>2820723
>>2820908
2/3
>>
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>>2820723
>>2820909
3/3
>>
>>2820905
>Doomguy was the slowest character
ARE YOU FUCKING KIDDING ME
>>
What are some good WADs that feel open/large without being city maps or earth maps at all?
>>
>>2821030
i was going to say Courtyard Escape, it's a kind of fortified town / castle interior, but it probably counts as an earth map, sorry.
>>
>>2820905
Who was in charge of the PS2 port, development-wise?
>>
>>2821030
if you can stand the bugs, there are some nice hellscapes in ndcp2. e.g. map29,28,27,23
>>
>>2819046
Has anyone got the 'So you want to play some fucking THIEF?" image
I need to check out some fan missions but the ones I have played are all utter shit.
>>
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Catacombs.wad (from a few threads ago)

>>2800237 https://warosu.org/vr/post/2800237

first attempt in 10:43, one death, final time 7:57

http://temp-host.com/download.php?file=op11nw

--

dark. cramped. didn't care for this one.

missed 2 secrets, found 4 although they were all the same secret effectively.

one stupid death due to poor dodging.

linedef 415 has flat bleeding on it. this seems to be a node builder error - it went away after a rebuild.

sector 56 does not rise because, when the line is activated, unlike 55 and 57, it has no next highest adjacent floor. the game doesn't predict ahead of time that its adjacent sectors will rise to a new height eventually, it's not prescient. :)
>>
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>>2821083
2/3
>>
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>>2821084
3/3
>>
>>2821030
Eternal Doom
>>
So I have a Doom server up and running and I'm trying to get certain things to happen like items respawning, losing your weapons after you die, etc, but when I put in the commands on the console in-game it doesn't do anything even when I restart the map. What should I do?

I enter things like "SV_ItemRespawn True" which I assumed was all I needed but apparently not.
>>
>>2821131
Just use -altdeath?
Or what kinda server are you tryna run?
>>
>>2821131
>I put in the commands on the console in-game
put them into the server console.
or if you want to do it from in-game, use rcon.
>>
>>2821150
>use rcon.

Did that and sent the password and everything. Still didn't work.
>>
>>2821153
then i'm afraid i can't be of any more help. i am sorry.
>>
>>2821146
Co-op.
>>
>>2821153

You have to send the commands this way:
Rcon [command or anything]
>>
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Has anyone tried making a DOOM 4 mod yet?
I mean, levels, monsters, weapons, anything?
>>
>>2821226
http://forum.zdoom.org/viewtopic.php?f=19&t=49667&sid=88f4377811786129cdea062c87892928
>>
>>2821131

If you've already picked up the item, it won't respawn. It has to be input before the item is picked up.
>>
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>>2820905
>Doomguy was the slowest character you could pick
>>
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>>2821275
>>
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>>2821278
why do people complain about filters when this looks like shit without it
>>
>>2821286

It looks like shit anyway.
>>
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is it possible to make a wad with a color hue like this?
>>
>>2821226
https://warosu.org/vr/post/2479167
i don't recall if it was ever released though
>>
>>2821309
yes of course just change the playpal lump.
>>
>>2821345
I how do that
>>
>>2821286
>falseflagging
that looks like shit anyways, my man
>>
>>2821356
I'm trying to learn how to make the palette look exactly like that image >>2821309
but this is too hard.
>>
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>>2821356
>>2821464
whatever transformation was applied to the screenshot from >>2821309, you could start by applying it to this image
>>
>>2820908
>>2821083
Thanks for the feedback!

MAINFRAME.WAD
>apart from the start area, which is quite dry, the rest of the level probably has too much ammo available
I'll reduce it in the rest of the level.

>lots of monsters but they all come at you from one direction and you tend to just kill everything from a choke point
Point taken. I'll redesign the architecture in some points to remove chokepoints.

>the green armour pillar is too obvious to be a secret
I'll remove that.

>why is the sector behind it a secret? why allow early access to that area at all?
Because it was originally going to have stuff in there then I thought it would be interesting to make it the exit, so it ended up an awkward mish-mash between the two. You can still access it the secret way - using action on the "no standing" warning sign before the main room opens up the window to walk through it. I think I'll remove that.

>some of the monster popup holes in the main computer core have different light levels to the rest of the area
Whoops. Fixed.

>the partial invisibility secret is undiscoverable
No it's not - I just checked.
>and also not marked as a secret area
Whoops.
>partial invisibilies are more or less useless
Yeah I'll put something else there instead. Thinking about it now it's worse than useless as the next room is projectile enemies, not hitscan enemies.
>at least the medikit on the other side has a shaped wall
I was going for the flashing light being a clue but I'll take shaped wall. The clue for the invisibility that I was thinking of was the whole room being kind of symmetrical so maybe the secrets might be symmetrical too. That is very cryptic though.

>two imps stuck together, beyond the red door.
Fixed.

>the yellow key seems redundant
It's so you can't get in the exit straightaway if you get in the courtyard the secret way. If I remove the secret way I'll remove the yellow key too.
>>
>>2821497
>>2820908
>>2821083
CATACOMBS. WAD
>dark. cramped. didn't care for this one.
Not sure what I was thinking with the cramped-ness. Some people seem to care for it though. As for the darkness, maybe I'll nudge everything up by 16 brightness to keep it dark but less so.

>linedef 415 has flat bleeding on it. this seems to be a node builder error
Which node builder did you use to rebuild? I've been using ZenNode - Normal in Doom Builder 2. Should I be using something else?

>sector 56 does not rise because, when the line is activated, unlike 55 and 57, it has no next highest adjacent floor. the game doesn't predict ahead of time that its adjacent sectors will rise to a new height eventually, it's not prescient. :)

I realised that during testing. This was the third map I made ever. I just never got around to untagging it. Maybe I'll add a control sector elsewhere now that I've heard about them.
>>
>>2821497
>>the partial invisibility secret is undiscoverable
>No it's not - I just checked.
what did i miss? what is there to give it away?

i saw no odd-shaped walls, subtle texture or light adjustments, automap oddities, or whatever. nothing to hint there is a secret there other than humping every wall in the map and finding it by accident.

i think perhaps you have misunderstood what i meant by undiscoverable.
>>
>>2821517
Yeah I did - I thought you meant inaccessible. There's the symmetry but, yeah, that's too cryptic. Well I can't think of a good replacement anyway so I'll cut the room.
>>
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interesting, i did wonder if catacombs and mainframe had the same author.
>>2821507
>Which node builder did you use to rebuild?
i also use zennode, but with -n2 instead of -n1, it seems to work better.
>>2821520
you could change the colour of line 370. a stripe of whatever the brown version of browngrn is called would be a fine hint. or indeed you could just remove it without any great loss. level layout symmetry is overrated. :)
>>
Uh, is it just me or is Scythe 2 a bit samey?

I haven't played any wad in a bit, too.
>>
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Enforcers as Space Revolvers: Y/N?
>>
>>2821049
Bullfrog Productions apparently had a hand in it, and EA was the publisher.

>>2820975
>>2821245
Yes for real, but you gradually increase all of his stats including speed throughout the game whenever you get a new skin to offset it.
>>
>>2821492
but how do i know im doing it right?
>>
Hey guys, what are some great levels that are absolutely huge but feature hardly any monsters?

Like, focusing more on atmosphere and puzzles instead of monster battles.
>>
>>2821720
Phocas Island 2
Foreverhood v1.0
>>
>>2821721
Thanks buddy. Heard of both of these but never played them.
>>
>>2821657

Revolvers are cool. So yes
>>
>>2821657
in fear of undoubtedly showing my ignorance to the outside world, is this UT4?
>>
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>>2821738
My man.
It's not only that revolvers are cool, is that the current Enforcer is trash.
>>2821743
Yep.
>>
>>2821657
Better than UT3's peashooters
>>
>>2821657
Only if the name is changed to something else. The Enforcer/Automag has always been traditionally magazine-fed, revolvers are not.

>>2821750
The main thing I don't like about it is that the front is too smoothed out, it looks like a toy.
>>
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>>2821816
UT3's enforcer wasn't pretty good IMO.
UT2k4's machinegun was trash. The alt was okay, but still.
>>2821826
>Only if the name is changed to something else. The Enforcer/Automag has always been traditionally magazine-fed, revolvers are not.
That's how I feel about it. As an alternate model I don't mind it.
They are apparently trying it as a new weapon now, anyays.
>The main thing I don't like about it is that the front is too smoothed out, it looks like a toy.
I agree, but I dislike plenty of other stuff about it.
Grip a bit too thin, front too round and big, and the animations are so, so fucking bad, particularly the burst.
Some guy was working on an alternative. Doesn't look great but I think I might like it better.
>>
>>2821843
>UT3's enforcer wasn't pretty good IMO.
Oh god the brainfart.
I meant that I liked it. Mixed "wasn't that bad" and "was pretty good".
>>
>>2821846
enforcer rankings:
'99 > ut3 > ut4 >>> 2k4
>>
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found in onemandoom's tumblr
>>
>>2821964
>that watermark

Top kek.
>>
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Hello again the one newb who did the painkiller weapons+slug bullet mod Back again for the same mod but this time i removed the souls but brought back medkits instead, edited the smg and change back the health bonus from 5 to 1.

anyway enjoy
>>
>>2821987
oops forgot the link

enjoy (again)

http://temp-host.com/download.php?file=om14kt
>>
>>2821994

...what?
>>
>>2821996
>>2821994

>being angry over pictures with text on them

I mean I know we're on 4chan, but still.
>>
>>2819460

I guess this will do until Hotline Doom is out
>>
I forgot. Why do we hate imx again?
>>
>>2822024

He took his home and went ball.
>>
>>2822024

he told a kid to kill himself and put racist remarks on a mod of his
>>
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Does anyone recognize the 7-point star wall texture on the left here, or know where it's from? It's really familiar to me but I can't find it anywhere in Unreal's files.
>>
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>>2819046
Best Duke mod ever made.
>>
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>>2822118
spoooooky
>>
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>>2822119
looking around a bit
>>
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>>2822121
>>
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>>2822123
>>
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>>2822126
My room got flipped upside down
>>
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>>2822128
>>
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>>2822145
>>
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>>2822148
death awaits
>>
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>>2822149
>>
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>>2822152
>>
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>>2822154
more platforming
>>
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>>2822156
pentagrammer in the middle for some reason
>>
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>>2822157
other way back
>>
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>>2822158
>>
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>>2822159
>>
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>>2822160
spooky house
>>
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>>2822162
>>
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>>2822164
>>
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>>2822165
>>
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>>2822170
>>
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>>2822171
>>
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>>2821964
Superior.
>>
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>spoopy Duke3D
>hell imagery and completely pitch black voids surrounding included
>probably no music
'I never knew this was a thing that I wanted' doesn't even begin to make any justice to my actual desires
>>
>>2822184

>My Little Puzzle

nah m8
>>
>>2822186
Here's some gameplay


https://www.youtube.com/watch?v=ZidDb263aTY
>>
>>2822192
scrub pls
>>
>>2822179

What a needlessly snotty reply. There was no need for a reply whatsoever.

>>2822186

Same here.
>>
>>2822186
I always found the game to be a bit spooky as a kid, especially when it'd bug out and I'd get stuck somewhere or anything to do with those fucking sentry drones. Episode 2 gave me nightmares.
>>
>>2822186
>>2822204

How about an Alien TC in the Build engine?
>>
>>2822206

Man, that would be cool.
>>
>>2821985
>>2821994
>>2821998
>>2822018
indeed, i'm disappointed i won't be able to use it as a thread starter
>>
>>2822214

What? Is a watermark really that much of a hassle?
>>
>>2822214

come on my man, we had like three doom pictures in the op with the scanlines/filters meme and no-one gave two shits about them
>>
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This is like the only good pic he took
>>
>>2822245

Come on now, we had like two threads with people throwing around that word and you're going to lash it out on me?
>>
>>2822245

>being angry over words on the internet
>again
>>
>>2822217
i'm looking at the response to the picture, and i'm thinking -- yes.
>>2822219
i used the scanlines picture because i thought it was so over the top that it was funny. if it has reached the status of Old Meme on /vr/, i apologize.
>>
One of the cunty-est maps around?

https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/anightm
>>
>>2822257
>>2822214

We just had a thread named "BRUXAL DOOM".
And there wasn't a single complain or shitpost about BD.

Explain.
>>
>>2822214
>>2821964 (me)

>i'm disappointed i won't be able to use it as a thread starter

i never asked you to do it, i simply wanted to share it in the doom general, that's all.

hey, i'm actually a bit surprised nobody greentexted the >tumblr filename, this being 4chan and all...
>>
SOMEONE PLEASE TELL ME HOW TO GET SPLITSCREEN WORKING IN 3DGE
>>
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What are some thematically good maps/megawads to play with GMOTA? Shit like lost temples and shit. I already hacked through Epic 2 and it was fucking fantastic.
>>
>>2822362
>lost temples
brotherhood of ruin
>>
>>2822312
doom legacy works
but apparently it only gets one axis from a joypad, and aslo don't detect muh d-pad.
>>
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>>2820723
Updated version of Mainframe: https://drive.google.com/file/d/0B8xWmOI7IYl3UFdQdlRLT3BQcnc/view?usp=sharing

>>2820908
I've tried to fix some of the issues mentioned, in particular reducing chokepoints, making them less safe, or making the player fight for them. /vr/ can be the judge on whether I've successfully done so or not. As a consequence of the changes, the opening has become a bit more brutal, so a couple of enemies have been removed and some extra health has been added.
>>
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>>2822362
Try out Castle Nevermore.
>>
>>2822206
There's already several.
>>
>>2822412

point me to the ones in the Build engine
>>
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>>2822328
http://msdn.duke4.net/hotdreamepisode.php
>>
>>2822403

That's a sweet looking map.
>>
Which mods use new enemies, and not just palette swaps?
>>
>>2822702

Depends, are you looking for realm667 content or not?
>>
>>2822024
He's a literal certified autist that will not stop bugging you to use overly complicated code that he has made.
>>
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>>2822387
demo for second version, one death, time 5:49, total 6:54

http://temp-host.com/download.php?file=gg62dy

--

well you killed me, so you've been partly successful!

on the second time i triggered the door and it bounced off my head, which kind of subverted the whole thing.

the rest of the map didn't seem all that different. seemed easier, in fact, but that is likely due to map knowledge. one can only play a map blind once.

good effort. needs more test reports from others.
>>
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>>2822734
2/2
>>
So why is
>>2822307
deleted when
>>2822724
>>2822029
>>2822027
>>2822024
are perfectly fine? >>2822179 I can understand, but...

Thread's been kind of swiss cheese in the past couple days.
>>
>>2822769

not them, but it appears to be that the first three posts were made in a light-hearted way, making a fun parody of other occasions where some folks have made really bad decisions in the doom community

this may not be the best place to hope for an answer, though. you might want to e-mail the staff about it?
>>
>>2822769
if someone didn't report them then usually the staff doesn't see them, they don't actively monitor threads from what I can tell
>>
I bet the Doominati are behind all of this! I'll be a sonovabitch!

Anyway.

>>2822702

Have you checked Demon Eclipse? I must admit there's not a good handful of mods with brand new spritework these days; but at the end of the day it doesn't make a huge difference, in my opinion
>>
>>2822702
Freedoom
>>
>>2822774
>>2822780

That's weird.
Well, no skin off my back, just curiosity.
>>
Is DOOM's closed alpha round 2 going on right now, or is it next weekend?
>>
http://forum.zdoom.org/viewtopic.php?f=19&t=50004

Goodbye, Smooth Doom!
>>
>>2822312
>>2822385
please someone help
doom legacy dont work well with
>>
>>2822917
We'll see.
Did he fix the thing where blood falling into water would make the loudest sound in the history of humanity
>>
>>2822923
>work well with
gamepads
legacy sucks giant cyberdemon balls
>>
>>2822917
>HD weapon pickup sprites and hi-res main item sprites
>Still comes in 3 separated files
>Still no CVARs

DROPPED
>>
>>2822928
>http://3dfxdev.net/edgewiki/index.php/Multiplayer
>To start, create a shortcut to 3DGE and start it with the -splitscreen parameter.
Dumbass
>>
>>2822917
thanks for passing this along.
>Goodbye, Smooth Doom!
i am not sure of that outcome, but we'll see.
>>
Any suggestions for funny WADs?
>>
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https://youtube.com/watch?v=8Q_G2duVgFs
>>
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>>2822917
so yeah

I see he got rid of that fugly shitty plasma rifle sprite finally and went back to the classic one

yay for beautiful doom
>>
>>2822982
It's been ages since I played the last version of Beautiful Doom, but wasn't it the vanilla plasma rifle before?
>>
>>2822982
Sadly the bolt effect is still terrible.
>>2822984
Nope.
>>
>>2822071
I think that's from the betas, from maybe Soledad or Nexus?
>>
>>2822917
Agent Ash is like a bizarro Sgt. Mark that creates quality content, asks for fan feedback, and doesn't condone suicide.
>>
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>>2822917
>HD Pickups
>>
>>2822917
hate to say so but this is kinda shit.
>>
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>>2822917
>no longer requires ass-backwards autoaim settings to run properly
FUCKING
F I N A L L Y
I
N
A
L
L
Y
>>
>>2822917
the trailer is funny. 100% original gameplay! it boasts, while the player is blatantly mouselooking everywhere
>>
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>>2822071
The texture is in Crypt2.utx, called "heptacle" under deco group. There's also similar one in wall group "c_wal19g"
>>
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>>2823117
>it got old
>it just doesn't look good any more
haha, i'm clearly not the target audience for this
>>
>>2822917
>>2823117
>>2823139

Is that really on the trailer? This is SO going to end up well.
>>
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>Game Grumps are playing DOOM live
>Ratio is stretched to hell
>Using keyboard controls
>Moving at snail speed
>Haven't even set up a proper midi device
>>
>>2823163
THEY THINK THAT KNEE DEEP IN THE DEAD IS THE ONLY PART OF THE GAME.

THEY PLAYED IT, THEN DECLARED THAT THEY BEAT THE GAME.

THEN CALLED IT SHIT.
>>
>>2823163
>>2823171
Seems infuriating.
Please tell me someone corrected them
>>
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>>2823176
Nope. They only have subscriber chat enabled, and only about 2 people in chat mentioned it, which they promptly ignored.
Now they're playing some shitty Wii U games.

They literally just said DOOM was a shitty, unsatisfying game, with a boring end, and it was too short.
And now they're playing fucking Amiibo Festival.
>>
>>2823171
This sounds bait-ish.

>>2823176
I guess it depends on how brainwashed (braindead) there fans are. Brainwashed fans lap up whatever their idol(s) say without a second thought.
>>
>>2823183
That sucks.
Hope venting here helped anon.
>>
>>2823171
this is why jon left
>>
>>2823183
why is everyone still surprised at arin's horrible opinions
>>
>>2823163

>go to GG channel out of curiosity
>no vids of them playing DOOM

looks like i got tricked :^)
>>
>>2823223
you missed the multiple posts that said they had moved on to something else.
>>
>>2822447
Thank you kindly
>>
>>2823223
its a stream not a youtube video
>>
>>2823117
The creator has probably guessed that the Brutal Doom audience is bigger and more active on YouTube than the normal Doom audience. I have no idea if that's true or not but it seems possible.

>>2822387
>>2822734
Made a couple of small changes to fix the monster flow in the room above the elevator to further remove the ability to claim a chokepoint. I also made the slammy door turbo instead of fast to reduce the chance of cheesing it.

https://drive.google.com/file/d/0B8xWmOI7IYl3UFdQdlRLT3BQcnc/view?usp=sharing
>>
>>2823223
>>Game Grumps are playing DOOM live
>>live
>vids
>>
>>2823117

Mouselook isn't really part of the mod.

>>2823139

This is pure bullshit, though.
>>
>>2823260
>Mouselook isn't really part of the mod.
nevertheless
>>
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https://www.youtube.com/watch?v=6g-SdK20I9E

WHAT THE FUCK IS THIS
>>
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>>2823281
>>
>>2823281
I had heard about a mapset that expands on Doom 2's original maps to make them gigantic but that colour scheme is disgusting.
>>
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>>2823281
>>
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>>2823281
cantseeshitcaptain/10 - doomworld
>>
>>2823313
>I had heard about a mapset that expands on Doom 2's original maps to make them gigantic
NDCP isn't it, though.
that's NDCP map02, from 2006.
>>
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>>2823281
I don't understand
>>
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why does this remind me of that old maze screensaver of ye olde win98?
>>
>>2823343
Because it really does look like that
>>
>>2822957
Anyone?
>>
>>2823343
what the fuck are you playing?
>>
If I mainly want to play wads should I get the Doom classic pack or just go for the BFG edition on steam?
>>
>>2823013
>>2823121
Seems you're both right, it's from a set of Unreal beta textures that were put in UT99 as "Crypt2.utx"
https://tcrf.net/Unreal_Tournament/Unused_Textures#Crypt2
No wonder I couldn't find it, I was looking in retail Unreal. Thank you very much anons!
>>
>>2823442
Either works, BFG edition wads are slightly edited (which I think there might be patches to fix it) so I'd say go with the classic pack.
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>>2823469 (me)
By the way, I always wondered if this texture was a Doom reference.
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>>2823194
Pretty much. Arin is a fucking idiot and a hack.
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>>2822071
What is this?
>>
>>2822769

I seriously forgot why we hate imx. Like I'm not fucking joking or trying to bait. I remember why we hate other horrible people that used to post here.
>>
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Hey Doom, I remember seeing a video of a wad thats was like a city, but it had fun shit in it like a bowling alley, and a swimming pool it was more of a screw around wad, And i don't remember the name of the video with the wad or the wad itself, anybody here got a clue to what it was?
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>>2823613
Doom Center?
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>>2823613
https://www.youtube.com/watch?v=nVu-c6mVTbI

Yep, Doom Center most probably.
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>>2822917

>BeautyDoom getting an update

Cool!

>that gameplay video

Now that's really unfortunate.

>>2822071
>>2823121
>>2823469
>>2823496

This is a really nice find! I wonder how would these look in the Doom engine.

>>2822024
>>2823585

I don't know or care, but it seems like he's doing just fine nowadays and I'm okay with that; it's all in the past, you know; it would be silly to not let go.

I genuinely wish him the best in his future endeavors.

>>2823613
>>2823618
>>2823620

Hold on, a swimming pool? Where? Was it an easter egg or something?
Thread replies: 255
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