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DOOM THREAD / RETRO FPS THREAD - Last thread >>2849264
(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===

[12-16] Freedoom v0.10 released
https://github.com/freedoom/freedoom/releases/tag/v0.10

[12-15] Turok being re-released on the 17th
https://youtu.be/i9Op9wNphq4

[12-14] Romero recorded some footage of the SMB3 demo the Id guys did back in their Softdisk days.
https://vimeo.com/148909578

[12-13] 32in24-15 is happening right now and will probably be over by the time this news post is published.
https://www.doomworld.com/vb/wads-mods/85065-32in24-15-dwango-unchained/

[12-11] Thanks for the shout-out, @doom_txt!
https://twitter.com/doom_txt/status/675011657949646849

[12-10] GBA DM updated
http://www.best-ever.org/download?file=gba_dm_remakev4f.wad

[12-10] Legends of Game Design 1997 interview with Romero (starts around 25:00)
https://youtu.be/8fqYpWAIL3Y

[12-10] CACOWARDS 22
Sunlust / Erkattäññe / Skulldash / Swift Death / Breach / Valiant
50 Shades of Graytall / Sheer Poison / dead.wire / Return to Hadron
MP: Don't Be A Bitch Remastered / ChaosCore CTF
Mod: DoomRL Arsenal
Jokewad: Selfie Doom
Mordeth: ChaosCore CTF
Mapper: dannebubinga
EspiLA: fraggle
https://www.doomworld.com/22years/

[12-08] NUTS.WAD... for DN3D!?
https://youtu.be/iP2am1tDSGg

[12-08] Scerebi Forest updated
http://www.mediafire.com/download/i40ac6dm61ls8vp/Scerebi_Forest_11.rar

[12-07] Italo Doom: 20 extreme slaughtermaps by Ribbiks/dannebubinga (beta)
https://www.doomworld.com/vb/wads-mods/84966-

[12-06] Anon mod release: Project MSX without custom monsters
https://drive.google.com/file/d/0B5auxSCe-a8eTVpqempDcFRRVFU/view

[12-06] Anon requests Doom4 alpha participants to send feedback.
>>2837886
http://doom.com/en-gb/alpha/feedback
http://doom.com/en-us/alpha/feedback

[12-05] Combined Arms: WIP4 available, feedback requested
>>2835530

[12-05] Anon music release: Doom64-style midis, free to use
>>2835251
https://www.mediafire.com/folder/tnyt7jr0p9sx7/Usable_MIDIs

===

To submit news, please reply to this post.
>>
Valiant
or
Valiant Vaccinated + Trailblazer?
>>
>>2858198

Vaccinated can be run with any gameplay mod, not just Trailblazer.
Valiant by itself is still the truest experience, though.
>>
>>2858209
I wish there was a compatibility patch for smooth doom.
>>
>>2858216

That's what vaccinated is, anon.
>>
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>>2858232
I mean with the rebalanced weapons of Valiant. I think they're great.
>>
>>2858232
But Vaccinated also removes all the custom monsters. I want a sub-version of Vaccinated with same custom monsters so I could use weapon mods with them without hurting the bestiary.
>>
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>>2858237
>>2858238
>>
How do I check what difficulty I'm playing?
>>
>>2858276
in vanilla i'm not sure you can (short of saving the game and looking at the file in a hex editor)

in ports with consoles you can probably type "skill" or some such
>>
>>2858140
>[12-10] GBA DM updated
What is this, anyway?
>>
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>>2858140
Was checking out the Turok steam page and noticed this. Anyone have an idea of what exactly is being "improved"?
>>
>>2858381
My take on it is they mean improved gameplay through better controls. KB+M is a huge improvement over the N64 controller.
>>
>>2858372
If I remember correctly, that mod ports the deathmatch maps from the multiplayer portions of the GBA versions of Doom 1 and 2 into a regular .wad file.
>>
>>2858428
Vanilla Turok already has a pc port with kbm support numb nuts
>>
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Remove doom babby
>>
>>2858529
I'll never understand what the hell the guy who rambles on about "doom babbys" every six or so months is actually talking about.
>>
>>2858529
Someone shop that with Doomguy/demon faces
>>
>>2858549
It's tbqhfam now. Keep up with the times.
>>
>>2858537
I'm not him, but presumably he means young posters who were likely born after Doom's release but still obsess over it because it is old, not mainstream (at least not these days relative to Halo etc), and edgy, all while being typical young 4chan memesters who take little interest in other old games.
>>
>>2858554

that was way too specific for you to "not being him"
>>
>>2858557
Well, I'm not. I have no problem with Doom threads.
>>
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How's this look? I want to add some kinda indicator down along the ammo box that pops up when you equip a weapon to show what ammo it uses, seeing as the particle smasher uses rockets.

Maybe just change the color of the little arrows
>>
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Fuck, too slow with mapping.
>>
>>2858537
Doom babbys guy demystified:
He doesn't like that Doom's still popular/aged well enough for generals when his pet favorite retro game(s) barely get talked about at all. Also aspergers.
>>
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>>2858542
>>
>>2858720
heh
>>
>>2858198
for a first playthrough you should at least attempt to play without gameplay mods, degenerate.
>>
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>>2858757
Once you get to 14 Angrier Archviles, it gets a little iffy if it's possible to do that shit without savestates.
>>
What games don't require an IWAD? like Adventures of Square.
>>
>>2858785
look for standalone TC (total conversions)
>>
>>2858140
couple of new versions of Beautiful Doom:
https://www.doomworld.com/vb/post/1533745
and the post before it
>>
>>2858785
>>2858802

http://doomwiki.org/wiki/Category:Fan-made_Doom_games
http://doomwiki.org/wiki/Category:Total_conversions

unfortunately the former is two categories lumped together, it also includes stuff based on doom but entirely different games like doom rpg or doomrl. so you have to cross reference with the latter.
>>
Not Doom related, but can anyone recommend some good Quake singleplayer campaigns/map packs? Vanilla enemies and guns and such, no mods. I'm itching for more Quake, but I've seen enough of its levels already.

Hardcore but manageable difficulty is always a plus.
>>
>>2858810
>Not Doom related, but
you don't need to write a disclaimer -- this is the retro fps thread. :)

as for your question all i can suggest is to look up the quake map jam, it gets posted here sometimes.
http://www.celephais.net/board/view_thread.php?id=61200
http://www.celephais.net/board/view_thread.php?id=61203
https://www.quaddicted.com/reviews/retrojam4.html
>>
>>2858554
I'm younger than Doom, and thanks to a friend I found this game and well, Doom and classic shooters in general became my genre of choice. I guess you were talking about the dudes who only play Brutal Doom though. I can understand that.
>>
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Dopefish was in the DOOM E3 reveal and no one even fucking noticed.
>>
>>2858906
How come there's so much fan service and the actual gameplay is generally too slow?
It seems as if the developers want to make the game more old school, but execs much be holding them back.
>>
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>>2858610

Well I had some people mention how tiny the HUD is, so I changed the resolution within the SBARINFO to scale it up, but people play on smaller resolutions it's gonna suffer from the same issue as GMOTA where the HUD is fucking huge

Fuck my life I can't into SBARINFO at all.
>>
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>>2858926

and this is the said result of shrinking the screen down.
>>
>>2858762
>>2858757
Valiant is great and all, and my only problem with it is that it treats most encounters as trap encounters with no time given to assess the situation. It becomes more true as the WAD progresses, and apparrent that it was designed with such intent, as almost always you are given full replenishment on needed resources directly before/after the confrontation. Given that the balance is pretty tight and any mistake leads to death it soon becomes a trial-and error run with intense savescumming after/before every encounter.
At least that's my experience with it.

>>2858926
>>2858939
Wasnt there an option to scale/not scale the statusbar in the game options? How does it work with SBARINFO defined values?
>>
>>2858945

I have no idea, honestly. I'm pretty clueless with SBARINFO shit and the wiki is useless here due to inaccuracy and misleading information.

So I might have to just leave it broke.
>>
>>2858906

Just because it's a Doom game doesn't mean it HAS to play like the classics. It can be a good game even if it's slow. Quake was slow(er) and it was still amazing. Also, it's not the execs, it's the consoles that's holding the game back.
>>
>>2858912
maybe. at the very least somebody seems to think putting lolinternetmemes into games translates into sales
>>
>>2858954
>Also, it's not the execs, it's the consoles that's holding the game back.
I don't believe that for a second.
Randy Pitchford blamed Duke Nukem Forever having a two weapon carry limit and shit combat on "console limitations", and it was by far one of the worst shooters I've ever played on that console.

Mind you that I played Duke Nukem 3D on that exact same console and the controls and gameplay translated perfectly.

I will NEVER not think about blaming execs, it's absolutely possible to make a fun shooter for modern consoles, it's not an excuse.

That said, I'll reserve judgment until I get to play the actual game, the single player looks much better than the multiplayer.
>>
>>2858757
I don't care much for gameplay mods and I'm going to load it up with one now just to piss you off.
>>
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We all know (and lots of people love) Samsara - an idea that lots of 90's fps heroes come together in the world of DooM.

In the end of 2011, before I even heard wind of that wonderful mod I had an idea of my own - an idea about a heavily story-driven Doom mod that while being ots own thing pays homage and incorporates parts from other oldschool FPS. I actually wrote down some of the weapon, enemy and map design ideas into the notebook and completely forgot about it until I unearthed that notebook recently. Back then I wanted to study mapping and stuff, but real life got in the way and I never got down to it. I doubt I will now, but I can share some of my ideas if you guys would like to hear them.

The thing got a title "A Day Before Apocalypse" and the basic premise goes like this: the universe (with lots of different worlds) is getting devoured by the being opposite of Demiurge - the Unmaker, and the demmons worship it as their deity and leader. The only way to kill it and prevent it from eating every other universes as well is to destroy this one along with him while he is inside of it, and the process of this destruction has already been initiated.

Protagonist is a nameless warrior who somehow got involved in this destruction of the world, and now he has 24 hours to reach the chaos gate where he can jump from this universe into the next one before it gets destroyed completely.

He travels through various dimensions including worlds of Doom, DN3D, Strife, Quake, Heretic and Hexen, as they crumble around him and getting more intervined (like part of a Heretic level "bleeding into" a Duke Carribean-themed world, or modernised (aka not from Wolf3d but from later WW2 themed mods) Wolfenstein nazis accidentally summoning demons from Doom) and enemies from different worlds fight each other and the protag.

Also minor RPG elements.
>>
>>2859015

So are you gonna make anything with this, or...?
Ideas are a dime a dozen, mate.
>>
>>2859015
>modernized Wolf nazis
Sorry man, lost me right there.
I want to see a whole bunch of Wolf 3D SS's running around a Wolf 3D level that's slowly turning into a DOOM level, fighting off demons and Duke aliens.
>>
>>2859015
Map Ideas include:
A starting Hexen-like village+castle level with puzzles that actually make sense (like hacking down a cracked door with an axe) or getting a scroll with anti-barrier spell in a castle library and gathering ingridients dispell a barrier that leads to the dungeon.

Aforementioned Nazi level with Doom demons and Hexen monsters hunting down Nazi and each other

Obligatory Train level (based on Blood/DN) with a twist: A huge Cacodemon blows one train car after another (player can interrupt his charge by shooting it in the mouth)

A void race-like-level with invisible wall moving from start to finish - if it touches the player, a Giant Cyberdemon blows the level up. (Cyberdemon being a part of the skybox)

A map on the moon with base and mutants (DN3D) , that ends with Moon being blown up to bits, followed by a shmup level where player flies from moon to the earth while shooting demons that spawned before/behind him (invisible conveyor belts and Heretic-like wind to simulate the fall)

A multi-floor tower that incorporates designs from various worlds, and every floor rotates in a certain way (one of seceral, determined at the start) with clues on what's the current position of the floor player is in. Some secrets and places are only accessible if player figures out the way tower rotates (he has to manipulate tower in a certain way).

and lots of other different stuff

>>2859028
Sorry, ideas are all I have and I doubt I manage to find time to learn mapping and actually make it (even if I will the level of implementation is obviously wont do any of these ideas justice), so I figured I'll lay it out at least somewhere, otherwise it's all going to complete waste. Here, theres at least a minimal chance somebody would see something interesting in any of my ideas.
>>
>>2859057

Fair enough, I suppose.

I tend to hold very little stock in idea dumps outside of personal relevance, but who knows. All you need for an avalanche is to throw a pebble, or however that saying goes.
>>
>>2858912
>How come there's so much fan service and the actual gameplay is generally too slow?
Semi scripted demos and shitters playing on consoles isn't really a good indicator of game speed, we shall have to see.

DESU I think ledge mantling is a brilliant idea. Hate the "loadouts" in MP though.
>>
>>2858785
Action Doom 2, Harmony, Return of the Triad and Freedoom come to mind
>>
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>>2858906
too subtle
>>
>>2858757
I played the first two episodes on Vanilla.
The weapons were REALLY not good enough to be fun for the kind of ratio of monsters the game throws at you. In my opinion anyway. I frequently found myself WAY too short on ammo at most times. It was just frustrating.

And it's a shame because I really like the custom monsters of Valiant and wouldn't have minded to just swap out the weapons for better ones to make the gameplay more fun. The maps were gorgeous.
>>
>>2859106
Just play on a lower difficulty nigger
>>
>>2859084
The new movement mechanics are cool and the greater freedom of movement for both the player and monsters will help the game feel more alive, but the general movement in the alpha didn't feel good to me. Loadouts are certainly a bad idea if they want to give map tools, it will end up restricting the types of styles of map people can create.
I'm just waiting for them to announce a proper set of mod tools, then I'll get it.
>>
>>2858906
>no one
It's been brought up before, earliest mention I see of it is June 20th.
>>
>>2859117
>map tools

Hey you can create anything you want with these 3.5 pre-defined rooms and loads of boxes!
>>
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>>2859125
that's exactly why I'm waiting for them to announce a full set of mod tools.
The game files were not readable like WAD or PK4 files, so I'm not sure what freedom we'll get without tools.
>>
>>2858906
I am really irritated by this. Clearly someone said "haha we need a dopefish reference" and then one of their just-out-of-school artists went and googled "dopefish" to figure out what it even was and then put it on a texture.

The entire point of inside jokes like the dopefish is that they are an INSIDE JOKE - one person putting in something that they know about, so that a few other people who also know about it might see it and laugh. Once it has been documented and becomes widely known, it's no longer an inside joke, it's just a pop culture reference. Putting in a dopefish in 2015 is not even fanservice because no one actually gives a shit about the dopefish. It's a simulacrum of fanservice. You're supposed to see it and go "haha the dopefish, I remember reading about that inside joke, very good" and feel smug that you "got it".

It's the same sort of laziness that animates Doom 2016, and really, most of pop culture today: the notion that if you reference an old thing people liked often enough, the thing you are making can leech credibility off of it without any of the hard work of making an excellent, memorable thing that people organically decide is worthy of that sort of credibility.
>>
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>>2859147
>>
>>2859153

He's right though, you peckerhead.
>>
>>2859153
You haven't seen edge if you think that's edgy.
>>
>>2859147
You're just mad that you're not some part of dopefish elite anymore.
>>
>>2859160
Most people here don't even know what edgy means.
>>
>>2859194
Could've at least modified it to be doom-themed.
>>
Which Doom 1 and 2 maps had the best secrets boys? E1M3 and E1M5 are my favorites, but I am merely a pleb.
>>
>>2859116
I played on easiest.

The weapons are improved upon, but they're really not good enough for the kind of slaughter the author puts you through.
>>
>>2859230
I guess it just comes down to what level you're comfortable playing on.
I finished the first two chapters on HMP without too much trouble, but 3 was a little too much for me.
>>
>>2859147
I suppose this is one of the reasons why I've been so bleh on the new Doom. All of the throwbacks and references seem mandated, just thrown out of the way arbitrarily instead of worked into the game.

I think it would've been really cool to have the weapon permanently centered instead of off to the side, maybe a little hi-res holographic face looking around left and right. Building the core display and mechanics around the original.
Instead it's little references, cursory nods. Oh, the menu music is like E1M1! But it doesn't really sound like Doom music. Oh, there's a dopefish! But why? Oh, the invisibility sphere looks like the old Doom one! So why does nothing else look like Doom?

It all feels very forced and arbitrary.
>>
>>2859230
it's not 'slaughter' by any stretch of the imagination. unfortunately, you're just a terrible, terrible player.
>>
Hey guys, sorry for the absence, I've been sick for about a week and half. No fun. Do we have any new levels besides Mainframe and Buttghost (which still isn't finished)?

By the way, about that conversion of a Sgt Shivers map that someone said a thread or two ago that I knocked back - I did that because it was an unauthorised conversion and I felt iffy about the ethics. If Shivers is cool with it then I am. Or am I being overly restrictive?

And anyone have any WiPs they'd like to show? I have a very early stage map (Antigravity Testing) based on self-referencing sectors to create Plutonia-style invisible bridges.
>>
>>2859291
>Do we have any new levels besides Mainframe and Buttghost (which still isn't finished)?
Nope, which is amusing to me considering the people saying the previous theme was "too hard" and that there would totally be more mappers for a "simpler" project.
>>
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>>2859291
sorry to hear about your illness.
i've made one room so far, and aside from an exit door it is completely untextured.
http://temp-host.com/download.php?file=ny47hd
>>
>>2859241
I started on HMP, then stepped down a notch for the second episode because it became batshit immediately.

>>2859286
>lots of enemies with little breathing room
>not slaughter
It doesn't have to be Hell Revealed or Alien Vendetta to be slaughter.

I was playing on easiest on the second last episode and the first map has you immediately being chased by two cyberdemons (amongst hordes of other monsters), along relatively modest arenas.

Yeah, I made it, but it was all just incredibly frustrating, it didn't feel like a triumph, it felt like "Thank FUCK that's over", it felt like it forced me rush through the map without leaving me the room to appreciate it and take it in.

Map 31 was full on slaughter (and one of the few instances where it actually got me to enjoy slaughter, I will admit). Plutonia 2 was easier than the start of that map.

Speeding up the chaingun and pistol doesn't really make up for imps with double the volume of fire, or tight amounts of health and ammo.

>unfortunately, you're just a terrible, terrible player.
Maybe you just need to actually balance easy for easy, Skillsaw.
I've played secret levels by Team TNT that were balanced better for easy.
>>
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https://www.youtube.com/watch?v=2_IgaaVK-CM

This is a pretty good thrashing Genesis style E1M1 remix
>>
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Any news on the Berserk Mod?
The last thing i saw were some sprites of the Dragonslayer and Crossbow
>>
>>2859369
>Maybe you just need to actually balance easy for easy, Skillsaw.
>Someone's defending the map, it must be Skillsaw

You're a dumbass.
>>
>>2859384
Doesn't matter if you're him or not, it's directed at him.
>>
>>2859396

Ah. Well, my mistake, then.
>>
>>2859384
>greentext
>greentext
>You're a dumbass.
you need a new schtick mate. this one is worn out
>>
>>2859382
heh you're still around.
i don't recall it being mentioned since the last time you asked i'm afraid.
>>
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I'm gonna dump some Doom shovelware covers.
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>>2859430

>that concerned glance shared between demon and doomguy
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>>2859441

>that stormtrooper-ish doomguy

Come to think of it, has anyone glossed over these for resources?
>>
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Has anyone played these?
>>
>>2859448
I've heard these packs are usually composed of mods downloaded off the internet and then sold for money, without permission obviously.
>>
>>2859450

well yeah but back in the day they were probably godsends for nosepicking kids that didn't have easy access to the internet.
>>
>>2859454
That's true, seeing as the internet wasn't as widely adopted as it is now.
>>
>>2859454
that weird time after CD-ROM drives but before broadband internet
>>
>>2859375
fuck me, I actually like it
>>
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>>2859430
>>2859438
>>
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>>2859198
What the fuck did you just fucking say about me, you demon bitch? I’ll have you know I graduated top of my class in the Marine Corps, and I’ve been involved in numerous secret raids on Deimos, and I have over 300 confirmed frags. I am trained in dwango warfare and I’m the top deathmatcher in the entire UAC forces. You are nothing to me but just another pinky. I will frag you the fuck out with my SSG the likes of which has never been seen before on Mars, mark my fucking words. You think you can get away with saying that shit to me over the LAN? Think again, fucker. As we speak I am contacting my secret network of spies across Phobos and your IP is being traced right now so you better prepare for the BFG, maggot. The BFG that wipes out the pathetic little thing you call your life. You’re fucking dead, impy. I can be anywhere, anytime, and I can rip and tear you in over 666 ways, and that’s just with my berserker hands. Not only am I extensively trained in unarmed combat, but I have access to the entire arsenal of the UAC Marine Corps and I will use it to its full extent to frag your miserable ass off the face of hell, you little shit. If only you could have known what unholy retribution your little "trash-talk" was about to bring down upon you, maybe you would have held your fucking tongue. But you couldn't, you didn't, and now you're paying the price, you agitating skeleton. I will dynamite all over your spinal cord and you will dig it. You're fucking dead, Cacokiddo
>>
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It's fucking dark in here!

I'm liking Hellbound so far, but damn, is it constantly this dark? Like, I can't see my own feet in front of me (figuratively), it's that dark. Doom 3 wasn't this dark.

>>2859375
Start is a bit weird, but the beat is really good, like a slightly sped up At Doom's Gate, gets you fucking pumped.

If only the 32X port sounded like this, it would have been a much more clear cut winner over the SNES port. Say, could one make a romhack of the 32X version and make the music not suck? I know the hardware is capable of better.
>>
>>2859494
Yo, aside from finishing the mappack you're playing, why you using the Old version?
>>
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>>2859449
afraid not, and I haven't played this either, but

THIS FUCKING COVER

I

I can't
>>
Are there any decent addons for Samsara? I remember Kyle Katarn being pretty good, but are there any other?
>>
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Finally some fucking lights!

>>2859505
Because I had made a bunch of changes and 'fixes' and couldn't be bothered to do them all again to the last versions.
>>
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>>2859539
Also: favorite multiplayer mods?
>>
>>2859539
katarn is pretty much it
extra heroes is retarded bloat, resurrection is hideous as hell
samsara monster mixer is okay but slow as fuck to update
>>
>>2859517
When do we get a WAD that just replaces Doomguy's sprite with Doomguy rolling around in an office chair?
Like, he uses his tippie toes to scoot the chair around, and it's just Doomguy flying around in an office chair blasting the shit out of Demons.
Imagine that shit in multiplayer co-op with like, 20 people.
>>
>>2859570
I always get excited when I hear that someone's starting a Whodunit server, even though my internet is invariably too shit to join in.
>>
>>2859610
Alright then. Katarn it is. That's a shame because Leonard from RNR, or Lo Wang would've been pretty nice.

>>2859618
Me too, but /vr/ hasn't gotten together for one in a while. At least not that I've noticed.
>>
>>2859629
I thought a guy had been doing servers recently? I hadn't been able to join because of the aforementioned shit internet.
>>
>>2859632
Oh maybe. I've been coming to the threads a lot more sporadically recently, and haven't hopped on the IRC in a long time.

I was asking about samsara addons because I was thinking of hosting some deathmatch sometime down the line, and was hoping to host some less-played games (idtech or not) as well.

There's a whodunnit server up right now, but I dunno if it's /vr/ related or not.
>>
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oops i posted the wrong image i didn't mean to post somemong sorry
>>
>>2859408

I don't post for your amusement.
>>
>>2859117
>Loadouts
I really hope they have a "Classic" mode or something. I played a bit of the Alpha on PS4 and I loved it, with the exception of fucking loadouts.
>>
>>2859924
Was it a slugfest as shown in the leaks or it's just the leak players were slugs themselves?
>>
>>2859967
It seemed pretty fast paced to me, if that's what you're asking. Granted, I don't really play Arena shooter multiplayer games that often. I mean, it's not quake or original doom multi or anything, but it's faster paced than most other current multiplayer shooters I can think of.
>>
What are your favorite single map wads?
>>
>>2858443

Not exactly its a remake that fixes a lot of problems the original maps had.

Its pretty cool
>>
>>2859517
that's the best one. i was hoping you would post it
>>
>>2859974
Blastem2
blastem2.zip (180 KB, 2000-10-14) - Russell DD Pearson
https://www.doomworld.com/idgames/?id=10908

UAC Experiment
uacexp.zip (133 KB, 2000-11-07) - Hellbent (Jason Root)
https://www.doomworld.com/idgames/?id=10942
>>
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heh, weird coincidence
>>
Decided to finish this drawing. Can't believe it took two days to do this stupid shit.
>>
>>2859615
your forward run speed would be severely reduced, but you would be able to kick the floor and fly backwards at speed. naturally your guns would cause the same. being hit sufficiently hard would make you fall out of your chair, which would translate in-game to a reduced view height for a second while you get back up.
>>
>>2859282
>man how cool would it have been if they had copied everything from the original game, even the most nonsensically, redundant, superficial shit all at the expense of novelty
get in line
>>
>>2860089
https://youtu.be/elA4kE_lkiQ
>>
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ALRIGHT EVERYONE, SHOW ME YOUR QUAD DAMAGE FACE
>>
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>>2860098
>>
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>>2860098
>>
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>>2860098
>>
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>>2860098
>>
>>2860089
aka: the complete opposite of what he said
>>
>>2860098
>>
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>>2860098
>>
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>>2860098
>>
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Well, hey, if you want.

https://www.youtube.com/watch?v=vaSNRhnM6zo

Doomguy2000 continues to cry in his quest of "exposing the truth", says anonymous reviews are disabled (they aren't) and cries censorship (it isn't).
>>
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>>2860193
>caring about community drama
>>
>>2860193
Autists are autistic, this is nothing new or surprising.

>>2860194
It's relevant inasmuch as Nambona inevitably coming in for damage control, but that's about it.
>>
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>>2860098
>>
How long do you guys usually spend playing a megawad?

It can take so long for me to finish even a single level (I just spent somewhere like an hour on Sunlust MAP05, and probably a half-hour to an hour on the map before that) that it takes a long fuckin time for me to finish a full 32 maps, if I even finish it at all.
>>
>>2860213
It can take me a week or a few days, that's if I don't get distracted and play some other megawad and never finish
>>
>>2860225

Solidarity, brother.
>>
>>2860213
i can spend years on a megawad. i have to beat every map from pistol start to 100% on some skill level without saves before i can call it done. i have a text file to keep track of it all.
>>
>>2860229
I play everything UV pistol start with no saves, so I usually burnout on a wad before I see the end of it.
>>
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>>2860098
Looking at it now the Q2 quad damage effect is hilariously primitive, but it makes it damn clear what's up for anyone unfortunate enough to run into you.
>>
>>2860236
i have two tricks to get around this problem.

1. use savegames until you've learned the level, then re-do it with hindsight. stuff is easier when you know where to go, what triggers traps and what the consequences are, where secrets are, etc.

2. randomise the map order. if you get stuck on a map, do a different one. since you're doing each map from pistol start, the orider doesn't matter.

for example i am doing plutonia 2 like this

doom2 pl2.wad -iwad plutonia -warp $(awk '$1=="pl2" && $3 != "u" { print $2 }' ~/text/wads | shuf -n1)

which picks a random level from the wad that i haven't marked in the file as beaten on UV yet.
>>
>>2860193
That is the voice of someone who does not talk to people very often.
>>
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>>2860227
>be me
>go for some multiplayer fun in zandronum
>tfw only brutaldoom server is COOP
>no survival brutaldoom
>no survival with based rga
>no survival with based proyect msx anymore
>no DM with any mod
>only complexmeme servers with either the same mappacks
>lagged af makes shit impossible to play at complexmeme decently
>tfw complexmeme maps have 300 monsters and have to wait literally 10 minutes to play and get dunked again by some 1hitkill monster and cant evade 'cause of lag
>tfw im in a fun server but suddenly ppl leave
>stop using doomsekeer for months
>repeat
>>
>>2860247
The "use saves to rehearse a level" is good advice, though I'd have to condition myself to start doing that.

I don't know if I entirely agree with randomization, though. Even though you aren't carrying anything between levels, I think megawads are still designed to have an intended difficulty curve across the levels. I'm playing Sunlust right now, and the designers explicitly state that the difficulty doesn't really ramp up until after the first episode.
>>
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>>2860098
>>
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>>2860253
i said this last time but he sounds like an angrier version of omegalore

what i want to know is, if he is that guy from the video who looks like a 14 year old with a soul patch, then who is the guy on this title screen?
>>
>>2858614
looks really complex desu :)
>>
>>2859430
looks like a chinese counterfeit game lol
>>
>>2860193
This guy really hates doomworld, huh.
>>
>>2860213
Depends on how long the levels are, and how often you die.
>>
>>2860128
>he
sure.
>>
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>>2860463
>>
>>2860213
For me, Sunlust's first 10 levels doing pistol start were all around a half hour ordeal. After 10, it was about an hour per map. I stopped trying to no-save at that point, as well; there are a lot of encounters after map10 that feel like slamming into a brick wall repeatedly until you just barely pull through and I think I'd go crazy if I tried to finish those encounters having to replay the level every time. So, fair warning if you do end up trying to no-save.
On a less difficult megawad with average-sized levels, I take about 10-15 minutes per level.

>>2860093
Is this just a weird way of agreeing or are you trying to say that aside from the increase in speed, what this video changes isn't superficial?
>>
>>2860510
it is an "i saw this video and thought it was cool"
i may have misread the posts and replied to the wrong one. sorry.
>>
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>>2860510
Fuck Sunlust and its autistic trial and error combat and secret-finding.
>>
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>>2860581
>You have to archvile jump out of the map
>>
>>2860624
scythe 2 does that too but it has the good grace to not mark it as a required secret for 100%.
>>
>>2860193
>says anonymous reviews are disabled (they aren't)
anonymous reviews are in fact disabled.
>>
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>It's a Jerk round
>>
Guise, are Master Levels and Final Doom worth playing?
>>
Which weapon do you think it's better than the BFG? I'm talking about standard Doom weapons.
>>
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>>2860193
https://www.youtube.com/watch?v=3ucXQ6SamLE
>>
>>2860194
But it's funny
>>
>>2860681
there's no one answer, it depends on the situation. sorry for the boring reply!
>>
>>2860707
(continued) the best weapon kills the monster that is attacking you, minimising the damage you take in doing so, and minimising the cost of resource usage.

often the answer is the super shotgun, because its ammo is very cheap (shells are usually the most common type of ammunition in a map) and it kills a lot of things in one or two shots.

other times the answer is the chaingun, when facing a large number of low-health opponents, again since its ammo is cheap.

other times it is the plasma gun, because although plasma is expensive it kills even sturdy enemies very quickly, and usually keeps them pain-stunned before death, preventing return fire.

i could go on but this is enough
>>
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>direct Turok port on Steam
>20 bucks
>>
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>>2860727
Better wait for the holiday sales i guess.
>>
>>2859419
What a shame, i hoped there would be news of it by now
>>
>>2860680
Plutonia is cool. Evilution is mediocre but occasionally good.
>>
>>2859974
Anything by Lainos.
>>
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~modern mapping~
>>
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feel the rhythm
>>
>>2860789
>Evilution is mediocre but occasionally good
i would say at least half of evolution is cool
>>
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>>2860883
>>
>>2860859

Yeah, Sunlust is cool.
>>
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>>2859291
I'm almost finished with my map; it's a medium-sized map, I take 10-12 minutes to get through it. I make a lot of use of barons so I try to make it somewhat difficult.
>>
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the /vr/doom megawad club plays: h2h-xmas

map19, another dm area with monsters, pretty good fun
>>
>>2860901
haha
>>
>>2860901

THEY CALL ME PHOBOS PETE

I'M KING OF THE DEMON BEAT

WHEN I SHAKE MY MARACAS THEY GO CHIK CHICKAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
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>>2860901
>>
>>2860883
>>2860901
These go so well with
>>2860686
>>
>>2860098
>>
>>2861069

No, and you're a dumbass.
>>
>>2861069
https://www.doomworld.com/vb/post/868002
>>
>>2860727
Not a direct port. They completely redid the engine, and actually modified the level design a bit. New areas and altered ones alike. Ontop of that is the improved controls and visuals, even if the game is trying to remain as authentic as possible with the assets, among other things.

The platforming isn't as shitty as it used to be.
>>
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>>2861146
Playing it now. It's good.

BTW didnt NightDive basically took almost ready Turok EX and got all the credit for it? I dont see Kaiser mentioned anywhere (or any credits at all for that matter, only a shitty video at the start)

Shame you can only move the fog 2ce as far, but not remove it completely - I always hated it.

BTW what's the difference between difficulty modes? Are there new enemies or just the old ones are being made into bulletsponges? I dont remember Turok 1 even though I played it. What was changed in EX regarding the original?
>>
kikedive can go fuck themselves
>>
>>2861192
Far as I know, Kaiser joined Night Dive and got their help in finishing the port.
>>
>>2861207
fucking sellout
>>
>>2861192
>>2861207

Even if Nightdive is basically nicking all of Kaiser's work, it's good to see the guy is finally still getting something out of his hard work.
>>
>>2861204
>>2861213

are you just shitposting for fun? Don't you have anything better to do?
>>
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>>2861207
Are you serious? Jesus, what a fucking faggot.
>>
>>2861226

You're a dumbass.
>>
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Goddamn that was too many cacos at once. Got hairy later but I did it, thank fuck for choke-points and explosives.

It was pleasantly bright for most of the level, hope I'm not going back underground again.
>>
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>>2861230
>>2861220
>>2861219
>Trying to sell the game for 20$
>Something that was going to originally be free
>Minimal work done
>Kaiser quite literally taking sellout to the next level by handing them something almost entirely done, just so he can rake in some bucks
There's nothing good about this.
Nightdive are faggots for trying to sell this shit for 20 bucks, and Kaiser is an even bigger shit face for shilling out.
>>
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>>2861146
Good to hear. Loved the hell out of Turok, eager to play it again.
>>
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>>2861239
Of course the exit is underground, and going deeper down.

Of course.

I wish I had a flashlight.
>>
>>2861240
>company who owns the rights to the product gets to monetize it
wow it's like hearing the backlash against companies putting ads on related youtube videos again
>>
>>2861240

Doesn't seem like minimal work done to me, though I feel like it should have been for 15 bucks. Either way it feels like you're being overly angry over this for no reason.

What if the other option was to get a C&D and have his work thrown out? Maybe Kaiser wanted to see this project finished and out to people, Turok was a good fucking game severely hampered by shitty hardware, and from my understanding the game's gotten a fairly expansive overhaul for this PC port.

Good for him I say, I hope he and Nightdive do the same for Turok 2 next.
>>
>>2861251
>wow it's like hearing the backlash against companies putting ads on related youtube videos again
You literally just tried to prove yourself right by posting something that proved why they shouldn't be allowed to do this shit.
>>
>>2861251
i couldn't care less about the games, the problem is now we will never get the source to KEX engine, which is a huge loss for the community
>>
>>2861263
lol nah
if you honestly think remaking a sold game from the ground up for free would go without corporate intervention, i don't know what to tell you senpai
>>
>>2861239
>>2861245
i dont recognise the map, what is it?
>>
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Posted this on another forum but im gonna post it here aswell.

I uploaded a 3DFX filter shader to simulate Voodoo2 GPUs, it can be used with Turok (or any other OpenGL/DirectX game)

All you need to do is have ReShade renamed as opengl32.dll on the game's directory and place the FX file.

https://mega.nz/#!IBcEFRbZ!wBH0BGhLk0jvbmyCzEPnGZa04x9TbmnKdcGIbVA79B0

I also have another suite with more effects (2 VHS/CRT ones and a DOS software effect one along with the 3DFX one), however, im not sure if i should post it since it include parts of a Unity asset, but you can always ask for other contact methods for that.
>>
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Dr.Malcolm?

I'm UAC.
>>
>>2861338
Uh, you don't get to bring team mates.
>>
>>2861321
The original cool arrow and crossbow in vidya.
>>
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Is there a way to select which sprites get billboarded? I generally like not seeing enemies go flat with freelook, but trees and pillars just look like shit with x/y billboarding on

I mean I guess I could just turn freelook off but so many modern wads are designed with it in mind that I'd rather not
>>
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>Walk into infirmary
>dead body gets up from the slab and walks towards me
>bloodslime creatures gate in through pile of guts
SUAB is cool like that.

>>2861278
Hellbound
>>
>>2861363

If you edit the wad you're using, you can put +FORCEXBILLBOARD or +FORCEXYBILLBOARD on them.
>>
>>2861363
when samurai attack
>>
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>come into gateway room
>it's already a mess, dead bodies and gore everywhere
>hordes of monsters starts gating in through the portal
>dead bodies start getting up from the floor too
>think you've worked off most of the horde
>more gate in
>more dead bodies start moving
Jesus christ how horrible.
I didn't think this room could become even MORE of a mess than it already was when I got there.
>>
>>2861015
ITS TNT EVILUTION BABY
>>
Should I even bind jump for single player WADS? I haven't encountered one yet where it seemed like jumping was expected.
>>
>>2861418

some gameplay WADs make use of jumping in unique ways, Demonsteele has double jumping and GMOTA has a few unique attacks when performed in the air.

Combined_Arms does this too with the kick
>>
>>2861418
I have jump and crouch bound just in case theyre needed, but I never use them. It's also fun to see if you can cheat the level design on repeat playthroughs
>>
>>2861418
If the map you're playing isn't made specically for Zdoom, you don't need to jump.
>>
>>2861418
Depends. If the maps are more Boom/Chocolate oriented or focused, then odds are they won't have jumping. ZDoom-based mapsets are more likely to have it, though, and Hexen had jumping in the first place so no foul there for what few map wads exist for it.
>>
ready up for filename

I'm aware the HUD is shit/nonexistent and the action doom sprite needs a replacement
>>
>>2861448
>uac station 13

I'm interested.
>>
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>>2861483

I need to update this map for the 3rd/4th time so far, but things are far more organized this time, so. Trying to get enough of the more famous weapons/items implemented before testing. It's gonna be fun replicating the autistic health system.

On that, any modders got any experience with how reliable the DECORATE user vars are? Better to jury-rig things the oldfashioned way with lots of inventory/custominventory actors, or are they actually useful?
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>>2860961
map20 was a hotel that was far too symmetrical, but otherwise pretty good, due to having masses of ammo, space to move, and things to shoot at.

map21 is the classic e2 crate maze with moody lighting.
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>>2861448
please confirm/deny inclusion of clown
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>>2861502
that looks fun to explore
it's for zdoom though?
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>>2861514
>moody lighting.
(not pictured, because i had light goggles on)
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>>2861515
>>
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>finally get out on ground level again
>it's a dark and dank forest
aSdafasdf!
It's too dark dammit!

>>2861418
I like to use ducking and jumping for tactical reasons.

Sometimes if you're surrounded, it can save your ass to 'climb' up on the heads of monsters and walk on top of their heads to get away from them.

Sometimes you can duck down to avoid getting hit. Sometimes you can jump up to avoid getting hit by a low flying projectile.
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I HOPE I START A FUCKING FOREST FIRE
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>>2861523
I played through hellbound last year, it's a great mapset but holy shit it's dark

it also gets a little too slaughter-wadish for my taste near the end
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A cabin, eh?

>>2861549
Some of the slaughter is alright
(someone said Hellbound wasn't slaughter at all, and it isn't all the way, but you're expected to handle a lot of hordes).
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Holy shit this is awesome! It's a cabin siege, like in Resident Evil 4, but way more terrifying monsters!
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Nyaeergh, my eyes!
EAT 40mm!
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Hehehe, what an mess!
*SNAP* *CRACKLE*

I don't like mass slaughter gameplay, but Hellbound kind of does intermittent slaughter the right way for the most part.
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>>2861593
That was probably my favorite part in the entirety of Hellbound.
>>
>Download one version of Descent
>Everything is going at autistic speeds
>Shit is rediculous
>Decide it must be a bad download
>Grab another one
>Now everything is going at bullet time levels of slow mo
Anybody know how to fucking fix this?
Keep in mind, I'm being a massive faggot and using DOSBox to play.
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>>2861631
You fix it by using fucking Gzdoom or some other source port, you weird dweeb.
>>
Looks way better than the Doom movie 10 years ago
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>>2861640
>descent
>gzdoom
You're dense, anon.
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>Two Granfaloons at the same time
Jesus Christ they will never NOT be horrifying.
(one of them dropped a Railgun so it was totes worth it tho)
>>
>>2861631
By "versions" do you mean copies of the game or a different sourceport?

My Descent source port of choice is d1x-rebirth (or d2x-rebirth for Descent II). I believe there is an option in the Descent config files to actually change the game speed, much like what Prboom-plus has for Doom.

Also could be a DOSBox issue, game speeds can be inconsistent depending on your CPU Core and Cycles settings.

Don't have the game installed at the moment, so I'll reinstall it and see if I can help. my copy of Descent I and II is from GOG, but before I grabbed that, the one I would use was from Emuparadise. It was labeled Descent Destination Saturn (1996) iirc
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>>2861714
By "versions" I mean literally the same game, just downloaded from some different places.
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>>2861721
Just fired up descent using D1x-rebirth.
Guess I was wrong about the config option to change game speed, my memory failed me I guess.

Sounds like a DOSBox problem after all.
I would use a sourceport instead, but if you really want to use DOSBox for whatever reason, I would change the [cpu] settings in dosbox.conf.

I usually just have core=dynamic and cycles=max because that works well most of the time.
If your settings are already similar, change to a fixed cycles count like
cycles=fixed 25000
or something. May need to fiddle with the number, as the performance increases from system to system.
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Have to say, I really am liking Hellbound so far.

Still too dark a lot of the time. I mean, I get atmosphere and all that, but it's not quite getting broken up with light as much as it needs to.
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>>2861762
Honestly, i'd go get a flashlight mod if it really is problematically dark.
http://forum.zdoom.org/viewtopic.php?f=37&t=37763
>>
https://my.mixtape.moe/gwykcl.webm

My desire for variety will be my downfall.
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>>2860624
no you don't.
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>>2861779
I'm already a good couple of levels in (and the levels are pretty long), I'd have to start over, I unno man.

I'll have to consider it for the future, or the next time it kills me at the end of the level to reset my inventory.
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>>2861782
I like that skull thing.
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>>2860093
>you want midi music and compressed sound effects
i mean i guess it'd be cute as a cheat or something but what

also the doom 1/2 speed mechanics would feel awkward since there's no way we'd be able to get the hordes of monsters and shit while maintaining modern graphic fidelity. i'm not sure what people were expecting
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>>2861502
OH MY GOD.

Why did I never think to make an SS13 themed map? good work anon.
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