DOOM THREAD / RETRO FPS THREAD - Last thread >>2900938
Mostly Doom, but all retro FPS welcome
~~ Let's post like gentlemen ~~
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TUTORIALS/UTILITIES
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===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===
[01-10] PrBoom-Plus 2.5.1.4 released
http://prboom-plus.sourceforge.net/history.html
http://sourceforge.net/projects/prboom-plus/files/prboom-plus/2.5.1.4/
[01-09] Doom Retro v2 released
http://www.doomworld.com/vb/doomworld-news/85397-doom-retro-v2-0-released/
[01-08] Gameinformer talks Doom for about 17 minutes
https://youtu.be/L54nkKlVxTI
[01-06] Gameinformer article on Doom4
http://www.gameinformer.com/b/news/archive/2016/01/06/game-informer-february-cover-reveal-doom-2416160408.aspx
http://imgur.com/a/hbZAu
[01-06] Anon map release: A Morte (for Hexen, early WIP)
>>2899061
http://www.mediafire.com/download/a6tq97xjlegcun0/A_Morte.rar
[01-04] Anon mod release: Gun Godz adaptation (alpha)
>>2894957
http://www.mediafire.com/download/u5r34idu4dl3ept/GunGodz.pk3
[01-03] Anon mod release: Custom difficulties
http://www.mediafire.com/download/mp972r695l6ve5h/GZ-customDoomdifficulties.wad
[01-01] Demonsteele v0.9 released: new character, lots of bugfixes
http://forum.zdoom.org/viewtopic.php?t=46787
[12-31] Brutal Doom v20b + starter pack released
http://www.moddb.com/mods/brutal-doom/downloads/brutal-doom-hell-on-earth-starter-pack
[12-30] Anon map release: Engineering Deck (for /vr/E1)
>>2884990
https://www.dropbox.com/s/ibc0uk9iqsq37iu/EngineeringDeck.wad
[12-30] Anon map release: "just a big room with a cyber demon on steroids"
>>2884008
http://temp-host.com/download.php?file=qe66td
[12-29] Anon map release: Wait What
>>2883410
https://www.dropbox.com/s/e8zaqura8kqhjzo/Wait%20what.wad
[12-27] Arcane Dimensions released (Quake)
http://quakeone.com/forums/quake-mod-releases/works-progress/11494-arcane-dimensions.html
[12-26] Anon map update: Buttghost, almost final version
>>2877793
https://dl.dropboxusercontent.com/u/73550170/buttghost_kdivr.wad
[12-26] Doom on a Leapfrog TV
http://hackaday.com/2015/12/24/hacking-the-leapfrog-tv-to-play-doom/
===
To submit news, please reply to this post.
>>2907693
I've always lost it to this fucking gif everytime
How do cacodemons open doors?
>>2907750
Very carefully.
i don't trust this.
>>2907763
i do not trust this.
>>2907767
I DO NOT TRUST THIS.
>>2907773
I
DO
NOT
TRUST
THIS
.
get to the point already
>>2907778a secret has been revealed
>>2907763
>>2907767
>>2907773
>>2907778
>>2907763
>>2907767
>>2907773
>>2907778
I have a crippling fear of screamers, is this a common thing on doom wads?
>>2907831
Not really, no.
What an agitating experience
MAP02 of a project I'm working on.
>>2907836
Revenant be like LMAO I TROLE U
>>2907843
I wish I weren't such a lazy hack. Playing around with the camera like you did doesn't seem like it would be complicated to do but I don't actually know how to do it. I also need to re-learn GZDoomBuilder to an extent as well, then I could probably get my project off the ground instead of always daydreaming about it.
>wad was made in 1995
>it predicted what the internet is now
>>2907815
>>2907831
it's not a terry wad & no there's no screaming.unless it's a demon
>>2907856
shoot it
>>2907750
Prehensile Tongues?
>>2907836
normally when that happens to people it's indicative of them playing the map incorrectly, e.g. using jumping on a map not designed for it, and skipping linedefs as a result. but unfortunately in that case there's no excuse, you can walk right up to the grave and fall in the invisible pit. it is assumed you see the plasma gun and scurry over to it without walking around. an unexpectedly sloppy design.
How come there is no BANE.WAD?
Ok, I'm gonna ask a question that fills me with shame, how the fuck do you get out of the first room of the Hell on Earth wad in the Brutal Doom starter pack?
>>2907906
kick or shoot the broken switch
>>2907906
Nevermind, I figured it out. I'm an idiot.
>>2907908
Thanks, I feel like an idiot for how long it took me to figure that out.
Is Hideous Defector only compatible with GZDoom or does Zandronum or something work better for coop?
>>2907750
In map editors, one can set doors to have a "Monsters Activate" flag so that monsters actively looking for you from behind the door can open it to find you.
>>2907964
Hideous Destructor always keeps up with the cutting edge builds of GZDoom.
>>2907975
Whoops, its actually the "Monsters Use" trigger.
>>2907856
I was being sarcastic when I said it was a Terry WAD.
>>2907854
Just use for loops, setactorposition, and trig.
>>2907985
Do I really have to use ACS? I was never good with scripting or programming, it's all complete gibberish to me.
>>2908020
You can use the moving camera thing along with the actor interpolation things, but you still need ACS for those. I usually do my moving camera stuff entirely with ACS because it's much smoother when it comes to circling something.
>>2908031
I LOVE YOU YOU FUCKING (KEEPING THE DooM THREAD ALIVE AND POSTING NEW ONES) PEOPLE!
Can't believe I didn't until now, but I just gave GMOTA a shot and wow. This is an absolute blast!
I've noticed the thread on it's been really quiet lately, though. Is the mod still being worked on?
>>2908274
Not right now it isn't. But I'm not done with it.
I'm glad you like it though
>>2908280
Awesome. Been playing with mygirlfriend, it's great to have a recent weapon changing mod with cooperative play support.
Looking forward to see what you do next, assuming you are the author
>>2908292
I am but uh, I gotta be frank here. There's better mods for co-op shenanigans. GMOTA's barely functional online.
As for what I got planned next? I hope you're not super attached with how the Blazter (The arm cannon) behaves.
>>2908295
We've mostly been using the sword Zarch and the subweapons, they're pretty fine. We were assuming that the character is based around melee and that the range weapon was just kind of there as a backup
>>2908302
That was the idea but as of right now the arm cannon fucks shit up effortlessly.
Gonna be tweaking subweapons ever so slightly as well in the near future, gonna remove the ability to get sword energy from landing subweapon hits.
>>2907836
Did you have infinitely tall actors off?
>>2907889
Upon testing, its actually a case of the player not having infinitely tall actors on.
Reposting because I somehow didnt realise the old thread died
Something about both CombArms and Doom in general - if you use autoaim, any gun with vertical spread will loose it and shoot in straight line.
CombinedArms particle smasher also subject to this. Also I think adding special FX on monster impact would do a great deal to the visual feedback - right now the projectiles just disappear. For some time I thought that they were ripping and simply passed thrugh but in fact they did not. The absence of projectile-monster impact FX is confusing.
On a note of autoaim - is it possible to make a weapon behave like a Heretic's crossbow - i.e. each proj autoaims separately, and thus can autoaim at several monsters at once?
Another suggested tweaks: reduce time required for monsterimpacted altfire to detonate (or make it manual detonation) because as of now most monsters simply move too far away from it before it goes off for it to deal significant damage.
>>2908752
I just realized I forgot to add the frames from the death state on the xdeath state too, hence why the projectiles just vanish on a direct hit with monsters.
whoops.
I'll lower the delay of big beam's explosion a little as well. Sadly I can't do anything about the autoaim fuckery. I suggest disabling autoaim and using mouse aiming.
>>2907750
by pressing the action key like everyone else.
>>2907843
MAP03
If you want to hear the splendid audio: https://www.youtube.com/watch?v=UbKXVXv4Egg
>>2908787
Very Cool!
>>2908752
>Something about both CombArms and Doom in general - if you use autoaim, any gun with vertical spread will loose it and shoot in straight line.
Incorrect, this is only with weapons that fire projectiles.
>>2908774
New version of CA when
>>2908809
When I get this animated better, fix the Gnasher's altfire getting stuck on shit on return (and by that I mean get Murb to fix it because he's smarter than me), and add at least one more crate weapon.
>>2908812
https://www.youtube.com/watch?v=bMam6Fj_uaU
torrid on suicide watch
>>2908812
SUGGESTION!
Make only FIST part of the gauntlet fly off instead of the whole gauntlet, so it would look like the other part of the gauntlet is a cannon for it.
Also since it's not centered , make Rocketpunch appear from the side, not center.
Also Dart Sidius mode for gauntlets when?
>>2908857
I plan on making the projectile spawn from the side once I get a proper rocket fist.
and I want the entire arm to fly off because it's a nod towards this gag >>>/wsg/899144
How often do you guys save?
>>2908928
All the time
>>2908928
never
>zdaemon
http://strawpoll.me/6508359
>>2908947
>No "wad" option
Fuck this map
>>2908950
don't recognise it. what is its name? sb suggests pl2.wad but couldn't find it there.
>>2908950
Map 11 ofPlutonia 2
84 Arch-Viles
>>2908976
hmm okay. i checked pl2 11 but only the start position. i have done that map but only on HNTR and it was a number of years ago.
What kind of mech do you think doomguy would pilot/
>>2908986
A sentinel. Open topped, light, small compared to most military vehicles, incorporates a flamer and twin chainguns or potentially a rocket launcher. Good in jungles and on rough terrain.
>>2908950
>>2908982 me
hmm i think the reason i didn't recognise it is because i was misled by your version having no sky texture and a black square beyond the ssg
>>2909018 me
anyway i did the thing again hntr pistol start. takes ages but at least resources are plentiful. do remember to let yourself be bounced to the megasphere at the beginning. shame i couldn't kill all of the final 9 monsters before i lost enough health to make the level end.
>>2907695
T/nC 489
https://www.doomworld.com/php/topstory.php?id=4543
>>2908928
once I´ve completed the level
Has anybody ever ported Heretic levels into Doom? I have a feeling they'd be great for GMOTA.
Anyone here played ProDoomer? I played up to level 5 in the first hub but the map design and ridiculous amount of backtracking is putting me off.
Should I keep playing it?
>>2909216
I dont remember there being much backtracking, I just play the levels straight. You'll need abilities from later levels to get 100% of the stuff.
The ammount of effort that went into it is staggering, but it's buffling how little of it went into playtesting.
The mix of old and new in the RPG segment of the gameplay, annoying recoil (I edited it out of the wad), GoW sounds and pain effect that makes it harder to play when you are in pain - this guy obviously never showed it to anyone before release.
The leveldesign is allover the place - at one moment you see a really cool thing and 10 seconds later you stumble upon a grating design flaw,
like a tall grass in the forest level that hides the badguys - you are being shot from all sides from literally miles away and cant see the enemy until he is 15 feet away from you because of all the tall grass segments.,
or huge chunks of levels that are literally mirrored segments of other chunks of the levels (about every third level suffers from this).
And the switches.LOTS of switches that have absolutely no purpose aside from being there - like having to go through 6 identical rooms (mirrored/copied segments)with same monster/item placements and flipping identical switches to open one big gate,or even 4 switches in same room that have to be flipped to make an effect - this shit is in almost every level in the wad, and then there's a DoomBurger with scale so big it must've been build for cyberdemons.
>>2909269
cont.
And the RPG system makes no sense - you get 1 point per level and can spend it on exactly one spell, so why didnt he just made you autogain them? Beats me.
Also resistance spells are must.
Play it just to see the best worst WAD ever, then forget it like a bad fever dream.
>>2909273
Perhaps I'll just stick with DemonSteele and Project Brutality. Looking forward to PB update in a week or so.
>>2908928
Only when the level is really, really kicking my ass and its too long
>>2908976
>84 Arch-Viles
Ey ya slags
Are NewDoom Community Projects any good?
>>2909349
It's hard but surprisingly fair. Worth playing.
>>2908986
His fists.
>Story isn't something big in a Doom game, and we've taken that approach.
HAPPY DAYS AND SUNSHINE AHEAD
I'm having an issue with doom, after i kill the barons in e1m8 the star doesn't lower, I'm playing brutal doom and iv'e never seen this before, can someone help me out?
>>2909639
Are you using codes or something? Sometimes noclip can keep you from hitting important invisible switchs on the floor that start these events, otherwise try doing that without Brutal Doom to see if the problem is with the wad
>>2909639
Brutal Doom has a problem where gates and switches based on monster deaths don't work. It's the Wad.
>>2909575
Considering how poor Bethesda's story telling abilities are, it's kind of a relief actually
What the fuck is this
>>2909667
It's HDoom you silly goose.Debauch Marine was a faggot, but he had a good idea of what to do with Hdoom.
>>2909667
the help screen for HDoom, which features a meme.
>>2909660
They seem to have good idea guys but that's it, they always try to make something that is too big for them and need to rush production half way there, you can see that from all the artworks from their games, so much scrapped stuff
Hopefully something as simple as Doom is going to be enough for them
Bethesda were only supervising development iirc. It's zenimax shitty pantstarded no-toying-with-our-food policy that keeps ID from releasing proper mod tools.
that and the fact that only a fairly diminutive amount of people would actually be able to kick something off with it, what with modding and editing modern titles growing fairly time-consuming as time passes and they're aware of it. I'd like to think they're playing it safe so as to avoid another RAGE incident and get console sales.
>>2909674
the original is a work of art. the sheer number of hilarious comments. this guy is an artist. he is on a whole other level.
sadly, the internet took only the very first post and ran it into the ground.
>>2908928
all the time because I'm more into level architecture than proving something I don't care about to someone who ultimately doesn't care
>>2909643
I'm not using any codes, but ill warp to e1m8 and see what happens
>>2909656
worked for me just now. using brutal20b.pk3 from bestever
>GZDoombuilder update
>sky is now being rendered in visual mode
Neat?
>>2909781
How do people do slants in Doom engine anyway? Return of the Triad had those too.
>>2909781
Neat.
>>2909815
>How do people do slants in Doom engine anyway?
rape of nanking mod where
>>2909575
The way it sounds like they're doing story sounds perfect.
Hopefully they have the UAC promo videos like doom 3 playing in the background for ambience.
>>2909907
I think the best part is that you can walk away if you want, and the dialogue will keep playing over the intercom, or your headset.
So you can keep the action going, an listen to the story bits at the same time.
Honestly, I'll probably stop and watch every video all the way through my first time, but it's cool knowing that after that, I can just blast right past it.
>>2909832
Oh come now, anon, don't bring /pol/ in here.
>>2909815
>How do people do slants in Doom engine anyway?
You have to make your map in "Doom in Hexen" or "UDMF" format. Then you can either select a linedef and choose the 181:Plane Align special which makes the sector in front of that line slope, or you can draw a bunch of triangles and put a Vertex Slope Floor Thing on each vertex and move those up and down freely in 3d mode. Here's an example of the latter method having been used..
>>2909931
they said if you stand still you die, so it might not even be possible to remain in front of the monitor
Anyone else tried this mod? it allows you to possess enemies and use their abilities against other enemies, its pretty fun to walk around upgrading yourself with more and more powerful enemies, sometimes spamming certain attacks etc
https://www.doomworld.com/idgames/combos/possesme
>>2909982
>>2909979
I really don't know what I was expecting for the answer, as someone who knows nothing about any of the id engines.
>>2910026
that's pretty gross
>>2910043
Basically you draw a few lines on a grid and connect them (about as hard as Paint), then you press a key to fly around in first person mode and click walls or whatever to change height values or textures. Slopes are the same principle, just a bit trickier.
>>2909025
Thanks friend.
Playing on Ultra-Violence and that Megasphere will certainly come in handy.
>>2909979
Is there any tutorial that demonstrates the last method? I am only able to make simple slopes for archways, I can't into natural landscape.
>>2910167
I don't know.
But you really just need to do pic related, connect a bunch of triangles and place the Thing shown in the pic on each vertex. Select them in 3D mode and just scroll your mouse wheel to change height.
https://www.youtube.com/watch?v=Tv6aJRGpz_A
This is a pretty interesting video.
>>2910203
Thanks. Pretty interesting video with uncommonly good narration.
>>2907750
Ask satan.
Does anyone know of good magic casting mods besides Wrath of Chronos?
>>2910393
You know I'm actually planning on making a mod like that as a side project. I want to make it balanced for MP dueling and have a system where different spells are cast with different key combinations (and each would show up as a glowing rune above the player during charge time so the opponent can react). Have any suggestions or things you'd like to see in a mod like that?
>>2910393
Psychic is pretty good.
Does anyone have a huge ass .zip file full of maps? An anon in the last general was working on one, but that's archived now.
>mfw people still use "Doom in Hexen format"
>>2910202
If you're using UDMF (and not Zandronum) you don't have to add a bunch of things. You can raise the vertex heights directly.
>>2910509
Well to be fair there are quite a few old guides that still suggest it.
>>2910514
huh. Can I do that in gzdb visual mode or do I have to put the numbers in manually?
>>2910524
Yes, you can do it in visual mode.
>>2910534
Didn't know about Alt-V. Thanks, that will make everything much easier.
I already like this alt design lots more than the main one they went for desu
>>2910580
Don't worry, pretty sure that's one of the more heavily armored variants.
I remember hearing a while back that they were creating a few variants of each character, slightly different from one another.
You can actually see the heavily armored Mancubus in the background of one of the SnapMap clips.
>>2910631
I like this setup. It means I won't be seeing the same imps from the beginning of the game all the way to the end without fail, and if they tie it to game progression ala different appearances in different areas, it might be pretty cool. Simultaneously it could just be for stronger variants, though, ala Borderlands due to the player upgrade system.
>>2910631
yeah, that's why I said 'alt design'
looks fucking sick regardless, way better than Doom 3's version with the elephant trunk shit they had going on on its face
also anyone watch the new GI interview trailer they put out today where they basically confirm that the techbase parts of the game will basically consist of industrial, military/scientific research facilities and heavily heavymetal-esque inspired hellscapes and they're procuring the game has fucktons of color to it
also holy shit that music, they really weren't kidding when they said it sounded a lot like NiN at all
>>2909575
That's good actually, story in a Doom game should be short, concise, and not interfere with gameplay.
Exposition should not take long, it should ideally happen in a way that allows you to continue to play as it happens, and it shouldn't try to be something it isn't.
>>2909732
This constantly flies over people's heads for some reason.
>>2910516
Source on the weapon mod?
>>2910654
"Temple of Lizardmen" or something like that.
>>2910654
>>2910660
Yeah, TOTLM 3. It's a tc rather than a weapons mod.
>>2910650
I wouldn't mind them taking the Half-Life (1) route with story this time rather than cutscenes or being forced to sit around waiting like Doom 3. Although I always did find it amusing that if you, say, shoot the scientist that is going to give you a specific disk at one point, it skips the whole conversation and the disk ejects for you to pick up anyway.
>>2910580
Kek
>>2910203
>Behind the Iron Gate
With some adjustments, this could be Vaporwave: The Shooter.
>>2910670
half life 1 did too have moments where, although sparse and fairly ignorable just had the player wandering around awaiting orders from random npcs
I mean fair enough its mostly present in the beginning section only and then fairly sprinkled throughout the game, but doesn't totally trip the gameplay over unlike hl2 which just had the player walk around like a blunt idiot while the rest of people got to do something else and just forced you to awkwardly watch.
desu I oftentimes find myself idclevving all the way forward up to unforeseen consequences, but then I find myself not enjoying the game as I should mainly because the guns are all utter shite save for the revvie and the alt attack for the sg imo and every single enemy is a fucking bullet sponge
>>2910502
Anyone?
>>2910647
Mick Gordon actually confirmed that the song in the new video is a remix of Sign of Evil.
It's just hard to hear over the sounds/talking.
what would cause DoomRLA to have issues like... like the skill selection menu is all red blocked off circles, or the technician just drops weapons, but the text for "hit altfire to get a modpack from the weapon" still pops up... latest version of everything I'm pretty sure
Does anyone have all the .wads from the 'SO YOU WANNA PLAY SOME FUCKING DOOM' image in a handy .zip file?
>>2910717
I think the most recent GZDoom devbuild broke some shit. Try going back a couple builds, it fixed the dropping thing for me at least.
>>2910683
>I mean fair enough its mostly present in the beginning section only and then fairly sprinkled throughout the game, but doesn't totally trip the gameplay over unlike hl2 which just had the player walk around like a blunt idiot while the rest of people got to do something else and just forced you to awkwardly watch.
I like HL2, but ultimately, it's way more linear and way less replayable than HL1.
The gunplay is honestly not that bad in HL1. Pistol could maybe be improved by making it so you can shoot as fast as you can click, like in HL2, and making it's ammo supply separate from the automatic weapon.
The SMG in HL2 was pretty weak apart from it's grenade (although to be fair, the MP7 is a pretty low powered weapon).
The enemies didn't feel THAT much like bullet-sponges, but on the flip side I'd use weaker weapons against weaker enemies and try to go for headshots a lot.
I would really like to combine the best of both worlds from HL1 and HL2 in a shooter, I really like the gunplay in both for various reasons. I'd love to have a Duke 3D style quick-kick in a Half-Life game, as well as having the hand-grenades work as a quick button, rather than having to put away your gun.
Is Black Mesa Source any good?
>>2910796
Black Mesa is a slightly worse version of HL1 but it's prettier at least.The revolver is also fucking fantastic
>>2910803
Don't forget it somehow has worse crowbar swinging animations than HL2
>>2910805
What was so wrong about the crowbar swinging animation in HL2?
Does anyone want some Bobby Prince-style midi music for use in projects? I have a bunch of half-finished songs I made for a tribute WAD lying around. I canned the WAD but I still kind of want to find motivation to finish the music. I can try to find a sample if anyone is interested.
>>2910879
Yes please
>>2910894
Ok, looking. No promises though, they might be on a different PC.
What's the scariest WAD?
I'm not talking cheap jump scares, I mean legit scary.
>>2910924
Buttpain can be pretty scary. So can Happy Time Circus 2.
>>2910924
Hideous Destructor will teach you to fear every single member of Doom's roster.
>>2910924
any wad played without audio, just pick a very empty/full of dark areas level that requires you to walk a lot and done, the tension is fucking hard to deal with
>>2910931
i find dark areas a lot scarier when you have a flashlight, actually
full on darkness is just annoying most times
>>2911154
>that thumbnail
Also not doom, fuck off
>>2911170
You're judging a book by its cover. It's a Doom WAD version.
>>2911176
Them show me a proof that isn't a faggy youtube with a clickbaity link
>>2911180
>>2911186
Just throwing this out here but no one should watch this though, it's still within the clickbait pool. And watching it will taint your watch history and recommended videos with FNAF shit and whacky youtube e-celebs for months.
>>2911190
You can clear your watching history on youtube so shit like that doesn't happens, but i still don't want to give any faggot who does this kind of shit views
>>2911197
even clearing your history, that taint lasts for awhile.
>>2911186
Thanks, that's enough proof for me, also
>131 views
>right next to a markplier video that has 6 million jewish views
heh, i really hope your friend knows what he is doing
>>2911186
Yeah, nah.
>>2911390
>he actually watched it
>the absolute madman
>>2911154
>"i shat myself"
>"oh no i need a new diaper"
>"*cries*"
>>2910663
Mind sharing your SweetFX settings, anon?
>>2911454
I think these are the ones used in most of my pics. Might be screwed up due to experimentation, but I can't check it because my good GPU died and my replacement doesn't support 3.0+ opengl.
#define USE_LEVELS 1
#define USE_CURVES 1
#define USE_BLOOM 1
#define USE_SMAA 1
#define Levels_black_point 0
#define Levels_white_point 250
#define Curves_mode 2
#define Curves_contrast 0.4
#define iBloomMixmode 2
#define fBloomThreshold 0.5
#define fBloomAmount 0.2
#define fBloomSaturation 1.0
#define fBloomTint float3(1.0,1.0,1.0)
SMAA settings are the default ones I believe.
R8 my title sl8.
The central image in the doorway is giving me trouble. It has to be subtly WW2, not stand out too much and also be recognizable at such a small size. I have an alternate with a tank and infantry, and I can also just leave the doorway black.
Progress is coming along well with the hub. 3 Maps complete: Mausoleum, Berlin Church and some Fetid Caverns. Successfully integrated the panzerfaust and tank explosions, throwing the turret into the air. I've had a lot of fun making custom web sprites and cocoons, as well as nursery web-balls, crawling with spiders. Shit gets creepy as fuck when you're crawling through a pitch black cavern and you hear the crawling of a thousand baby spiders. You have to edge past the nursery ball to get past... The spiders are fucking fast, but MG-42 bullets are faster!
>>2911497
spiders/10
I think you should work on making the "a morte" text stand out better.
>want to play with Doom rl monsters with other weapon mods that aren't Doom rl arsenal
>load it with brutal doom for shits and giggles
>mfw it's actually pretty good
>>2911497
also it occurs to me a few minutes later, the gun looks out of place
Uuhhhh
>>2911776
It's shit, Jim.
>>2911779
They could at least have put out a classic Doomguy.
>>2911783
They're doing this to advertise the new game, why would they use the old Doom guy?
>>2911776
The full body power armour really doesn't look unique.
He looks far too much like master chief, even his helmet is green.
>>2911786
Because that's what I want, anon. And goodness knows, what I want is the most important thing.
>>2910580
Why does it have a UAC logo on it? idk but why would the UAC be equipping demons with tech?
>>2911814
the demons stole the tech, those crafty goddamn murder mutants
>>2911817
So, the demons have been stealing and repurposing UAC tech from the various incursions into hell?
>>2911817
Why is brand recognition important to demons?
>>2911835
because brand is everything
>>2911825
The demons are like the chinese. They see some cool new tech, make cheaper versions and mass produce it.
>>2911846
No serious awnsers?
>>2911849
I assume it's a thing where the demons killed them and then kept and possibly modified the tech for themselves.
>>2911864
Maybe, kinda like how those blokes at Black Mesa kept doing incursions into Xen except the natives are taking their shit
>>2911849
There can't be any because demons with UAC logos is inherently ridiculous.
>>2911849
Dude, I don't know. That's probably gonna be part of the game's "super deep" plot. Until we play it we can only speculate. For all we know UAC could be supplying them directly, and the game would give us a "corporations r bad" message at the end.
>>2911776
in their defense, it's incredibly fucking hard to come up with original ideas for a space marine design of all things when the contemporary market is over saturated with them
doesn't help that master chef Gordon Ramsay already took the most sensible approach to it and straight out ripped Doomguy's design in the original halo and got away with it
Ive noticed every single map pack has 32 levels, is that some sort of technical limitation?
>>2911893
>every single map pack has 32 levels
Well, frankly, this is outright wrong. There are a massive amount of mappacks with only 7 levels, 10 levels, 12 levels, and ZDoom mappacks with more than 32.
That being said, for vanilla or PRBoom+ compatibility, 32 maps is the highest number that can be reached.
>>2911906
Whoa really?
Huh, what are some good ones
>>2911849
I always thought those monsters were mutated humans or something, maybe war machines created by them? UAC seems like the kind of company that would do such a thing, and considering how hell looks like a medieval shithole i don't think they would have the tech to do such things
>>2911935
Could be,
If the UAC were doing frequent incursions into Hell why did the demons suddenly attack NOW rather than when the first started? Maybe the UAC defense finally couldnt keep them out?
>>2911925
Zen dynamics is the first one to comes to mind that doesn't have 32 maps to it, forgot how many it has however, it was enough to hold up, and was really great too imo. However, it has other things like weapons/monster replacements added to it, so adding it with other mods is a no no.
>>2911947
Well damn, are there any that are mod compatible?
Im trying to get a BD/PB compatible set since im going to be losing internet and tv here in about a month or two and I want something to keep me entertained
>Doom mapping while playing Erasure
The high life.
>>2911951
http://doomwiki.org/wiki/List_of_notable_WADs
>>2911849
In Doom 3 you have a part where some of the demons are in an exhibit complete with talking placards. IIRC, the UAC starting experiment on caught demons after they found hell. This is obviously them try to improve/weaponize them.
We already know at least a vague reason as to why the Demons have UAC tech.
Several people at the UAC were in on some shit that would allow the demons to take over our world, and reform it into a better place.
That one lady on the intercom systems talks about how her "brothers" would be safe, taking a seat alongside the demon invasion, helping them.
I can only assume a fair share of asshats at the UAC started building weapons for the demons, testing the weapons on them at the Lazarus Facility, and then shoved that shit through a portal to hell for all of them to use.
The demons already have their fair share of organic weapons though, with the standard Manc being a good example. His base guns are purely organic, but the UAC armor is probably something those cultist dickheads gave the Mancs to better them in combat.
How much power does the UAC hold, from a poltical and economical stance
Are they allowed to have tanks, powersuits and otherwise illegal tech?
>>2912105
Damn you got me excited.
That shit on the GameInformer hub was there yesterday.
No new update until tomorrow senpai.
>DOOM's final boss is a revived giant
I'm sure this'll be it
>>2912124
come up with a new controllabe war machines to throw out on unprofitable governments and terrorists?
Rig those fuckers up with a shit load of cybernetics
>>2912098
i believe it's like liandri corp in unreal tournament. they have the funds from the fights to r&d, off-world mine, send cleanup crews, all sort of things & the new earth government wouldn't lift a finger to question it. to simply put, earth would be fucked without them.
>>2912121
oh yeah i fucked up
sorry m8s
>>2912131
so the UAC has an utter stranglehold on all earth economics and has the money and power to do whatever they desire
I wish the UAC would help you once in awhile rather than unleash hell several dozen more times
>>2912125
I'll bet you right fucking now.
DOOM's gonna have 4 bosses.
The Barons, The Cyberdemon, The Spider, and The Icon of Sin.
Pretty sure this time the Icon's gonna be running around outside of his cage though.
It'd make sense, if they fit it into the lore that The Icon was one of the Titans that fell.
Either that, or they're saving it for the sequelDOOM II: Hell on Earth.
Do you think that the decision to call the new game "Doom" will negatively impact the classic Doom community?
>>2912167
Not really.
Calling it "Smashing Pumpkins Into Small Piles Of Putrid Debris" would've.
how do i bind the reload key in zandronum? i had r set as something else, so it never worked for reloading.
>>2911790
I haven't seen the actual design of the ingame model, but that little cartoony one doesn't quite look like a full power-armor, it looks more like a full-body combat armor, like plates and guards and shit, but no sealing or motors.
>>2912179
What mod? Zandronum won't have a reload key by default until 3.0 drops.
>>2912184
brutal doom
>>2912189
Check the controls, probably all the way at the bottom.
>>2910580
I like both, to be quite frank.
>>2910631
>I remember hearing a while back that they were creating a few variants of each character, slightly different from one another.
Oh, that's actually pretty cool.
Anyone have a pic of the new guns? I don't seem to have it.
Am I the only one who can't enter the levels page on doomworld??? It gives me error 404 EVERY FUCKING TIME. Is there an alternative page to find good wads?
>>2912197
It works for me. But I had that same problem some days ago, where it would show me a 404 page but work for everyone else. It fixed itself for me the following day.
>>2912190
Thanks
i love Classic doom, cant beat the original
>>2912212
>playing Doom for the plot
>>2912212
bioweapons?
Im talking about the classic doom games, this is just speculation
>>2912212
>doom
>games known for putting gameplay in front of everything and putting the very basic and stock plot in the backseat
>disappointed that the plot isn't new or revolutionary
>>2912212
Dude, even the orignal two games had a very subtle Bioweapons plot to them.
Chill yourself.
>>2912226
Also wolfenstein with the whole "mutant soldiers" thing
>>2912224
>>2912226
Bullshit.
There was never any EXPERIMENT ON THE DEMONS FOR BIOWEAPONS in the original. The UAC wasn't doing anything like that.
>>2912223
>>2912225
You're retarded.
No shit the original Doom games had barely any plot. But what was there was fine. A shitty plot is still shitty, whether it's the focus or not.
>>2912232
How did the demons get tech?
>>2912223
Carmack knows fuck-all about game design though. Even disregarding his attitude towards the mediums storytelling capabilities, he for example actually wanted to remove the ability to bunnyhop from Q3 and tried to do so for a while. It didn't fit the action movie aesthetic he had in mind.
>>2912226
>even the orignal two games had a very subtle Bioweapons plot to them
No they didn't.
Maybe Plutonia or TNT did, but the original games didn't.
>>2912232
The plot is just fine in Doom, but it was never award winning or thought provoking, and I don't see why it'd really have to be.
If the plot in Doom 4 is shit, that won't be the biggest disappointment to me.
>>2912236
Stole them from UAC expeditions into hell perhaps.
>>2912193
>Anyone have a pic of the new guns? I don't seem to have it.
ya, here
http://www.dsogaming.com/screenshot-news/doom-closed-alpha-leaked-images-show-all-available-closed-alpha-weapons/
>>2912243
Yeah, this
>>2912236
They made it.
It's specifically said in the Revenant's manual entry that the demons put cybernetics on fallen warriors to send them back into fray. That shit isn't exactly plug-and-play.
Saying the obvious here, but Doom's bestiary is based on judeo-christian demons. Depending on how far you reach in religious canon, the Keys of Solomon have numerous demons that are scientists and even teach men about advanced science.
>>2912207
Really? Do you browse with Google Chrome or Firefox? I've tried everything on Firefox
Can I ask why the fuck PRBoom Plus still exists?
It's a really shitty port that's a pain in the ass to configure, and it's still filled with a shitload of bugs that other ports have already fixed.
>>2912256
>It's a really shitty port
nah
>and it's still filled with a shitload of bugs that other ports have already fixed.
most of those "bugs" are pretty vital to doom gameplay
>>2912197
Trying clearing your cache and doing a hard refresh.
http://www.doom2.net/single/monsters.html
Fun little fanmade log on the demons.
>>2912257
I'm talking about the countless graphical and audio bugs that could easily be fixed.
>>2912258
I've tried with Firefox but still error 404.. so weird
>>2912264
I remember this. I got in trouble in computer class when a teacher caught me reading the entry for the Baron of Hell and threatened to send me to the principal's office for "accessing obscene material." She was religious and thought I was reading about real demons.
Now i wonder if we will ever see a pre transformation cyber demon, i wonder what kinds of powers he would have