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DOOM THREAD / RETRO FPS THREAD - Last thread >>2916849

Mostly Doom, but all retro FPS 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===

[01-16] Original sketches of Spider Mastermind and Revenant
https://twitter.com/GPunchatz/status/688014360690724868
https://twitter.com/GPunchatz/status/688115779758260224

[01-15] Tech Gone Bad, a new map by John Romero.
https://twitter.com/romero/status/688054778790834176
https://u.pomf.is/ofdrtc.zip
https://www.doomworld.com/vb/doom-general/85493-

[01-13] New versions of Mainframe (/vr/E1)
>>2913298 >>2915828
https://drive.google.com/open?id=0B8xWmOI7IYl3UFdQdlRLT3BQcnc

[01-11] The /newstuff Chronicles #489
https://www.doomworld.com/php/topstory.php?id=4543

[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

===

To submit news, please reply to this post.
>>
https://www.youtube.com/watch?v=wdaZTv9NCDw

Reckon we'll be seeing BTSX E3 this year?
>>
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If anyone wants to beef up their difficulty like one anon posted about a couple threads ago, don't be afraid to give this a shot. I renamed the difficulties to Doom 64, removed Nightmare because I don't play it admittedly, and added Critical Mode and Contra Hard! difficulties.
http://www.mediafire.com/download/mp972r695l6ve5h/GZ-customDoomdifficulties.wad

I'd release this sky pack too, but I don't have anything for Episode 2 unfortunately and after a GZD update at one point, the ACS that an anon helped me with for an animated sky in Episode 4 completely broke.
https://www.youtube.com/watch?v=ggoTXfeQoi0
>>
>>2922719
is this updated at all compared with "[01-03] Anon mod release: Custom difficulties" ?
>>
I'm really starting not to like Scythe.

It just feels like "throw ridiculous amounts of strong enemies at player" later on. Which seems horribly lazy and uninspired to me, so I don't get why this gets a free pass.
>>
Has anything people made for /vr/ turn up in newstuff?
>>
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>>2922719
O-oh
I didn't realize they posted it right there in the news post
Goddamn I am blind, I only noticed the album when someone added it after I made and posted it here and at Facepunch and Doomworld
>>
>>2922732
You, should play Sunder
>>
>>2922738
>It is a slaughter-based levelset

No.
>>
>>2922741
Play Swift Death, then.
>>
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>>2922732
did you turn the difficulty down like the text file tells you to?
>>
>>2922747
>Can't even make his difficulty setting consistent for a given skill level.

Seriously?
>>
>>2922717
I'm not sure if I should be excited for BTSX E3.
I didn't like BTSX E2 nearly as much as I did BTSX E1. What if I end up just hating E3?
>>
>>2922737
no problem, i was just asking in case you'd put out a new version.
>>
>>2922771
Not sure what i'd add really, unless I try to add Nightmare back in, but that's.. not really something notable. Contra Hard! is already my extent of sadism.
>>
Any Duke Nukem 3D posts?
>>
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>>2922778
>>
>>2922763
I prefered E2 over E1 personally. Had more levels that stood out to me, and I liked the challenge it offered.
>>
>>2922754
>difficulty needs to be exactly the same throughout the entire megawad
>>
>>2922754
Why is it such a problem? the third episode starts from pistol start anyway.
>>
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I'm in the middle of playing this

Why do I never hear about this game? It's insane, especially for 1996. Interconnected hub world system rather than individual levels, interactive NPCs, shops that sell armor/weapons/ammo, non-linear missions and optional side quests that can be done in multiple ways, stealth and RPG elements, great weapon selection, badass sci-fi/medieval hybrid theme, comfy rebel uprising plot

It's like an early Deus Ex with more action and made on the Doom engine
>>
>>2922826
Dunno. It had a tuned-up re-release last year.
>>
>>2922763
>What if I end up just hating E3?

Well, what was it about E2 you didn't like?
>>
i'm not looking forward to e3 because it's going to be full of glow in the dark purple pixels and my 32bpp truecolor mode doesn't support colormaps with nonuniform fades at all
>>
>>2922693
this looks like a good tattoo to me
>>
>>2922836
BTSX wasnt really intended to be played with truecolor, anyway.
>>
>>2922828

Yeah, that's what I'm playing. Saw it on sale for like $2.50 so I bought it and gave it a go. Turned out to be a really awesome game.
>>
>>2922826

Long time no play, but I have beat it like twice.

I remember it having a storyline and a non-linear world... But I don't remember the quests being non-linear at all - and were there even sidequests? I can't remember any.
>>
>>2922862

The power station mission at the beginning is one example. You can go in guns blazing or you can do it without shooting anyone or tripping alarms. There's also some optional missions you can take upon yourself to do like freeing some prisoners in one of the Order bases (not the starting prison quest). Some quests you can do out of order and apparently have different endings based on how you do things.
>>
>>2922694
does Romero's new map work in chocolate doom?
>>
>>2922887
No, use Crispy Doom, it's Chocolate Doom with the visplane limit removed.
>>
>>2922890
those damn sourceport names are making me hungry
>>
>>2922903
Its a shame Strawberry Doom was taken by a clown, who proceeded to squander it.
>>
>>2922809
Yes? Why else bother having difficulty settings?
>>
I want to add custom keys to a wad that show up in the inventory status bar.

However, with +INVENTORY.INVBAR and the custom inventory sprite chosen, the sprite will turn up in the upper left corner of the mugshot. I know I have to enter offsets for that graphic I suppose, but even then the mugshot still gets disabled. Any way around that?
>>
>>2922930
Games throughout time typically gradually increase in difficulty as they progress. Difficulty settings don't substitute that.
>>
>>2922962
>Games throughout time typically gradually increase in difficulty as they progress

Yeah. Within and according to the frame of the chosen difficulty setting.
>>
>>2922973
Not necessarily. Plenty of games have difficulty spikes.
>>
>>2922980
And? Doesn't change the fact he can't even adjust his own difficulty if he has to tell people outright to change it midgame.
>>
>>2922981
In Scythe, there are 3 episodes seperated with deaths. He clearly intended for E1 to be easy, E2 to be medium, and E3 to be hard. Its not his problem that you don't like it.
>>
was stuck in sunlust map 7
I couldn't get the door open and I had killed every mancubus and arachnid that I could find
there is a place behind a window I can see but couldn't gain access to
I watched a video on how to beat it and only way to complete it was through a secret?
is this level poorly designed or am I just stupid
>>
>>2922987
It's his fault he can't make consistent difficulty curves for different difficulty settings.
>>
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>>2923000
when you kill all the arachnotrons, the pictured exit door opens. this is achieved by a complex set of voodoo doll and monster on conveyor floor trickery because without scripting you can't change the linedef action activated by arachnotron deaths on map07. it is further complicated by a desire to have the map be able to be exited even if run in -nomonsters.

if it didn't work for you i suggest you have some mods loaded that are breaking it somehow, because although apparently complex and fragile it does work perfectly well in prboom in the appropriate complevels.
>>
>>2923037
what I mean is I think there are some monsters left I need to kill but they are in secret areas and not teleported in yet
running zandronum vanilla
>>
I'm new here.

Are there any good map packs that compliment the Project MSX mod?
>>
>>2923040
then i can only assume you've missed some switch or trigger somewhere.

i'm not clear on what your problem is. you can't exit, or you can't get 100% kills?
>>
>>2923049
a few years ago people said btsx_e1 went really well with msx, not sure if that's still the case
>>
>>2923050
well both and neither
I now know where all the secrets are because of the video but beforehand how could have I known some of the required monsters are in secret areas
it works correctly but I don't think anything required to complete a level should be hidden
some of which are really hard to find
>>
https://www.doomworld.com/vb/doom-general/85493-john-romero-makes-first-new-doom-map-in-21-years/5/

Romero confirms more maps incoming
GET HYPED!!!
>>
>>2923056
Hope he does some for doom 2.
>>
>>2923053
may i ask where? i don't think any of the monsters required to open the exit (i.e. the arachnotrons) are in secrets.
>>
>>2923061
wait are mancubus not required? only spiders?
>>
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i can confirm the map is exitable with 0% secrets (used god mode for expediency).

>>2923062
yes. killing all the mancubuses is not needed to exit the map. only to access the secret BFG (and large but optional battle with a hundred revenants).
>>
>>2923070
god dammit alright
>>
>>2923070
oh and I was missing the rocket launcher one
>>
>>2923074
right, well, glad we got that sorted out then
>>
>>2923037
> complex set of voodoo doll and monster on conveyor floor trickery

The reason being that they want to keep these map (PR)Boom compatible?

Is that a general thing with the DOOM community?
>>
>>2923082
>Is that a general thing with the DOOM community?
there is a subset of the community that cares about making maps that can be recorded as demos. i wouldn't call it a general thing, it's probably a majority (but not a ubiquity) on doomworld, but is nonexistent on zdoom.org or zandronum.
>>
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What are some good wads/mods/whatevers that add more monsters?
I've been using Doomrl monsters but it has issues
>>
>>2923158
jesus christ how spooky

you could look at samsara monster mixer if you want dudes from other IWADs, although it might need samsara itself to run, I forgot
>>
>>2923158
colourful hell
>>
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Project Brutality new release coming out within 24 hours if anyone gives a fuck.
>>
>>2922717
I wonder if they'll do some sort of neat frontend for BTSX once all three episodes are complete.
>>
>>2923194
what´s the difference between Project Brutality & Brutal Doom?
>>
>>2923056
>I'm going to be doing a lot more mapping

That's still maddeningly ambiguous. A lot more mapping for *what*?
>>
Any way to display FPS in PrBoom+?
>>
>>2923005
e3 is the good part of scythe.
>>
>>2923243
I'm not normally the type to do all the silly "get hyped" shit, but hear me out here. I've been thinking about this for longer than is probably healthy and I'm running low on sleep. The people have to know.
>4 years ago, a user named "romero" registered on the ZDoom forums and made a single post asking about getting in touch with ZDoom developers. He left his personal email address and didn't reply to the thread or make any other posts on the forum. Graf confirms that it is indeed Romero and says he's looking to contact Randy. Randy being the elusive shut-in he is, I don't know if anything came of this.
Thread: http://forum.zdoom.org/viewtopic.php?f=4&t=32659
>We've known Romero has been working on a new FPS for some time now
>A couple days ago he makes a Doom map "as a warm-up", tested in ZDoom and Crispy Doom (Ling's port of choice, I would guess. Romero's always said he prefers Doomsday.)
>says he's going to be doing a whole lot more mapping, but is ambiguous as to what the maps would be for
>various hints on social media >>2919890
I've never worked with other engines, but my understanding is that basically none of their editors work anything like Doom Builder. Why would he make a Doom map instead of getting familiar with more modern editors, unless his new project would also be using Doom tools? Pure hypothesis here, but I think GLOOME/GPL-GZDoom has attracted the highest possible client. I think his new FPS is being made on the Doom engine.
>>
>>2923283
That would be really cool, say what you will about Romero as a coder but his level design for doom was fantastic.
>>
I'm at Scythe MAPP22 right now. Should I just bail at the Cyberdemon or try to kill anything that moves?
>>
>>2923238
Brutal Doom:
- same old weapons with some tweaks
- gore
- flipping off button
- allied marines

Project Brutality:
- all the bits from BD
- every monster has at least 1 variant or more (zombiemen can have pistols to rarely plasma rifles, 3 types of Caco, cyber Hell Knights, Baron Centaurs, Dark Imps, BFG wielding Mastermind, Railgun Revenants, flying Arachnotrons, Acid Mancubi, Ice-Viles and so forth)
- enemies have new behaviours such as zombiemen throwing grenades, Jetpacking Revenants, Ceiling-crawling imps, Pinky can eat imps/zombiemen to regain hp
- press v to slash with machete
- about 30 weapons ranging from pistols, revolvers, smgs, carbines, miniguns, auto-shotguns, plasma-thrower, cryorifle railgun, 3 kinds of BFG and a demon-tech rifle that uses the souls of demons you've killed
- all these weapons have an alt-fire and a tertiary function which usually dual wields, changes ammo type or firing mode
- you can customize literally everything, such as which new behaviours monsters perform, which weapons are allowed and which new monsters appear (and in what order)
- rare consumable items such as medikit, sentry gun, mines, beacon that summons 3 marines, and some other stuff
- after all this its all fairly balanced with a Dynamic Progression algorithm that ensures you aren't overpowered too early and that OP monsters dont appear too early

I'm sure there's some other small bits but that's most of it. The imminent update will be adding a shitton of bugfixes, drastically better performance (as in stable 60fps on 500 monster maps), new enemies like a flamethrowing zombieman and rare jetpacking zombieman and some other goodies I don't remember.
>>
>>2923324
>this its all fairly balanced

AHAHAHA,NO
>>
>>2923331
Did poor baby find the new challenge too hard? Awww.
>>
>>2923340
Exactly opposite. Besides,
bulletsponge is not balance
enemies that one-shot you is not balance
It's imposible to keep things balanced with a randomiser on maps that were not supposed to have it.

It also breaks loads of shit, including monster kill switches and some often used gimmics, including some voodo doll behaviour for some reason.

It also prompts enemies to infight more when they were'nt able to previously, this for instance breaks some scythe 1/2 maps, sometimes making them autofinish in ~30 seconds.


tl;dr It only works properly on vanilla-ish maps with no complex gimmicky scripts involved. Thing is most fun wads have such levels.
>>
>>2923353
The infighting one can be solved by making all monsters in the same randomizer the same species.

BUT I GUESS IT DOESN'T DO THAT HUH
>>
>>2923289
I just found myself beelining to the keys and exit holding bfg and never letting go
>>
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>Caring about balance
>in recreational entertainment
>>
>>2923353
It's only a randomizer on specific monster spawns. PB will never swap out an Imp for a Hell Knight or a Pinky for a Mancubus. The only randomizer is whether the vanilla mancubus will become an acid mancubus, and I've even seen 2 vanilla mancubi swapped for a single Volcabus (Unmaker Mancubus). Same applies to other monster types.

I'm also still yet to see BD or PB breaking triggers on maps they should work with. If you're pairing BD or PB with something like Ultimate Torment and Torture well then you're a fucking retard. Anything that changes monsters won't work correctly with a wad that has its own dehacked patch.

Not to mention if you find it too difficult or too easy, not only can you choose between about 9 difficulties in PB, but you can customize weapon availability, monster abilities and monster variety. So any problem you may have with balance you can address yourself. So your argument is not just invalid, but also retarded.
>>
>>2923279
ok
>>
>>2923283
His favorite ports used to be Doomsday, but he made a Tweet a while back saying that he gave Zandronum a shot, and that he absolutely loved it.
>>
>download PB
>set it up
>that intro song

top löl
>>
>>2923272
yes, for some reason it is a cheat code: idrate

(obviously it won't go over 35 unless you set uncapped framerate in options/general)
>>
>>2923401
>he downloaded the whole piratebay
top käk
>>
>>2923324
this all sounds really bland

but there's gore so yay I guess
>>
>>2923398
hope he never looks at the zandronum mod scene
>>
>>2923417
Anyone have this comparison chart of the different sourceports?
>>
>>2923324
>>>>algorithm
you fucker I wasn't ready
>>
Memor's Fate !
>>
>>2923424
shieeet not working
>>
>>2923426
one more time
>>
>>2923424
>>2923426
>>2923428
Get out
>>
>>2923353
How is it possible for a mod to break voodo dolls?
>>
>map where you find all the secrets when trying to find that one key
What's that one map for you?
>>
POST MUSIC THAT GETS YOU IN THE MOOD FOR RIPPIN AND TEARIN!


https://www.youtube.com/watch?v=JVWbRz1U8I8
>>
>>2923441
I know it has happened but I cannot remember for the life of me
>>
>>2923447
>open embed link
>there is no pause button
how fitting
also doom 2 e1m1
especially the "quitar" solo
kinda lame I know since it's music from the game itself
>>
>>2923389
Well balance makes it even more recreational. To me anyway.
>>
>>2923447
KMFDM - Mini mini mini
>https://www.youtube.com/watch?v=D9AmQ1Ie7Bk
Ministry - Jesus built my hotrod
>https://www.youtube.com/watch?v=lspjLG9nHXk
Rob Zombie - Dragula
>https://www.youtube.com/watch?v=EqQuihD0hoI
>>
>>2923365
Correction: this mod does not do that.

>>2923390
Well, it spawns different monster variations in groups, adn those monster variations do infight, and im pretty damn sure Scythe 1/2 does not use any custom monsters, yet in several levels infighting starts right as you enter the map, and level autofinishes some time after that, because for some reason voododoll-reliant scripts get activated.

>>2923437
i dunno ask painkiller (not gonna remember/type in stupidass 1337 2p33k)
>>
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Here's a cut enemy from Doom 64.
I think you'll like what's next.
>>
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Looks like we finally have our Doom 64 Archvile.
>>
>>2923324

Sounds like a mashup of STUFF without any rhyme or reason.
Between this and Complex Doom, I guess this is what's super-popular in the Doom community.
>>
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>>2923520
Brother?
>>
>>2923238
Project Brutality is cool and all, but it suffers from the same issues any other mod with content-overload suffer from.

a lot of weapons is one thing, but redundancy is another.
>>
>>2922693

Why do we hear so many of the same songs in different wads? Is there some sorta Royalty-free Doom MIDI site? :-)
>>
>>2923521
instant waifu
>>
>>2923546
Great balls of fire
>>
>>2923521
Oh, gigeresque. Cool as heck.
>>
>>2923521
Pretty shit desu.
With D64's really disturbing and fucked up designs, I was really hoping it would be some tall, lanky thing with massive hands and really gross long fingers.
>>
>>2922826
You never hear about it because it is actually a pretty bad game that sounds a lot better on paper than it actually is
>>
>>2923535

A lot of songs are taken from different games.
A lot of songs are from community members giving away their midis to use.
>>
>>2923283
>Ling's port of choice, I would guess.
His bug test notes said he used it because it's limit removing without adding Boom additions and so forth, so he could make sure the level was beatable on a port that didn't include them.
>>
>>2923573
If the dialogue part of it wasn't just mashing the 1 key until you win, that'd probably help a bit.

Also, more than one of your choices actually mattering would help too.
>>
>>2922694
Newest version of Project Brutality is releasing today, the author says its the least buggy version to date
>>
>>2923575
>A lot of songs are from community members giving away their midis to use.

Is there a website for this, or is it on the Doomworld forums or something?
>>
>>2923625

A lot of composers have their own websites.
Jimmy is one of the most prolific musician in the communities.
http://jamespaddockmusic.com/midis/
>>
Wow, I LOVE Scythe 2 so far. Excellent job on the design and pacing.
>>
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>Been making maps for two years now
>Still not happy with anything I make
>Think my maps look like shit
>Think my maps play like shit
>Don't even finish most maps due to loss of inspiration

How do I fix this?
>>
>>2923668
post shit here
read critics
fix shit up
get better at it
release
???
PROFIT
>>
http://jpcp.webspace.ne.jp/bbs/jpcp_topic_pr_393.html

maps by japs
>>
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https://www.doomworld.com/vb/wads-mods/85502-stardate-20x7-beta/

speaks for itself really
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>>2923674
>Yfw it's just map packs for HDoom
>>
>>2923419
boom
>>
>>2923674

Was playing this all last night. It's rad as hell.
>>
>>2923693
haha, i doubt it. it looks like tatsurdcaco is organising this. he is hardcore.
http://doomedsda.us/player178lmps.html
>>
>>2923705
>no prboom
>no doomsday
>no legacy
>no doomretro lel
>>
>>2923713
>it looks like tatsurdcaco is organising this.
oh shit, i gotta play this
i loved tatsurd's maps in PRCP and 1994TU
>>
>>2923705
Why does Odamex even exist.
>>
>>2923737
because zdaemon went closed source.
>>
>>2923719
it's obviously multiplayer focused. iirc zdoom is an addition, the original didn't have it
>>
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>>2923705
>>
>>2923719
>no prboom
>no doomsday
>no legacy
>no doomretro

these would all be good categories, assuming there exist relevant images for them
i'm not sure what would be good for multiplayer content/user content for half of them

>>2923771
this makes me cackle
>>
Just finished Scythe map 26 with GMOTA. Dang, that was pretty cool.
>>
>>2923771

Does ZDaemon still exist? I used to play online on that all the time back in 05/06. What's the best way to play Doom online now?
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thanks to whoever used my shitty drawing on the OP on the last thread
feels good man
>>
>>2923859
ZDaemon if you want more vanilla-style play, Odamex if you want to jump on IRC chats and yell at people for matches, Zandronum if you want mods, features, and QUALITY
>>
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How do i get good at Duke Nukem? I find my health goes down extra quick. Not even sure what I'm doing wrong, aside from getting hit.
>>
>>2923891
Duke Nukem, after the first episode, is a little bit shit. Especially with all those little bastards that fly at you and explode. Play Shadow Warrior instead. Or just decrease the difficulty, if you absolutely MUST play the D00k.
>>
>>2923891
try playing blood first
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>>2923891
I think you have to crouch a lot. Or am I thinking of Blood?
>>
>>2923891

The thing about Duke 3D is contrary to the image of Duke as a guy that wades forward into battle and shrugs everything off as blaring rock plays, very little is actually...like that.
Most of the time you have to play extremely cautiously, peeking around corners and dragging enemies around one by one. Take note of the hitscanners and take care of them first.
>>
>>2923898
Really? I thought Duke Nukem 3D was considered a classic. I played Shadow Warrior some too, and that was also tough. I feel like a dork playing on easy.
>>
>>2923912
What would even encourage the careless "run in and fuck everything up" playstyle?

I'm thinking a damage reduction (and maybe slight regeneration/vampirism) effect that kicks in, and gets stronger, the more enemies you kill in a quick timespan. Basically, kill to live.
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>>2923389
that is pure cancer, anon.

Balance matters a fuck ton...just look at the GMOTA guy and his endless tweaking and fiddling with shit.

If the game feels unbalanced people pick up on that shit right away.
>>
>>2923928
>What would even encourage the careless "run in and fuck everything up" playstyle?

While I don't have the answer to this question, I think that Doom actually caters to this playstyle more than Duke Nukem 3D for reasons I'm unsure of.

While often times you need to be very careful in Doom, I find myself in extremely hectic situations in which I'm forced to run around frantically and kill a ton of shit as fast as possible far more often on UV in Doom 2 than on it's equivalent difficultly in Duke Nukem 3D. It may just because I'm better at Doom, though.
>>
>>2923942
or look at samsara in its early heydays

samsara was known and praised for being ludicrously balanced, complete with several threads digging and comparing damage numbers (i think there's even a .pdf floating around now?) and nobody able to decide on a single general tier list because everyone was so viable

addons and zandro updates kind of broke things, though

what a shame
>>
>>2923942
Chiming on on GMOTA's balance. Or overall quality really, the creator has the rare ability to understand when "less is more" - unlike Demonsteele, which while it has a lot of really cool content there's too much overlap and needless complexity.
>>
>>2923962

I would actually call that one of the biggest flaws of GMOTA, the constant reworking and removing and redoing.
In Demonsteele, things generally stay the same outside of additions. There aren't any massive gamechanging rehauls from version to version.

I really like both mods, though.
>>
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What does this mean?
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>>2923891
You have to learn the behavior of the pig cops.

Never face off with them, give them a quick shotgun blats then duck back behind cover. It's easy once you get the hang of it because they always go prone before they shoot and then often just keep shooting for a few seconds. Just wait for them to stop.

If it was a solid hit, but not a kill...and you feel the need to conserve shotty ammo (because it's pretty much the best weapon) you can finish them off with 2 or 3 hits from the pistol. It's just my tactic...save up your shotty ammo for the parts where it's best to just spam it, like you go swimming and oh look...5 octobrains.
or the chaingunner commandos, best to finish them off quick with the shotgun.

otherwise with the grunts, you can just dodge and weave all day, eventually you'll get to where you can just kick them to death if you really want.


>>2923898
wrong. the level design for every episode is awesome, especially the second. sure the suicide drones are a shit enemy, but they do not ruin the game.
>>
>>2923972
Well I never played GMOTA during early development so I have no perspective on that. As it is right now, it's tied DRLA for "best gameplay mod" imho. P:MSX could be up there if it had been further developed a bit.
>>
>>2924000

Good taste for good trips, anon.
>>
>>2923979
>multiplayer
Why can't we have good single-player FPS games any more?
>>
>>2923949
More projectile enemies in Doom, hitscanners don't shoot as fast or - iirc - do as much damage.
>>
>>2923979
Deathmatch ala Quake doesn't really work nowadays, without some heavy tweaking. UT is in alpha and already added an "upgraded" sort of TDM.
>>2924007
People aren't interested in them. Even AAA titles are removing their SP.
>>
What is the most toaster friendly, light, easy to use and windows 7 compatible Wolfenstein 3D sourceport?
>>
So what do you guys actually think of Romero's level? I really enjoyed it. I wasn't amazing, and had a few iffy bits, but overall I really enjoyed the experience. The final room was great, too. Really gave me a amped up E1M8 feeling.
>>
Fuck yeah, new Lainos map.
https://www.doomworld.com/vb/wads-mods/85523-comatose-overdose-2/

He and his Russian Doom Clan buddies can make some kickass maps. Highly detailed while still being able to maintain good gameplay.
>>
>>2924034
not perfect but very good. nerve.wad-tier.
>>
>>2924034
The level had a really good "Doom 1" feeling that I don't get from other wads. It was kind of a breath of fresh air.
>>
>>2923674
This is pretty damn good.
>>
>>2923942

As the creator of GMOTA. I don't think it's very balanced. Also I hate that asshole you posted with his stupid smug cackle and the fact he throws you around.

>>2923962

I've actually been wanting to slim down GMOTA for awhile now and remove some shit to make it more cohesive. But I'm pretty sure term would bust my balls, and I'd wind up upsetting a lot of people. I understand I fucked up there, in the mod's early days I got fed up with people constantly remarking how lacking it was, so I said "fuck it" and dumped every idea I could think of onto poor Blaz.

If I could have my way without causing any fuss. I'd remove the dart mode, put the sword throw as a more streamlined mechanic, and possibly remove item crashes.

This is why I've been putting off adding kustam. I've been thinking about him a lot and writing shit down before doing anything else.

But hey. GMOTA is my first project, and it shows
>>
>>2924057
For a first project, it's impressive. Keep that in mind. It's cool to see the creator of a popular mod being so level-headed, and thinking about the players.
>>
>>2924063

I wouldn't say I'm level headed. I've annoyed a lot of people here with my constant indecisiveness. But yeah, I've always had you guys in mind.
>>
>>2924057
I think the dart mode just needs it's own ammo. And then not much. It's strong, but it could be balanced by keeping ammo scarce.

maybe just remove the cluster missile too. It's just too strong.

it looks cool as fuck, but it's OP.
>>
>>2924057
>But hey. GMOTA is my first project, and it shows
No, it really doesn't.

>If I could have my way without causing any fuss. I'd remove the dart mode, put the sword throw as a more streamlined mechanic, and possibly remove item crashes.
I haven't played it enough to really have a specific opinion on these things, but the biggest issue I have is that the gauntlet just isn't very fun or satisfying in any mode that doesn't require energy.

On another note, something I really wished GMOTA (and many other gameplay mods) had though is a comprehensive guide in a text file or whatever that explains the various modes, attack buttons and functions the player has access to.
>>
>>2924081

That was one of the core things about GMOTA though: Ammo's not really a thing you have to worry about, it's all mana based, and said mana can be gained by attacking monsters.

and yeah I'm going to fucking tone the cluster missile back, I took a look at the POW'd up cluster missile again recently and I nearly had a fit, was I fucking drunk when I decided that was a good idea?

>>2924090
>but the biggest issue I have is that the gauntlet just isn't very fun or satisfying in any mode that doesn't require energy.

Admittedly, that's kinda the point, Blaz's strong point is his sword, the arm cannon is only meant to be an option when you can't reach things with your sword.

and yeah, whenever I finally get my shit sorted, I'm gonna include a manual of some kind.

and it does show if you take another look at it, it suffers from that "let's just dump everything in there" mentality that new and inexperienced modders suffer from
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Does anyone have the rest of this picture of Imp-tan?
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>>2924120
look at thebooru
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>>2924007
Singleplayer is dead.
Where have you been the past 8 years?
>>
>>2924109
>Admittedly, that's kinda the point, Blaz's strong point is his sword, the arm cannon is only meant to be an option when you can't reach things with your sword.
I wasn't talking about effectiveness (since the knife spray thing eats cyberdemons for breakfast) but general 'feel'. There's no reason for a weapon to be less fun than it could be.
>>
>>2924153

Not sure what I can do there, I've been toying with the idea of tweaking the buster a little, removing the mid charge shot and making the primary, uncharged shot like a combo thing, where as you tap the fire button, you shoot like, 3 normal little shots and then finish it with a mid shot.
>>
About half a hour of footage of ID and Doom circa November 1993.
https://www.youtube.com/watch?v=HpEBUV_g9vU
>>
>>2924127
Thanks, I found it here.
http://rule34.paheal.net/post/view/1757859
>>
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>>2924209
This... this is good.
>>
>>2924237
Paheal has piss-poor servers. Here: http://rule34.xxx/index.php?page=post&s=view&id=1914579
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>>2924241
thanks mate
after i posted it loaded, broken as shit, but it did
but thanks anyways
>>
>>2924165
Tweaking the sound effects to be a bit meatier would go a long way. Like a more percussive burst like machinegun fire for darts, and the other mode's sound sped up ~50% and overlaid with a laser PEW! or something. This isn't my area of expertise, just a general feeling that the gauntlet feels kind of dry compared to the awesome and visceral standard sword's sounds and visuals. Having the recoil frame offset downward rather than up and to the right might help too.
>>
>>2924246

I'm still not even sure if I should keep the darts, but I'll look into adding a percussive sound and fuck around with the firing sounds of the buster.

What exactly do you mean by recoil frame though? Like when Blaz's arm is raised as he starts to shoot? I did that intentionally so it doesn't look like he's got his arm outstretched the whole time.
>>
>>2924037
Do I see some Duke Nukem 3D textures on the right?
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>>2924007
this

the only good AAA SP games I played last year were the new Wolfenstein games
>>
>>2923521

I seriously cannot comprehend those who claim a female Archvile doesn't make sense

Bobby Prince used the voice of a crying little girl saying "why?!" for the Archvile's death sound. And don't get me started on the fan art. Do I even need to mention the fan art?
>>
>>2924312
I still remember the fan theory that the Mother Demon from Doom 64 was some sort of evolved or mutated Archvile, seeing as they both have fire-based powers and a knack for resurrecting demons (albeit Mother Demon seems to act on a broader story scale since they don't actually do it in-battle).
>>
>>2924312
>Bobby Prince used the voice of a crying little girl saying "why?!" for the Archvile's death sound.

Yeah, and then he deepened and distorted it to make it sound masculine.
>>
>>2923520
>>2923521

>doomworld
>closed group

gee, i wonder why
>>
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Any updates on the anon that was making a stupid wad about eating all of the WHIR? That shit was funny.
>>
>>2924109
>>2924090
>tfw I like the gauntlet for charge shots and the sound of standard shots

I am genuinely a fan of every weapon in GMOTA.
>>
Did the mythical anon who said that he'll release a Quake campaign he's been working on for 10+ years ever come back here?
>>
>>2923520
>>2923521

Are these the best pictures we can get from the models? I'm asking you because it seems like you have access to that closed group like someone mentioned earlier compared to the rest of us
>>
>>2924421

Would you object to this idea? >>2924165

I've also been toying with the idea of inflicting a small speed debuff when firing the blazter, mainly to discourage using it at close range without resorting to self damage.
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>>2924424

Wait nevermind, I found these.

https://www.doomworld.com/vb/post/1545448

My friend is going to like this.
>>
>>2924424
I actually own the models.
I also own Greg Punchatz.
He's chained up under my desk right now working on recreations of each and every model.
If he doesn't get them finished within twelve sleeps, it's five whips of the Schwankus Stick again.
>>
>>2924427
>I've also been toying with the idea of inflicting a small speed debuff when firing the blazter

I play GMOTA a lot and this sounds like a TERRIBLE idea.

You shouldn't cut speed from the player in Doom unless it is getting a payoff or you are designing a gameplay mod around a slower pace.

I also use the mid charge shot a fair amount so I'm not sure how that would pan out.
If anything, changing the standard shot into forcing a midcharge buster would make it harder to generate a full bar of red meter against some sturdy monster.

So it's not a bad idea there.

Just don't cut the speed of the player unless it's giving an advantage to do so.
>>
>>2924440

The mid shot actually generates like, triple the mana of an uncharged buster shot though.

As for the speed penalty thing, the only reason why I've been contemplating it is due to how good the Blazter is, you could pretty much rock entire maps using nothing but the arm cannon, its subweapons, and the heavy cannon mode alone.

Blaz was never supposed to be this good at ranged combat.
>>
>>2924257
>I'm still not even sure if I should keep the darts
I have no particular love for them (stylistically speaking).
>I did that intentionally so it doesn't look like he's got his arm outstretched the whole time.
I understood that, but looking through the actual frames I see that GFIRB0 -GFIRE0 actually do recoil when shooting. I registered it as being part of the same motion that brings it up while playing.
>>
>>2924427
>I've also been toying with the idea of inflicting a small speed debuff when firing the blazter, mainly to discourage using it at close range without resorting to self damage.
You could just make the projectile do less damage at short distances?
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>>2924453

I don't think there's a way to actually do that unless I make the projectile start as a weak one at first, then spawn a -different- projectile with the same velocity and direction. Plus it'd be weird to convey that to the player
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>>2924447
>The mid shot actually generates like, triple the mana of an uncharged buster shot though.

The little shots do so little damage you can get full meter from something like a Hell Knight or a Baron or a Cacodemon

As for weakening the cannon in general you can
>Make the shots take more red meter
>Reduce meter gain
>Reduce damage output
>Reduce range
Slowing him down won't really change a player's mindset with it because projectiles shot at the player are linear for the most part.

The player doesn't need to make wide dodging movements a lot of the time unless there's a wave of bullets coming. But since they aim directly at the player you can do bullet herding pretty easily if you desire.
>>
>>2924472

well if I make uncharged shots into a combo thing, it would mean you'd be able to generate energy at a comfortable rate but not cheese off a single monster, and most of the sub-shots take a shitload of energy as is.

Reducing damage output doesn't sound like a great idea either, but I might lower the range a little more.
>>
>>2924460
Couldn't the projectile have a A_SetUserVar("user_timer", user_timer+1) or similar state in the projectiles main loop, and countinously set damage to user_timer?
>>
>>2924478

I've actually never used that particular flag for something like that, there's still the issue of conveying this.

I could always make the projectiles do random damage, but I feel part of GMOTA's charm is the fixed damage values.
>>
>>2924475
> it would mean you'd be able to generate energy at a comfortable rate but not cheese off a single monster
This is what I was thinking when you said it forces mid-charge shots. It would make it so you can't just turn anything into a battery when isolated.

I was just thinking of ways to emphasize more melee focus for Blaz.

If you make new characters for GMOTA I'd say Blaz would be the all rounder right now.
>>
>>2924492

Oh, shit my bad, I guess my reading comprehension is awful.

I do plan on adding other characters, and if all goes right it'll work like this:

Blaz will have strong melee, normal health, and shit range, I really do need to tone back some of his subshots a little, along with his item crashes. Part of my problem with him right now is he has WAY too much shit that requires different states and button presses. I want to streamline him.

Kustam will have mediocre melee, more health, and best range, but kinda slow compared to the other guys, he's also gonna have some different quirks when it comes to his subweapons but that'll be for another day.

and Samson will be a bit of a wild card, throwing grenade weapons everywhere and capable giving himself and his buddies buffs, but the trade off his he'd have a tiny health pool because he's a dumb little kobold with hardly any armor.
>>
>>2924489
>I've actually never used that particular flag for something like that, there's still the issue of conveying this.
Here's how DRLA did it anyway.

>I could always make the projectiles do random damage, but I feel part of GMOTA's charm is the fixed damage values.
It was just a suggestion as a preferable alternative to hobbling the player if he shoots really. Fixed damage values is otherwise something I really enjoy in fast paced games (ever since playing star craft).
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>this is how DRLA did it
err forgot pic
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>>2924503
>Blaz is is strong melee, normal health and shit range
>Kustam is mediocre melee, more health and best range
This is a good reason to maybe not slow down Blaz.

But it could still make sense to slow him down with it. You could also cut his firing rate.
I think you should work on the new character first before major rebalances

Then you have a point of reference to work with.
>>
>>2924518

Yeah, you guys have convinced me to not touch Blaz's movespeed. and I guess I could curb his fire rate with the buster a little, on top of add that little combo thing.

I'm really not sure if I want to start development on Kustam until I get Blaz where I want him.
>>
>>2923441
Eternal Doom has a few that are like that for me.
>>
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How often do you save?
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>>2924525

Only if the map is insanely long, has some bullshit deathtraps, or if I need to stop playing for a bit. Otherwise I start at the beginning of any level I die in.
>>
>>2923447
https://www.youtube.com/watch?v=6bInlePwfAs
>>
>>2924523
The main reason to not touch the speed is because it doesn't really address the problem you are having with it and it wouldn't really encourage people not to go with shooting if they felt like it.
>>
>>2924526
This, and if the level is really kicking my ass i just take a break and try later, playing doom while frustrated can be dangerous
>>
>>2924531

Yeah, I was just kinda scraping the bottom of my own barrel of ideas in an attempt to bring some balance to this mess.

As much as I hate to admit it, making the buster fire at a slightly fixed rate would help quite a bit. If it was his only weapon there wouldn't be an issue, because I fucking love being able to hammer the fire button in games and lay waste with a fast trigger finger, like the dagger in Ghosts n Goblins.

Just because I really like a mechanic doesn't mean it melds with the rest of the ones I got implemented.
>>
>>2924523
Another thing, carefully consider tweaking the spiky turret ball. They're outrageously efficient since they don't only deal damage without putting yourself at risk, they also take monster aggro away from you. It's become a habit to spam those out while shooting away with the peashooter just to get more mana for turretballs. (in slaughter type situations that is)
>>
>>2924540

That's something else I should address, I think ideally I should just shorten their lifespan.
>>
>>2923447
https://www.youtube.com/watch?v=pgZORBg7MOg&list=LLm-y1uEtiGo7UFos8zXJ_0w&index=27

TRIGGER WARNING: This is from a game that isn't retro.
>>
>>2924525
I usually attempt maps without saves, with pistol restarts from deaths. If I've decided that its length (50+ minutes) makes for tedious restarts, then I resort to saving after grabbing keys. After completing a map with saves, I then start the next map through pistol start as punishment.
>>
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>>2923158
>my eyes jesu-
>MY EYES JESUS CHRIST
>>
>>2924545
Hope they exit early access this year
>>
>>2924550

I just hope they change the sound of the fucking 9mm, it sounds like shit. They never should've changed it from the first version.
>>
>>2924526
This.
The exception to the rule is when I'm playing Hideous Destructor, where I save after every other kill
>>
>>2924241
better than pururin's
fuck exhentai
>>
Any doom wads where you take pictures of demons for points kinda like Pokemon Snap?

Or maybe there's a town and people want pictures of certain demons and you need to go around and look for it, and you return to him and he's grateful
>>
>>2923447
https://www.youtube.com/watch?v=0Zfl9sAQx-U
>>
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>>2923194
Actually excited.

Never really awed over Brutal, but this one turned my head. Loved the monsters in it. And it's miniguns.
>>
>>2923573

What makes it bad in your opinion? I think it's great. Has the most satisfying machine gun among doomlikes, the world is immersive, it's challenging but not bullshit, feels way ahead of time. The part where you join an assault on that Order castle and you got your Front troops backing you up is one of the coolest things I've seen in a pre-2000 FPS.
>>
>>2924018
because it's all some fucking corny rehashed modern combat extremely implausible shit with all kinds of cinematic bullshit to advance the story.

It's like a *really* bad action movie. Make a good fucking game, people will play the SP.

>>2924270
Wolf did it pretty well, it was corny, it had forced bullshit, but it never felt annoying or heavy handed like I feel in CoD/BF type games.
>>
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Anybody grab the remaster of this? It's my first time playing it, it's actually really fun and your character sprints around like a gold medalist all the time
>>
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>>2923447
https://www.youtube.com/watch?v=wjkcNfyEZQ0

It just seriously puts you in the mood for a wild gunfight, running from cover to cover, blazing, charging out with a shotgun and get as close as possible to score a full pattern of shot and then run back behind something as the gun pumps/reloads, then continuing out the other end letting loose with your automatic on a horde.

Also I love the sexual tone of the song.
>>
>>2924861
It's actually a very good port, I didn't get super far because I really don't care that much and I beat the dick off it 100 times as a kid...

BUT I'm excited as shit for them porting Turok 2 now

>>2924823
Why the fuck does ModDB want me to sign up, fuck you ModDB, host the file.
>>
>>2924868
You don't have to.

Not trying to advertise, but click this.

>http://www.moddb.com/mods/brutal-doom/addons/project-brutality

Then the big red DOWNLOAD NOW button on the mirrors line, and then a window pops up.

>Click to download Project_Brutality_12-1-15.zip if it doesn't start automatically or try another mirror.

Should say that. The filename there should be a mirror for the download, click that and it should work. No log in required.
>>
>>2924525
Always, because there are too many maps that I wanna see without wasting too much time on getting where I am again if I die.
>>
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>>2924864
Not bad, cheesy, but it should be.


Mine isn't Rock, but damn is it a head-banger.

https://www.youtube.com/watch?v=wy9r2qeouiQ
>>
>>2924525
Pretty often, usually during slaughtermap-moments. I get really frustrated too quickly if I run through an entire map and get demolished close to the end, without saving. I just hate that. So I save at least once per map. As like a checkpoint.
>>
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>>2924930
Or these two.

I guess I have more synth than metal on my mind right now.

https://www.youtube.com/watch?v=Z9CuaJZpxK0

https://www.youtube.com/watch?v=YOwSrPzT8qg
>>
>>2924823
that's fucking disgusting.
>>
>>2924912
Gotcha, workaround noted.
>>
>>2924980
It's just caco blood, you've seen that before.
>>
>>2924823
how does one not cringe in revolt from this picture alone
>>
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Aesthetics (Not really.)
>>
>>2925005
As far as BD and "enhanced features" go, it's pretty damn tame.

r/ing that "the way it was MEANT to be played" image.
>>
>>2924861

I'm interested in it, but I'm gonna wait for a price drop/sale. $20 is a bit too much for an old game like this.

I used to play it a long time ago at my cousin's house but past the first few areas it'll basically be like my first time playing it
>>
>>2925007
That's pretty gorgeous. Man.

>>2925005
I've been playing Doom since '98. What exactly do you find cringe-worthy about it? The slight filtering? The HUD?
>>
>>2925005
By enjoying BOTH vanilla and modified Doom instead of being an edgy teen who says vanilla is the only way to play Doom ever, despite not actually being born when Doom was released.

Why does it bother people so much how other people play the damn game?
>>
Honestly, some feedback on >>2925007 would be nice.
>>
>>2925139
There is a difference between enjoying mods and enjoying mods that just look bad.
>>
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Project Brutality 2.0 has been launched
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>>2925139
>if you don't like brutal doom, you must be one of those purist luddites that hate all mods!
I'd almost missed seeing this defense. Nostalgic.
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>>2925146
>If I say a mod looks bad then the mod is bad
Enjoy that airtight bubble anon
>>
>>2925154
Yeah, hud looks like shit and is annoying, so why would I want to play it
>>
>>2925151
Pretty sure I said modified Doom, not specifically referring to Brutal Doom. l2r
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>>2925146
>I don't like it, it looks like crap.

Be specific anon, come on. Try.

That hud is totally optional by the way, as most hud mods are. It normally uses the vanilla hud.
>>
>>2925156
Then don't play it
>>
>>2925161
I won't.
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