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YOU HAVE HUGE STUDS
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DOOM THREAD / RETRO FPS THREAD - Last thread >>3068609

DOOM/II/ULTIMATE/FINAL/64
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~

FAQ/PASTEBIN
http://pastebin.com/vPbiw4NR

SO YOU WANT TO PLAY SOME...
Doom: https://data.desustorage.org/vr/image/1448/27/1448271860636.png
Doom download: https://yadi.sk/d/469ydBaLndVCJ
Quake: https://data.desustorage.org/vr/image/1405/27/1405272990521.png
Duke: https://data.desustorage.org/vr/image/1403/19/1403195896088.jpg
Thief: https://data.desustorage.org/vr/image/1456/09/1456095399293.jpg

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.doomworld.com/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

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

== /VR/DOOM COMMUNITY ==

IRC
irc.zandronum.com #vr (key in faq)

THREAD ARCHIVES
https://desustorage.org/vr/search/text/%22doom%20thread%22/type/op/

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K

COMMUNITY PROJECT
Make a Boom-compatible E1-themed Ultimate Doom map.
Status: https://desustorage.org/vr/post/3019509
>>
===NEWS===

[03-17] DUMP 2 closes; final submissions
http://forum.zdoom.org/viewtopic.php?p=893335#p893335
- The UAC Fucked Up Yet Again >>3070932
http://www.mediafire.com/download/atixtqd84686ptc/TheUACFuckedUpYetAgain.wad
- Filth.wad >>3070390 >>3070967
https://drive.google.com/file/d/0B8xWmOI7IYl3cEpUN3V1c2JzeFk/view
- I SURE FUCKING LOVE TECHBASES >>3070328
https://mega.nz/#!bAAUwb6B!XIx1c0MrAkbbjPvroXsdhF707bty8xXgMtsKv1PDpZg
- For All Kings >>3069449
https://mega.nz/#!3x12nb4R!nKuFDFwuzFOQUGU8AKSMGt-_IJ21Jc6Qzm0NdvHATRs
- DOA >>3068649
https://www.dropbox.com/s/79sl98cksh0hmf4/DOA.wad

[03-16] Anon Map Releases
- TrainV3 >>3069853
https://www.dropbox.com/s/kt5xmyomic1tkai/TrainV3.wad
- ARCH17 (for Quake) >>3067654
https://www.dropbox.com/s/ot42kt54st0re3n/arch17.bsp
- Refinery 03 (/vr/E1 submission) >>3065927
https://drive.google.com/file/d/0B4A_W_qt7N94VkdjOEFxNWRIZTA/view
- Sentient Penis Driving Car v0.9 >>3065528
http://temp-host.com/download.php?file=wd73ej

[03-16] DUMP Submissions
- >>3068591 >>3068612
https://my.mixtape.moe/wvmfym.wad
- Defecation Foundation >>3068290
https://www.dropbox.com/s/y4dg1f6sluy8yz9/Defecation%20Foundation.wad
- DOPADUMP >>3063865
https://drive.google.com/file/d/0B4mwJRa7e5VpWkRwS3kxVW9takU/view
- Dark and Dreary (final) >>3063156
https://www.dropbox.com/s/ry4x8qijhqcjqk5/Dark%20and%20Dreary%20Final.wad

[03-13] Anon Map Releases
- Autism!.wad >>3060465
https://mega.nz/#!p8dxwYgb!DzLGA984kBso09AKxXKsH3Xfa4Xx3OI2thShv6XEUHg
- pincer.wad >>3060250 >>3060401
https://mega.nz/#!i0UGTL5K!FIq5GeLyNtxSxt_qzuXaRZ_dGLMfPNkLA1FUhZicpJo

[03-13] DUMP Submissions
- dumpmap.pk3 >>3060706
https://www.dropbox.com/s/ziriss5wa8k69hp/dumpmap.pk3
- DUMP Castle map WIP >>3059281
https://dl.dropboxusercontent.com/u/8380892/Doom%20maps/DUMPmapWip1.pk3

[03-11] Operation Totengräber Community Set (Wolfenstein mod project)
http://diehardwolfers.areyep.com/viewtopic.php?t=7400

===

To submit news, please reply to this post.
>>
1st for m'lady
>>
i don't think i'm going to put every single DUMP submission in the news post again, it takes up too much space. the news post will still announce the final release of course.
>>
>>3073831
>YOU HAVE HUGE STUDS

meanwhile in an alternate universe where hdoom is a yaoi mod...
>>
>>3073846
hah. i had to go look up what the knobbly things on lego bricks were called. i thought the jokes would write themselves.
>>
did anyone ever play https://my.mixtape.moe/wvmfym.wad (reminder that it's on map07 and needs cc4-tex.wad)? would be nice to hear feedback, unless it's "the map is terrible kill yourself" because that would suck
>>
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>>3073846
>doomgirl getting fucked by bara monster boys
>>
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QUESTION THREAD TRANSFER
>>3073829

Seriously, what the fuck is the point of those northern alcoves.
>>
>>3073862
boom sorcery
>>
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After years of playing Doom I've only just now noticed that every single weapon sprite besides the pistol isn't actually centred. It's.. messing me up worse than Comfy Doom.
>>
>>3073885
You're gonna make it, anon.
>>
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What's the difference between redbox scripts and bluebox scripts?
>>
Am I the only person who legitimately hates Cacodemons? I've always hated those fuckers. Their cry is annoying as hell, they're ugly as fuck, literally just a lump of flesh, they always come out at the most inconvenient of times, they're dumb, they have WAY TOO MUCH health, when you hit them they get knocked back to the other side of the entire fucking map, and when they do die they leave behind huge carcasses that block your view. FUCK CACODEMONS.
>>
>>3073969
Nope. Pain Elementals are a whole different story though.
>>
>>3073972
PEs are badass motherfuckers, but there are just no good points to Cacodemons whatsoever.
>>
>>3073969
Killing Cacodemons with the SSG feels so good that it justifies everything you said.
>>
>>3073969
>>3074006
I personally enjoy making long-distance rocket shots on Cacodemons that have already been knocked back by a previous rocket
>>
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Did E1M8B have (m)any cacodemons?
>>
>>3073969
>Their cry is annoying as hell
i've never really noticed
>they're ugly as fuck
really?
>literally just a lump of flesh
i always thought they were mostly a shell full of gas
>they always come out at the most inconvenient of times
well that depends on the map of course
>they're dumb
okay
>they have WAY TOO MUCH health
that's possibly true but only if you have the single shotgun
>when you hit them they get knocked back to the other side of the entire fucking map
okay yeah this is annoying. but also shared by other flying monsters.
>and when they do die they leave behind huge carcasses that block your view.
yeah i have to agree with this one as well
>>
>>3074019
i don't think so. he tried to restrict to shareware assets, iirc.
>>
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>>3074019
Why can't Undertale just stay the fuck out of all the stuff I like?
>>
>>3074019
>shitty cacodemon in the right corner
pffffff
>>
>>3074032
Malignant cancer spreads rapidly, anon
>>
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>>3074035
>>3074032
The problem isn't people who do stuff like this. It's the people who cannot let it slide just like all the other stupid crossover bullshit and instead make noise about it.

Just let it drop from now on.
>>
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>>3074039
And yet you continue to agitate us by posting more of it
>>
>>3074039
he says as he posts more of it
>>
>>3074042
How on earth did I fuck up that spoiler
>>
>There's been a million crossovers with DOOM before
>Several of which have been posted here
>Nobody has an issue with it
>Undertale crossover finally happens
>People fling shit about it and piss themselves as soon as it comes into existence

I don't even like Undertale, but the people making the crossovers aren't the cancerous ones in the situation.
>>
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>>3074053
IKR?
>>
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Stealth monsters in maps: the instant way to know that it's baby's first map. I don't care if it's a fucking imp, rifleman, or whatever, if I take a single hitpoint of damage from something I can't see then FUCK.
>>
>>3074058
Do people actually use them?

Why are they specified in the first place?
>>
>>3074050
Spoiler alert: I only posted for the sake of the pun, tumblr-kun
>>
>>3074057
nice anon. i was just going to post that
>>
>>3074050
ur a faget
>>
>>3074053
No you don't understand it's different because it's a crossover with a thing I don't like.
I see the hypocrisy in the statement, but fuck it.
>>
>>3074053
>There's been a million crossovers with DOOM before
>Several of which have been posted here
>Nobody has an issue with it

You have not been around for the pony crossovers.

>>3074058

I'm adding a stealth monster to my map just for you, senpai.
>>
>>3074027
>>when you hit them they get knocked back to the other side of the entire fucking map
>okay yeah this is annoying. but also shared by other flying monsters.
No. The Pain Elementals don't get knocked back at all, and the Lost Souls don't move back nearly as fast as the Cacodemons, and they're much easier to kill. Cacodemons will get pushed back to the other side of the level and if you're in a wide, open area, it can take a long time for them to come back to you.
>>
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>>3073869
I dunno man, they don't seem to have any actions tied to them. They must be define some sort of sequence in the actual map, no fucking idea how it actually works.
>>
>>3074053
I don't know why you felt the need to post this when it's just one or two guys complaining, but okay.

I guess you saying 'I don't like it either by the way' justifies your complaint in return too.
>>
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Update to my shitty Project Brutality mod/Mutator:
-Barons of hell are now replaced by juiced up plasma zombies
-Cyberdemons are now replaced by juiced up rocket zombies
-SpiderMasterminds are now replaced by juiced up Chaingun majors
Link: http://pastebin.com/53Lukwhs
Instructions:
>download the file
>don't extract the zip file, change it to pk3 if you want
>load it after Project Brutality
>all monsters will be replaced by zombie and imp type enemies
>play on the hardest difficulties only
>>
>>3074090
You're gonna make me cry.
>>
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>>3074105
>kill variety
Why?
>>
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>>3074109
Killing zombies in Brutal Doom is ridiculously satisfying to me.
>>
>>3074116
I've literally never seen that before. Every time I feed them shells, bullets, or plasma right to the face they eat and still move forward.
>>
>>3074092
>The Pain Elementals don't get knocked back at all
i wonder where you got this idea from, because it is incorrect
>and the Lost Souls don't move back nearly as fast as the Cacodemons, and they're much easier to kill.
the worst thing with lost souls is to hit them when they're charging, so they get stuck in mid air floating very slowly with their mouths open. it might take hours for them to float far enough to hit something and return to normal.
>>
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>>3074053
This.
Also the sans.wad mod is one of my favorite little gameplay mods to fuck around with.
>>
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>>3074120
>>3074116
>>3074092

okay jesus christ I need to get my shit together

(I'm deleting the old webm because 1024fps at 60kbps is bad)

but yeah the cacodemon and painie have the same mass and same flags, they're going to move around the same
>>
>>3074120
a floating monster whose base is at floor height is treated the same as a walking monster, it has friction applied to it. its only when it is not touching the floor that friction no longer applies and you can send them flying.
>>
>>3074127
>the worst thing with lost souls is to hit them when they're charging, so they get stuck in mid air floating very slowly with their mouths open. it might take hours for them to float far enough to hit something and return to normal.
Are you kidding me? That's the best strategy with the Lost Souls, I do it all the time with the Shotgun, SSG, or Chaingun.
>>
>never really used chainsaw and didn't get the hype behind it
>run out of ammo first time in ages
I haven't appreciated something like that in vidya for a while and played 2 levels saw only straight
>>
>>3074032
it's the new mlp
>>
>>3074147
i am very impatient and hate waiting for the damn thing to return back to where i can actually kill it. i can't just leave it alone else it will sneak up and plague me later at exactly the wrong moment
>>
>>3074147
I guess it's bad if they're too far away when you do it because then you can't kill them efficiently. But it's great if you manage to stop them near you so they can be deal with later and easily
>>
>>3074160
chaingun tap it
>>
>>3074050
well you started it
just like kindergarten
>>
>>3074058
Im making all of my monsters transparent, only appearing when they attack. Thank you for the tip.
>>
>>3074163
doesnt work if its outside autoaim range sadly. (i don't use mouselook.)
>>
>>3074174
then stop living in the past and accept freelook jumping crouching translucent sloped 3D floors with colored lighting and true brutal fatality action into your life :^)
>>
>>3074053
I bet you like homestuck too
>>
>>3074174
>i don't use mouselook.

Uhh... you mean you don't use "look up look down"? Because I can understand the preference of playing the game with original engine limitations, but when I used to do that I accepted those annoyances as just that. Engine limitations.

Protip: Rocket explosions are infinitely tall and you can kill things a hundred meters in the air or down in a chasm.
>>
>tfw no amateur quake mapping competition
>>
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>>3074219
>Uhh... you mean you don't use "look up look down"?
yes.
>>
>>3074220
I appreciate Quake's visuals, but it just ain't as fun to play.
>>
>>3074250
in my pants
>>
>>3074246
I guess I'm weird in that I find Quake more fun than the various 2.5d shooters.
>>
>>3074256
It's not about the 3d vs 2.5d aspect really. Quake's enemies and the gameplay pacing just ain't as tight.
>>
>>3073854
it seems to need more than just cc4-tex.wad
>>
>>3074269
that's weird, because for me it works just fine with this command line
$ prboom -file $PWD/resources/cc4-tex.wad $PWD/TNOTMWOFOLBTIDIDWTSOCSNTITNOTM.wad -warp 7

is it because of BRICKPLA? that seems to be missing from some versions of cc4-tex.wad
>>
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I have a script that spawns 4 imps in a room when the player picks up a certain item, as well as raising the floor near the door by 64 to block it. How do I make it so that only when the player has killed all 4 spawned imps, the floor lowers again, making the door unblocked=
>>
>>3074267
I'll give you that, I guess. Quake's cannon fodder is admittedly pretty boring, although to its credit there's only two annoying hitscan enemies and one of them is the towering Shambler whom I like way more than Barons or Cyberdemons.

>tfw Quake could have been refined to the same level of polish and fanfare as Doom if id hadn't slapped the name on an unrelated game that set the tone for the rest of the series

FUCK THE STROGG
QUAKE WAR NOW
>>
>>3074279
>is it because of BRICKPLA?
yeah, sorry i should have said i get loads of "brickpla missing" errors
>that seems to be missing from some versions of cc4-tex.wad
i have the official cc4-tex that comes with cchest4 itself, so i don't know
>>
>>3074286
hm. my version of cc4-tex.wad does have BRICKPLA, but the one term's using for DUMP 2 didn't either - I guess it got updated?

http://static.best-ever.org/wads/cc4-tex.wad this one should work, the md5sum matches anyway

I made sure the one in DUMP 2 has BRICKPLA so it should be good there
>>
>>3074290
hmm, unless that came from either esselfortium (who i believe compiled cc4-tex originally) or the green herring (cchest maintainer) then it is not official, it's some prick uploading shit he shouldn't. or should have renamed first, at the very least. but okay, thanks for pointing that out.
>>
>>3074295
yeah it came from essel

https://www.doomworld.com/vb/community-chest-4/43409-cc4-official-texture-resource/

leads to https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/cchest4

which has the same md5sum
>>
>>3074297
fair enough, i will update my copy.
>>
>>3073854
>>3074297
all right here is a thrice-failed first demo.

http://temp-host.com/download.php?file=uu62vt

i guess i will have to learn this one before i can record it successfully. i got swamped very quickly on the other side of both portals, so either i've missed a decent weapon or i'm doing something else wrong. but what i saw was well-made, if a bit crazily textured.
>>
>>3074326
yeah the safest order is techbase->caves'n'bricks->hell, but if you're crazy you can run through the cave area, nab a rocket launcher and return to the techbase area

I *really* do not recommend trying to grab the plasma rifle, I have successfully done that like twice out of something like 20 attempts
>>
>>3074328
clarification: I don't recommend rushing through to grab the plasma, unless you want the bastards to swamp you in the techbase

there *is* enough ammo to do the hell part on its own, and you get both the RL and plasma there, but it's fuckin' hard to pull it off.
>>
>>3074330
well i found the techbase part quite easy to clear even with just a shotgun. it just seems as soon as you go through one of the portals the monster density goes up several factors and shotgun/chaingun isn't anything like enough any more. this is obviously from the perspective of a player new to the map - i assume it's easier when the map is known, it always is.
>>
>>3074334
yeah, the second area pretty much will require you to bust out the rocket launcher in that area

really, the entire map is controlling what your safe area is, which is easy in the techbase area, fairly difficult in the natural area (but not too bad), and fuckin' hard in the hell area

it ratchets down a lot in lower difficulties though - you only get a third of the monsters in easy, and specifically no pain elementals and a lot less flying bastards
>>
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>>3074280
Bump with this that I think should do it, but doesn't. Am confused.
>>
>>3074340
aaaaaagh my own map is kicking my ass jesus christ the hell area is still pure madness
>>
>>3074369
ThingCount should help.

http://zdoom.org/wiki/ThingCount
>>
>>3074379
Sadly not. I think the issue is that I try to execute script 3 from script 3. Maybe I should make a script 4 that is basically the same, except script 3 runs script 4, and script 4 runs script 3 :'^)
>>
Does gzdoom have an artificial fps limit or have I just gotten so used to 144fps that I can't tell it apart from 60?
>>
>>3074415
Try this, this is untested but it *should* work

http://pastebin.com/hQ0Zwp0n
>>
>>3074436
I did script 3 -> script 4 silly stuff which worked, but this worked too. Thanks man.
>>
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well this was a complete failure for what I was trying to achive, but it kind of looks cool anyway.

Would work quite well as a plasma gun projectile?
>>
>>3074449
>Would work quite well as a plasma gun projectile?
It would if it didn't cover up the entire screen at exit point
>>
What is the preferred walling on staircases. Left side style or right side?
>>
>>3074449
you have opened a door to the White Dimension
>>
>>3074462
well the right is basically a texture misalignment. the left looks increasingly odd as the light gets closer to the floor. in other words: neither. use the version of METAL without the light, but strategically implant strips of light at regular intervals appropriately.
>>
>>3074460
It's a 3d model so it's pretty easy to rescale in modeldef or even on the actor.

>>3074463
Yeah, and all I was trying to do is make a light shaft that 'works' from any angle.
>>
>>3074418
nah I often get 1000fps
>>
>>3074105

do these new zombos have the same hp as the monsters they're replacing?
>>
>>3074418
It has if vertical sync is on.
>>
>>3074486
can you tell the difference between that and 60 or 100 or whatever?
>>
>>3074250
>It's March 18th

I'LL BE DAMNED

>3 YEARS OF DOOM THREADS
>>
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I'm trying to compare different Quake engine games apples to apples. Top is Half-Life with default brightness. Thoughts?
>>
>>3074512
yeah, even on a 60hz monitor I notice it getting jittery and my input getting laggier
>>
>>3074495
Not yet, no. I'm want to balance it better eventually, but right now I'm not mentally prepared enough to try and tackle brutal doom's messy code.
>>
>>3074523
I don't know why but that's pretty interesting. It hadn't hit me how much nicer lightmaps q3 has. Would be interesting to see Darkplaces thrown in the mix too, but only if you're curious yourself.
>>
>>3074536
Quake 3 certainly can do some nice lightmaps, but in this example, it's quite bad if you ask me.
The light in Quake 3 falls off too quickly, and the rest of the room ends up looking too dark. I think what happens is that Quake 3 is technically accurate, but there is no gamma correction.
>>
>>3074523
Man, GoldSrc doesn't look that bad, does it? What the heck.

Is that just flat white walls with a yellow light?

>>3074536
id tech 3 has pretty damn good lighting, as well as reflections, particles, visportals and so on; it all just gets turned off because muh Q3A ex-quake-pro MLG heritage etc etc.

It's still a bit screwy in that image, though- check the intersection of the ceiling in the block's shadow.
>>
>>3074551
>The light in Quake 3 falls off too quickly, and the rest of the room ends up looking too dark. I think what happens is that Quake 3 is technically accurate, but there is no gamma correction.
How many bounces do the rays make anyway?
>>
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>>3073857
>wrapping her arms around his muscled neck to hold on
That makes me hard.
>>
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>>3074219
>Rocket explosions are infinitely tall and you can kill things a hundred meters in the air or down in a chasm.
So that's why rockets hurt the Romero head and not the BFG! You learn something new every day...
>>
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How does this make you feel? And is there any way to make more of this?


https://www.youtube.com/watch?v=B38uNeP4O7M
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>>3074523
>decide to see what it looks like in quake 1 to compare
>make quick map
>get this
>recompiling other test maps that I know work sometimes doesn't render any lights at all

I think something's gone wrong with my compiler.
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>>3074552
It's r_lightmaps 1, so only lightmaps show.
Here is a comparison of quasi-HDR using gl_overbright and software mode, which resembles gl_overbright 1. I had to use D3D, as it doesn't work on modern OpenGL drivers.
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>>3073885
The Sprite Fix wad fixes that iirc.
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>tfw OCD but keep mapping myself in corners (vanilla mapping)
How do I get myself in these situations
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>>3073857
>bara
>doomgirl
>girl

Buddy, I don't think you know what Bara is.
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>>3074560
I want to lick Doomgirl's navel!
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>>3074608

Yeah, girls don't even have yaoiholes.
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>>3074220
Yes there is. On Celephais.net.
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>>3074606
"Keep mapping myself in corners"
you what
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>>3074283

Quake's enemy roster is just fine. The ogre and fiend are more fun and dynamic to fight than anything in Doom other than the revenant. The scrag is less spongy than the cacodemon and actually has a unique attack pattern that isn't just a copy of other monsters (cacodemon, imp, hellknight and baron all have the same attack style). And as you said, the shambler is a better semi-boss monster than the baron, who is slow and only poses a threat because of its massive amount of health, which is more tedious than challenging to deal with.
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>>3074672

I think he means he gets creatively stuck in a corner
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Where's the Doomguy version of Carl the Cuck
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>>3074702

We don't mistreat Doomguy that way.
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>finding an unmaker on map01
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>>3074712
in DRLA i presume?
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>>3074702
Who?
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>>3074334
you ever get through the map?
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Playing DOOM via Chocolate DOOM atm and I keep losing sound. Music, SFX, everything. It doesn't seem to matter what sound settings I have either. OPL, GUS, Native; doesn't matter. Setting up a fresh Chocolate DOOM fixes it for a while but eventually it cuts out again. Anyone else had this problem?
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Is asking people to play on a server allowed here?
WhoDunIt isn't any fun with a handful of people.
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I think I finished 2/3rds of this map. The final bit will be a reasonably heavy scripted mob encounter. In its current form you're basically done after grabbing yellow keycard. You can walk down the yellow door if you want, but it's just a big empty room.

Looking for critiqueon the up to yellow keycard bit. Difficulty, aesthetics, anything. A blatant "it's shit" is nice, but why it's shit is always nicer to hear. My second real attempt at a map. No secrets in yet either.

(Built and tested for zDoom)

https://my.mixtape.moe/htzjok.wad

It's supposed to be the first map of a longer wad
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>>3074745
Dude, I've been having this problem on ZDoom... What the shit?
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>MFW I made the cut for DUMP

thanks term
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godammit i can't even stress how fucking annoying this garbage was.

i'm never touching it again, i really am not.
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>>3074838
I made it too. Feels good to finally be part of a project.
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Shadow Warrior Redux is on sale for a buck, is it a good deal?
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>>3074875
Might as well, it runs way better than the original even though it costs money.
Still wish Shadow Warrior had an eduke32-style sourceport tho
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Ketchup doesn't work with the latest GZdoom. What do?
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>>3074889
My latest GZdoom flickers on the Options menus and in-game. It's fucking horrible. I just wanted to try Legendoom
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I was wondering why E4M1 is a lot harder than I remember it, then I found out all the medkits vanish on UV difficulty.
On to E4M2!
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>>3074906
t-there's medikits on E4M1?
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>>3074847
What is it?
Also is that D64-inspired wad?
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>>3074909
on all the bitch-made difficulties, yes there is
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Playing through Epic 2 with Project Brutality. I wanted to bump the difficulty up part of the way through my playthrough, but I don't know all the weapon codes to give me my old inventory.

Anyone know the console commands? I know a few of the 'dropped weapon' ones but that doesn't cover the rocket launcher I had (and probably need to not die)
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>>3074947
just use the skill command, it kicks in next map
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>>3074957
I tried that and it didn't work
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>>3074931
Someone's insecure.
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>>3074957
>>3074968
Maybe it only works for stuff you'd see in the original doom's difficulty, aka changed spawns and maybe the respawn of Nightmare?
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>>3074979
hm, well that's retarded

ChangeSkill() applies next map, the skill console command doesn't
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>>3074972
It was more for humor's sake than actual posturing.
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>>3074838
>>3074850
Same. God it feels so good to make something.
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What's the easiest way to add a level-wide fog in UDMF maps? Is it the MAPINFO setting?
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What's going on with E4M5 and all the unnecessary keys? Did I miss something?
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>>3074714
Yes.
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>>3074925
mapset is
http://forum.zdoom.org/viewtopic.php?f=19&t=48246

mod is d64_wmi_alt.pk3.
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Doom 4 is a 64 remake, isn't it? I know bethesda keeps saying it's an outright reboot- but come on, this is way too 64-aesthetically styled.
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>>3075083
>d64_wmi_alt.pk3
Anywhere I can download that?
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>>3075086
What else would you expect from a modern game? Doom 64 had the best aesthetics of any of the 2.5d Doom games. Are you implying it's a "retelling" of a "story"? It's fucking Doom. You shoot demons. Everything else is just dressing.
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>>3074889
Use 2.1
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>>3074560
>wide hips
>meaty thighs

I bonered.
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>>3074098
I think those may be dummy sectors to make floor, ceiling and lighting changes go just the way you want
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>>3075115
Don't forget exposed midriff and low-cut pants.
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Anyone knows any good DEHACKED (as in boom-compatible) weapon mods aside from smooth animation one?
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>>3074560
Sauce on that?
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>working clock (at least I think it does but I'm not going to sit here watching it for half an hour) in this map

If only it was synced to your computer's time.
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>>3075171
>thinking about how much potential mapmaking would have if quake had a +use command
>google it
>turns out it does, it just literally doesn't do anything

CARMACK WHY
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>>3075171
host_timescale Is the command I think - rev it up to 100 and watch the clock go.
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>>3075205
Right you are, couldn't remember if Quake had something like that built in or if Quakespasm added it Source-esque.

Look at it go, wowzers. It even bongs when it passes the top! and when it hits midnight some sort of monster roar sounds as well which I don't intend to find out what it is
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>>3075215
Nevermind, I'm a retard and was watching the wrong hand on the clock. The roar is actually Ranger's pain grunt glitching out.
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>>3075203
Ranger shoots things instead of "using" them.
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>>3075228
You can't blame him, really. 'Using' demon guts and hell-tech is one thing for Doomguy, everyone knows what Hell is, but 'using' eldritch abominations and their related material by the great old ones themselves seems like a really bad idea.

Googling for more information is fucking useless, as it turns out- even with proper quotation marks Google insists on replacing "+use" with 'used' and giving me totally irrelevant results.

Is there any functionality for it at all in the engine, or is it just a dummy command to be filled out by total conversion mods?
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>>3075232
I can imagine that "use" is essentially just an invisible bullet. But I'm not sure.
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>>3075235
Well, it apparently does jack shit in the vanilla game. Shame there's so much that can only be done by actual modding, not just mapmaking (another example- there's no way to do a full weaponless start in the base game because while there is coding for what to do if the player runs out of ammo and doesn't have the axe, apparently there's one line commented out that fucks the whole thing up).
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>>3075246
You can alter the souce code for the engine of choice and make it so "+use" would actually do something.
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>>3075263
>>3075246
On a side note, are there any weapon mods for quake that can be run with other mapsets and are not gimmicky arena-fests, like several other weapon mods Ive seen?
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>>3075263
That means I have to actually learn to code, though. And more importantly, any maps I made with the extra stuff would have to be loaded as mods with their own entity file, which is way more likely to make someone not bother than just plunking a .bsp into the maps folder, opening the console and typing >map buttjew1.
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>>3075091
had to rehost it though here it is
https://mega.nz/#!SkZUCASA!6UQyCOZHwU5muOeX7B8GQX7JpL32X5NIA3icIm716pU
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>>3074673
>fiend
>monotone strafe-dodge garbage
>fun
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>>3075275
Fiends are shit. Ogres are fun, though, in part because they're a zero-sum enemy if you use the grenade launcher- hit them with two nades, then get two nades back when they die, no worrying about ammo consumption as long as you can aim and know how Quake grenade 'physics' work.
>>
so i've been playing brutal doom hell on earth maps, it seems alright, although sometimes ridiculously hard for some reason, at least on ultra violence.
One thing i miss from the original is intermission maps that show your progress between levels on the stage.
Also most hell levels are boring and suck, somehow colour pattern reminds me of minecraft. And i still can't find the goddamn BFG, i have a feeling i missed it somewhere.
>>
https://www.youtube.com/watch?v=Zfp00OZuXCc

> no stupid executions.
> no childish taunts.
> no modern weapon behavior (reloading or aiming down the sights).
> actually enhancing the atmosphere of the original game.

Might be the first "Brutal" mod that I am legitimately interested. Hope it stays this way.
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>>3075301
looks okay
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>>3075301
sounds ruin it
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>>3075301
Why do these retards insist on making the weapons loud as fuck while redesigning it so that you are expected spam the fire faster than the original chaingun shot?

Good atmospheric effects though.
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>>3075314
Because firing guns indoors are actually absurdly loud. I should remember you that Linda Hamilton was left with permanent hearing damage after shooting the elevator scene of T2. A mod that aims to emulate the horrors and brutality of a warzone should include this kind of stuff.
Also this is aplha footage, he might change these sound effects.
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>>3075301
>that shitty overdone bloom permeating everywhere
by the same creator who brought you 'brutal doom' alright

also i like how every 'xdeath' animation in this so far was basically an edit of the original spritework with the upper torso removed and the same gore sprites from brutal doom splayed everywhere

when this garbage releases there will be actual shitters out there going 'omg mark thank u 4 adding hands to the guns they look so much better that way THANKS FOR GRACING THIS MEDIOCRE GAME WITH UR MOD THIS IS HOW IT SHOULD HAVE BEEN', mark my fucking words
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>>3075292
Do you mean BD Starter Pack "Hell on Earth", or BD with Doom 2: Hell on Earth?
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>>3075301
This is Mark we're talking about. Executions and stupid shit will follow.
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>>3075329
He's definitely talking about the Hell on Earth Starter Pack. I liked it a lot, but I have a boner for levels set on Earth. Some of the levels were too big and boring, though.
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>>3075326
In games you have to prioritize feedback. You might as well throw in a ringing sound that never leaves during the game after the first shot if you wanna prioritize "realism" over gameplay. Also, the clear and crackling gunshot sound ill-fits 64's muddy soundscape.

Besides, I would expect that Doomguy's helmet has all kinds of hearing enhancers, including limitters.
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>>3075328
>>3075301
This thing uses GzDoom64 mod as a base, which is a shitter version of Absolution with unadapted maps - look at the spiraling light at the end of Map01 - In this pile of turds its just lights blinking. Unless Mark would decide to fix this shit up.

Also guess what - all the "trendy" sites like Kotaku, nichegamer and vg247 already singing praises.
>>
Anyone know of any good resources to get environment sprites? I'm looking for bubbling swamp water and some sprites for a waterfall splashing.
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>>3075301
that's... more of the same, really.

the gore and over dependance on bloom and pretty visual effects look so fucking out of place and are so realistic looking that they clash with the original sprites by comparison by a fucking mileage. also that shotgun feels like a cheap reskin of the original brutal shotgun which feels in turn feels like shit.

I'm not even one of those brutal haters or the kind of guy who wants to run each and every brutal related project to relentlessly burn to the ground, but goddamn if I can tell this is going to be a fucking trainwreck.

I wonder how shitty those 'enhanced death sprites' he's coming up with are going to look like.
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>>3075301
looks mediocre

I'm ready for all the brutal shitters and gamejourno website articles cocksucking him for 'bringing this obscure 90's game into the spotlight 20 years later in a refreshing gory take that's sure to blow your mind', because it's painfully fucking obvious that's what he wants
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>>3075347
google "Shadow warrior textures"
some good water and waterfall textures / sprites and environmental efffects

>>3074280
I would do this with a global int.

-make "a" your global int
-have a script constantly running (or running from when the player enters the room) that checks to see if "a" is larger than 3. When it is, the floor lowers
-each time an imp dies it triggers a script that makes "a" increase by 1.


so at the start of your ACS file have:

#include "zcommon.acs"

global int 1:a;

script 1 etc etc


the your next free script will be:

script NEXT FREE (void) //this constantly checks to see what "a" is, once it reaches 4, it will lower the floor
{
while(true)
{
if(a < 3 )
{
}
else
{
raise floor
}
delay(2);
}
}

then each time an imp dies, it will trigger this script:

Script NEXT FREE (void) //this will increase "a" by 1
{
a++;
}
global ints are handy as fuck
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>>3075274
oh god this is fucking amazing
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>>3075272
if you can identify that "there is one line commented out that breaks everything" then you already know plenty about coding, i'd say.
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>>3075337
realoading also fucks everything up.
It just does not fit with the pace of the game: you get a horde of monsters charging you and you have to reload every 6 rockets or so.
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>>3074725
no, i went to bed. maybe i will try again later today, perhaps on a lower skill level
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>>3075386
I don't mind it at all. I see it as a balancing tool. I was never much into vanilla Doom or Doom 2 though, so you guys would probably call me a Brutal baby. I come from Quake and Quake 3, so the speed of default Doom feels nauseatingly slow to me.
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>>3075341

Man, thank God Kotaku got wrecked today. Or yesterday, technically.
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>>3075024
well, i can't see how to avoid needing the red. but you are right the blue and yellow aren't needed because you can jump through a window at the end. you probably didn't miss anything.
>>
Did Mark post here at some point?
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>>3075017
The easiest way is to write an an acs loop that sets the fade on every sector from tag 0 to 200 or whatever. Or you know, zooming out to select every sector in the map and setting them all at the same time.
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>>3075391
What do you mean?
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>>3073857
>monster boys
Just go with real demons. No more anime trash.
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>>3075339
I think the sharp cracking sound would be great if he'd just added a bit more reverb to it
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>>3075403
I'm doing the sector method, which I guess works. Is there a way to fog out the sky, though?
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>>3075374
Anon, global ints are for variables that are supposed to carry through a whole mapset. It's perfectly fine to use a normal map level integer in his case.
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>>3075301
WTF is with those sound effects and weapon bob?
Other than that it looks okay.
Is there still the mighty boot?
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Maybe. But it needs upper limitter as well. Make it more "BOOM", less "PBRCHK"
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>>3075416
>I'm doing the sector method, which I guess works. Is there a way to fog out the sky, though?
That you have to do in the mapinfo lump. Just put "skyfog = 255" in the block for the level.
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>>3075402

Yep, and naturally the word got out
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>>3075408
Gawker media lost a 100+ million dollar lawsuit against hulk hogan for refusing to take down his sex tape from their website. Kotaku is owned by them.
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>>3075301
>Early Alpha

Ah there's your explanation. All those unnecesary things like reloading and executions will probably be added later.

Also I can't remember but did the original Doom64 look like that? It's been a while since I played it but most brodal doom babbies use some terrible filtering.
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>>3075440

I'm fairly sure the original N64 version used texture and sprite filtering, since it was new back then.

I didn't bother watching the video though, so maybe the filters in that are different.
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>>3075339

>picture

Did gas piston died?
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>>3075275

Instead of dodging a slow moving projectile like from most monsters in Doom, you dodge the monster itself so the placement of the monster keeps changing and you have to keep track of it. In that way, they're similar to lost souls but they actually pose a threat and have quick recovery rather than stupidly flying off to the other end of the map when you dodge. Unlike lost souls, their pounce has a limited maximum and minimum range, so you can either be too far away for it to hit or too close that they try to swipe at you instead. They don't fly so it's possible for them to end up in a level below you if they jump off a ledge and some maps encourage the player to exploit this weakness of theirs. In one of the Retro Jam 1 maps for example, the first enemy you face is a fiend and there's not a lot of ammo to go around so what you can do is bait the fiend into jumping into a lava pit.

Restriction of player movement is key in making encounters with them engaging. In vanilla Quake levels, the level geometry itself is usually used to keep the player on his feet when facing a fiend. However, other enemies can also be used like in some custom maps I've played. In Fallen from Grace for example, there's an encounter where you're in a narrow corridor and a door at the end opens to reveal a fiend so your first instinct is to run away, but you find out that there's a small horde of knights waiting at the other end. The level offers a broken segment of the balcony you can jump off to escape the encounter, but that part is closer to where the fiend is and if you first decided to run away from the fiend, then it may be too late to go back to it. The mapper was clearly trying to mess with the player's head and subverting his instinct to run away from a fiend to make a memorable encounter.
>>
Is there a wad where I can blow shit up while shouting durka durka allahu akbar?
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>>3075421
Got "Skyfog requires new MapInfo format"
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>>3075456
Nevermind, figured it out. Thanks!
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>>3075440
Doom 64 did use a bilinear filter, but this is GZDoom64 >>3075341, which is a luckluster GZDoom analogue of Absolution.
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>>3075301
http://www.moddb.com/mods/brutal-doom-64/images/
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>>3075452
It's predictable as fuck, it's boring.
I bet you think Serious Sam had good gameplay.

A lone firethrower isn't supposed to be challenging, the challenge comes with masses in cramped spaces. That's why massive empty arena maps in Doom are fucking stupid and the retards who design that shit have no idea how Doom plays.
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>LegenDoom releases
>'oh hey I might as well try it out with colorful hell since i've been meaning to play that too'
>enter MAP01 of BTSX E2
>'death awaits etc'
>'black imp spawned'
>hold the fuck up
>recall the color of an enemy in coloful hell dictates its deadliness
>make the obvious connection that therefore white or black must mean ultimate fuckyou
>'I can't possibly have this much shit luc--'
OH GOD WHAT IS THIS WAKE ME UP
>>
>>3075471
I think those look fine. Fire and brimstone. You might expect even fire to act more violently in Hell.
>>
>>3075480
Looks distracting as hell and out of place to me. Too bright, trying too hard to look modern, waaaayy too many particles.
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https://www.youtube.com/watch?v=EQStCxtutKI

Anyone recognize the voice pack used?

It has a nice blend of originals', 64's and 3's effects.
>>
>>3075472

I cited a very specific example which use the enemy in conjunction with restricted space to make an encounter which I clearly showed appreciation for. How do you get "I bet you think Serious Sam had good gameplay" from my post?

Challenge was never a part of the argument until you brought it up. If you're butthurt about me drawing a contrast between Doom's samey fireball throwers and the fiend, I did that to show the latter's different nuances in attack and movement characteristics to argue how it's more dynamic than most enemies in Doom. Your argument against my very specific points is only "it's predictable as fuck, it's boring". Well, predictability goes for every enemy in Doom and I'm not saying that the fiend isn't predictable nor am I saying that predictability is a bad thing, I'm just saying that the fiend is more dynamic than most enemies in Doom because it has all these nuances. The revenant in Doom is such a standout enemy because like the fiend, it's also quite nuanced in its attack patterns and unique from other monsters. It can be baited to melee instead of attacking with a projectile, its projectile modes has two modes, and it has a unique behavior that makes it counter-attack with a projectile at close-range instead of punching when it enters a pain state.
>>
is it weird that I don't even play any retro fps games and just come to this thread for webms, screenshots and dank looking mods?
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>>3075480
I'm sick of Mark's boner for putting miniature fucking suns on objects too small to hold that much fire/light.
>>
>>3075516
Hopefully fucking never.
Seriously what is with you people and your obsession with everything needing to have a porn mod?
Jesus fucking Christ seek some help
>>
>>3075518

>big ass coronas that clip into the level geometry

Terrible
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>>3075530
What?
>>
>>3075535
heehee :^)
>>
>>3075535
Don't touch the feces so they dont stink.
>>
>>3075541
googoo gaga doombabby :^)

>implying you dont have shit in your nappies right now
>>
>>3075485
Woah, that guy with the bizarre animations made an entire Doom wad?
>>
>>3075543
>>3075541
>>3075530

I think we've got literal shitters in the thread.
>>
>>3075521
>Seriously what is with you people and your obsession with everything needing to have a porn mod?
Uncle Bob, please, i already told you about the internet
>>
>>3075402
he used to post here with a tripcode that started 7am ZZZ or some such, but hasn't for a long time (a year or more, i'd estimate)
>>
>>3075524

I'm much more triggered by texture filtering. Who the hell likes blur?
>>
>>3075579
Well bilinear filter was in the original, and all the sprites are made from pre-rendered 3D models, captured with antialiasing so your point is moot.
>>
>>3075579

Technically, Doom 64 was designed FOR bilinear filtering.

But to answer your question. I fucking love blurry textures. Reminds me when I got my 3DFX card and I was fucking king of the world. All my friends would gather around my screen in awe. Seriously.
>>
>>3075583

N64 used bilinear filtering for everything to make up for the pathetic texture memory of the system. The original Doom was nearest neighbor filtered.

And you're talking shit because the sprites have binary alpha that is clearly aliased. Sure the inner edges of captured 3d are antialiased against each other, but the edge of the character still shows its pixels.
>>
Is Mark barred from uploading to idgames as well?
>>
>>3075590
I meant the inner edges of course, dont be a fag.

>>3075596
AFAIK no, he is still not banned there. It has more to do with idgames being a poorist cesspool now so no GZDoom funmods allowed, unless they are a map.
>>
What are some of the more popular maps, mappacks and mods (outside of BD) which popularity you don't get?
>>
>>3075596
i don't think so. he's not banned from doomworld forums either.
>>
>>3075609
Which means that technically he could upload the Hell on Earth Starter Pack.
>>
>>3075616
>>3075609
gameplay mods don't go to idgames because they're never finished and idgames doesn't want to host 27 different versions of the same mod. or something like that. if you upload a new thing to idgames it tends to replace the old one. there are obviously exceptions, mistakes by the maintainer(s), etc.
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>>3075516
>Female Romerohead
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>>3074614
Don't they?
Then where have I been putting it?!

>>3075301
>> no modern weapon behavior (reloading or aiming down the sights).
I really like that stuff when done in a good way, or when the gameplay is in such a way that it fits.

Don't quite like how it's done in Brutal though.
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>>3074725
i took your advice and reduced the skill level. here is a boom demo on -skill 2 in 12:10.

http://temp-host.com/download.php?file=ll85cq

i missed one monster and have yet to find more than one of the six secrets. however i haven't used the automap cheat, or looked at it in an editor yet.
>>
>>3075610
Doom RPG. I think it's a pretty bloated and awfully designed mod with one of the worst rpg systems ever.
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>>3075624
love how the water turns into blood when it exits the glass. the demons are bringing their own reality with them, just as it says.
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>>3075624
>pick up Romera's head from the stick
>reverse throatfuck it
>>
>>3075630

It's technically impressive but I feel it's weak on the gameplay side. And yeah Jesus Christ it's loaded with stuff
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