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WHY DID I PICK THIS DISGUSTING THING UP
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DOOM THREAD / RETRO FPS THREAD - Last thread >>3102110

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===

[04-02] Japanese Doom Community Project v1.0 released
https://twitter.com/Toooooasty/status/716334026097692672
http://www.mediafire.com/download/7a2380wew1xxq1f/JPCP_1st.zip

[04-01] Anon map release: Pyramid Complex (nyan.bsp, for Quake 2)
>>3108059
http://quakeulf.suxos.org/3d/nyan.zip

[04-01] John Carmack To Be Honoured With BAFTA Fellowship
http://www.bafta.org/press/press-releases/john-carmack-to-be-honoured-with-bafta-fellowship

[04-01] DooD (April Fool's mod)
https://youtu.be/tpeoS9TfRtI
https://www.doomworld.com/vb/post/1582841

[04-01] Anon map release: wheresmyshotgun.wad
>>3106669
https://drive.google.com/file/d/0B4mwJRa7e5VpM1RKWlNTTVRyUDQ/view

[03-31] Anon map release: WAD COLLECTED map03
>>3105343
http://temp-host.com/download.php?file=lt02uz

[03-29] Nihility: Infinite Teeth
https://www.doomworld.com/vb/wads-mods/85591-

[03-28] Anon map release: rnfwip.wad
>>3096295
https://drive.google.com/file/d/0B4mwJRa7e5VpdXBxTVJZeUtCQ3c/view

[03-27] Anon map release: Cubed.wad
>>3094739
https://drive.google.com/file/d/0B4mwJRa7e5VpaTJXaWtJMzd5UFk/view

[03-26] Gun Godz 0.8
>>3092904
http://www.mediafire.com/download/68jk6od0sz16t0v/GunGodz_0.8.pk3

[03-26] Anon map release: bluebase.wad
>>3091128
https://drive.google.com/file/d/0B4mwJRa7e5VpSVZfcEQ3RUtObWs/view

[03-26] Guncaster update
http://forum.zdoom.org/viewtopic.php?p=895331#p895331

[03-25] Anon map release: Durex Waste Disposal
>>3087796
https://www.dropbox.com/s/zl37cs00ew3eads/CLOSETV2.wad

[03-24] Anon map release: Homecoming.wad (two maps)
>>3087352
https://mega.nz/#!w4cV1agJ!w_d_zfvOoE6F9XKCln5bmoWWvJJjuFewfhc3R1xOBaY

[03-24] Mutiny Community Project, alpha 1
https://www.doomworld.com/vb/post/1577910

[03-24] Anon remix release: Perfected Hatred
>>3086146
https://youtu.be/QOzrI3HFDjg

[03-22] No Sleep For The Dead v1.0, by janvknn (dodead, class_ep)
https://www.doomworld.com/vb/wads-mods/53924-

===

To submit news, please reply to this post.
>>
>>3111550
"Alas poor Imp. I knew him, Carmack."


69th for wacky Shakespeare reference
>>
>Quake Injector uses Java

Eww.
>>
>>3111550
>not "to bleed or not to bleed, that is the question"
>>
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Instead of getting anything productive done after work, I start derping around with sky textures.
>>
>>3111550
Lewds are here
>>>/aco/448060
>>
>>3111617
Chex Quest 4?!
>>
It feels like modern mapping has been focusing almost solely on the monsters for challenge.
I kinda miss having puzzles, non-monster traps/hazards, and limited resources as layers for challenge.
>>
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>>3111623
naw, more like something I stole from another game I have an odd fascination with.
>>
>>3111617
amusingly unfitting
>>
>>3111625
puzzles, traps and hazards feel like all i've been mapping recently. Oh and dialogue and NPCs

[Magical NPC who's been scrying you the whole time]: "... do you ever stop killing?"
>>
>>3111625
I'm sick of slaughtermaps.
>>
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Okay /vr/, what is that idea for a game that you've been thinking about, maybe even did some drawings/maps/story but never really got around to doing?

Share your ideas and who knows, maybe some anon will take inspiration.

GO!
>>
>>3111629
you should hear the music.
https://www.youtube.com/watch?v=7taJMHmYu_4
>>
>>3111638
>14 maps deep in a mod I've been working on since January.
>End is in sight
its a good feel. have literally worked on it every day so you'd hope I was making progress after 4 months This month will pretty much be building the last map, and adding details everywhere and some playtesting.

also rate my portal. Fully functional
>>
>>3111648
Is that the mod with the cultists from Blood?
>>
>>3111638
I have absolutely no mapping, spriting, etc. experience

But, for the longest time, I've wanted someone to make Michael Jackson's Moonwalker in the Doom Engine.
Whether it be in the first person perspective, or just a port of the side scrolling Sega game, it doesn't really matter to me.
>>
>>3111648
What's the T-34 there for?
>>
>>3111657
thats the one.

>>3111660
vampires based in Europe during late WW2 inadvertently open portals to [chronos?]. The portals (and the entirety of eastern Europe) are overrun by soviets, so here we are. Player starts off in hexen land fighting spiders but soon discovers a vampires near a portal and gains access to WW2 firearms and enemies, both german and russian.

The mod is here:
http://forum.zdoom.org/viewtopic.php?f=19&t=50891
>>
>>3111638
Doom wad taking place in colonial Africa during 1900-1950 (think Heart of Darkness). It would basically be like Epic 2, but instead of Egypt it would be Ethiopia/Somalia and the jungle.
>>
>>3111682
10/10 would play

as long as there's a sound that dives the player crazy...

BAOUM!
>>
>>3111678
Dang anon, that's looking pretty neat.
>>
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>>3111638
Well it's mostly ideas, but what the hell

I've been thinking about a fantasy FPS, like a mix between Doom, Heretic and Quake.

You would have a choice between two characters to play as: A sorceress and a mage. The main difference is in the spells (weapons they use) - the sorceress shoots elemental magic from her hands, whereas the mage uses ... uh ... arcane(?) magic with artifacts - a staff, a spellbook, a wand etc.

The story would be something simple - demons invading the realm, maybe an evil wizard somewhere in there because you usually have one.

Here's what I've come up with for weapons:

Sorceress:
1) Basic fireball attack, flies very fast and has a small explosion upon impact that does AoE damage. Think of it as a somewhat weak rocket launcher with the same rate of fire as a shotgun, and plenty of ammo. Alternate fire would shoot out a bunch of smaller fireballs in an arc that do less damage, but are more suitable when you're facing lots of enemies (either that or a wall of fire). Fire spells have a chance to ignite enemies, dealing continuous damage and also reducing them to ash when killed.
2) Barrage of icicles. Think Quake's nailgun, but with a chance to freeze enemies. Alt.fire would be an ice spear that goes through several enemies, kind of like Painkiller's stake gun. Frost spells have a chance to freeze enemies.
3) Lightning strike. Pretty much Quake's Railgun. Alternate fire would to channel lightning that bounces from enemy to enemy. Enemies killed with lightning spells have a chance to be either disintegrated or gibbed.
4) Ultimate spell - ? No idea yet

(1/?)
>>
>>3111638
A story mod (more like a separate game from preexisting assets). Plot: The universe is ending, worlds are collapsing and you have 24 hours to reach the "Ark" that's supposed to save you. "Worlds" are in fact different realms from 80's-90's (and early 00's) games with their enemies and weapons. You start off in Hexen world with melee and some magic, progress into the lands of Nazi (who experiment on demons) where you get some firearms, then into Blood (Hotel and train), redneck Rampage and so on so forth.
As the stroy progresses, realities begin to clash together and bleed into each other, and decompose into an Oneiros-like (it's a world from Undying) "Chaos". Beings from diferent worlds do not like each other at all, and more than once you will witness battles between various groups of enemies.

Some minor RPG-ish character progression - you find Bloodstones (found on sites with lots of Death) can be used to increase your HP, OR improve your melee weapons, Magical artifacts and holy relics level up your magic, OR give you an MP increase, objects of Technology can be used to upgrade your weapons OR armor. Upgrades are found mostly in secrets.

Thinking up various ideas and mechanics fro this thing for several years now, and after GLOOME's release i've been thinking of a prospect of actually making the thing as its own game, with own design, which will still be reminiscent of the early FPS and non-first person action game titles.
>>
>>3111678
Isn't thats how "Red Star Chronicles" begin, sort-of? (Nazi find portal to magicland, world is invaded by various magic forces, people gain magical abilitities, WW2 is renewn, now with Nazi necromancers and summoners against Russian shamans and Alied psykers)
>>
>>3111678
>supernatural entities open portals to elsewhere
>through which their world is overrun by soviets

Doom in reverse?
>>
>>3111638
A gzdoom mod using models from hexen 2, quake, with melee-heavy gameplay patterned after Thief with all the magitechnical gadgets and use of the environment. Armored knight wrecking your shit? Douse him with oil and boop him with your torch etc.

Set in a post-magical-apocalypse city crawling with mutants and bandits.
>>
Kinda wish there was a mapping format thats inbetween Boom format, and Zdoom in Doom format, and was apart of a Demo compatible port similar to PrBoom+.
>>
>>3111715
That's basically plot of GATE anime (Fantasyland opens up a protal to Japs, sends in dragons, wizards and knights, japs retaliate with fighter jets, tanks and Defense Force military)
>>
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>>3111703

con'td

Mage:
1) Pretty much Parias' Serpent Staff from Hexen if it could shoot in a straight line. Alternate fire would be a a bunch of these in an arc
2) Continuous laser beam that goes through enemies. Alternate fire would be a sweep that doesn't go through enemies but is better for dealing with groups
3) Slow-moving magic homing missile. Alternate fire would be a faster missile that can only fly in a straight line.
4) Ultimate spell - Black hole that sucks in all nearby enemies and deals devastating damage

The level structure would be like Doom 2 (one continuous run) but with a map that shows your progress. You would go to places like a cemetery, a small town, a castle, a forest/swamp, a magic academy and of course, hell. There would be SOME key hunting but not too much. Maybe add in some puzzles here and there to avoid monotony.

Also collectible rabbits.

(2/2)
>>
>>3111724
that is pretty much what Eternity is.
>>
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>>3111719
>>
What's the best way to make an outdoors level? I just can't seem to get a proper going on it/always struggle with that Sky
>>
>>3111713
interesting, I hadn't heard of those. Its a series of stories? All I know is that magic and guns make for fun, and hexen definitely needs weapon and enemy variety. The player ends up trying to avoid the actual WW2 fighting and just uses the WW2 tech to kill spider demons and vampires. German and Russian enemies only make up about 1/8th of the enemies faced, and you dont even encounter a nazi soldier until Map 4.

>>3111715
hah, holy shit, it is!

>>3111706
would love to see a blood train-like doom level
>>
>>3111736
It's not like it does anything
>>
>>3111741

>nothing happens
>better not do it at all

amazing.
>>
>>3111738
Do you mean on the technical side or how to make it fun to play? If the former, please specify target port.
>>
>>3111727
Ehh, not really what I meant. It has some mapping features that rely on disabling infinitely tall actors, and has the option for jumping. Its also not exactly designed with recording/playing demos in mind in the same way PrBoom+ is, either.

I think what I should've said was that I wish there was a modified UDMF format thats catered towards old school style playstyles (ie, mainly using it for its additional linedef/sector/thing options), and had an old school styled port with demo recording as a priortity similar to PrBoom+, so that there was a demo recording standard for it.
>>
>>3111761
Former. ZDoom (And I guess by extension GZDoom? I dunno. I stick relatively close to vanilla, sometimes designing things with jump in mind but no extreme height differences for aiming due to muh no up/down aim)
>>
>>3111775
Okay, well you can either set the outside border linedefs to line_horizon (i'd suggest making a fence right before it if you do so ther's no invisible wall) or surround the playable area with cliffs. The sky is as simple as setting the ceiling to f_sky1 and making a sector outside the map with a skybox viewpoint actor and any texures or whatever you wish to have. You can also define your standard sky texture in mapinfo.
>>
>>3111791
Note: you don't have to have a real skybox, but it gives you more freedom than just a texture.
>>
Anyone have downloads of Quake's official expansion map packs?
>>
>>3111731
>Doom tamagotchi
Id play the hell out of it
>>
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L-looking forward to it
>>
>>3111814
Which do I download from all those links? Would be nice if that Quake Plus pack from the /vr/ wiki wasn't taken down.
>>
>>3111821
Actually, Use these links instead
http://gamesnostalgia.com/en/game/quake-mission-pack-no-i-scourge-of-armagon
http://dosgamer.com/quake-mission-pack-ii-dissolution-of-eternity/
>>
>>3111827
The first link doesn't look like I could use it in a source port properly. There's no hipnotic folder.
>>
>>3111837
http://dosgamer.com/quake-mission-pack-i-scourge-of-armagon/
>>
>>3111841
>>3111827
Got it working, cheers.
>>
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eDuke32 related.
For some reason Polymost renderer gives me texture glitches allover the place, mostly with forcefields and transparent textures. Classic and Polymer don't have those, but I dont like Polymer and would like to look up/down properly, which classic can't do.
>>
>>3111853

In case you need the music tracks:

https://www.quaddicted.com/files/music/
>>
>>3111871
Already found a link for them on a Steam forum ages ago trying to find the original Quake's music. Thanks though.
>>
>>3111880
I gotta append this buy saying that god damn, the music in these official map packs are cheesy as fuck. So un-Quake.
>>
>>3111636
Yeah. I'm okay with them when they're mixed in with other styles of maps. But entire megawads of them can be pretty exhausting.
>>
>pandamorium
>zdoom
>gzdoom

Why the hell aren't these merged into one project?
>>
>>3111916
Some people enjoy the more old-school rendering of ZDoom?
>>
>>3111916
>pandamorium
What's that?
>>
>>3111917
Different projects by different people with different goals, I imagine.
>>
>>3111021

Doom PSX TC is my favorite.

Shame about the removed Arch villes.

>>3111920
>>3111917

There's no reason they can't be one. You can have software rendering AND OpenGL rendering in one engine.
>>
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Jesus this level. Felt like a god damn war zone. Always under fire, always taking cover. Can't see anything outside. See vague shapes moving. Is it a mancubus? Fire to make sure.
>>
>>3111925
The PSX TC is great. I love how it makes it atmospherically feel like Doom 64 but it still has the same Doom level designs, if a bit simplified for the hardware. Love the lighting.
>>
http://doomwiki.org/wiki/Aspect_ratio

Does Quake have similar intended aspect ratio fuckery?
>>
>>3111925
>pandamorium
So, what is this?

Also once upon a time GZDoom added it's own features into the engines, and it was made by a different person, then development pretty much stopped, so now GZ is just maintaining compatibility with Z.

Also GLOOME is a thing that exists.
>>
>>3111951
>Also GLOOME is a thing that exists.

HOW MANY SOURCE PORTS ARE THERE?!
>>
>>3111948
No. Back in 93/94 320x200 was the norm, so ID designed their game with that specific resolution in mind, locking the game on it.

In 96 resolutions like 640x480 and 800x600 were the norm, and Quake supported them from the start.
>>
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>>3111954
A shitton?
Here's a bunch of the more "recent" source ports. There's a shitton more that are just outdated/abandoned.
>>
>>3111958
>Back in 93/94 320x200 was the norm,

I thought 640x480 was the lowest a CRT monitor can go?
>>
>>3111954
If you count discontinued or deprecated ones, about 10 shitloads
>>
>>3111963
VGA had line-doubled modes. 320x200 was really 320x400 (reducing resolution from 480 lines lets it refresh at 70Hz instead of 60Hz).
>>
>>3111963
640x480 is the standard CRT res, yes. Doom runs at 320x200 and is then intentionally stretched to that resolution, which is what the topic is about.

>>3111958
Thank you. I've been trying to figure out if Quake has horizontal/vertical map unit fuckery like Doom does and it's nice to know if I make a square it'll be a goddamn square.
>>
>>3111954
ZDoom based:
ZDaemon (MP-oriented, old shit)
Skulltag, MP-oriented, deprecated
Zandronum - MP oriented, up to date, descendant of Skulltag
GZDoom - you know it
GPLZDoom - a GPL-compliant fork with Duke and other proprietary code replaced
GLOOME - a GPL-compliant fork, with new features.
Doom-Touch - port of GZDoom 1.8.5 and 2.1 onto Android (also includes PRBoom and Chocolate). Best controls and performance of all android ports, but costs $2.5 or something.
>>
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From JPCP map08, I found this a nice little touch to make the environment more alive.
>>
>>3111985
Cute. I love stuff like that.
>>
>>3111985
See it in loads of maps all the time. Russian mappers for instance use "pump coming up and down" thingy to emulate a working mechanisms.
>>
I'm interested to see how old /doom/ is

http://strawpoll.me/7267153

we're all friends here, no need to troll a poll
>>
>>3111951
So someone made this GLOOME engine which is basically just GZDoom but you can now use it to make your own games that aren't Doom and sell them as your own indie games without Doom copyright stuff getting on your butt. That's pretty cool for devs I guess.
>>
>>3111658
Of all the games on the Genesis, Moonwalker probably sounded the least shitty.
>>
>>3111997
Wonder if there are people over 60 in 4chan in general
>>
Anyone know where I could get those crappy WizardWorks !Zone packs for Doom and Quake?
>>
you know what would be cool?

if these super cool, sexually gifted dataminers with good butts could extract the weapon sounds from the game

if only one of them were reading this post of mine
>>
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>>3112090
Blorgh
>>
>>3112090
It really had no right to be as good as it was.
>>
>>3112096
It was too easy for me, even on the hardest difficulty
>>
>>3112097
It was made for kids which is most likely why. Chex Quest 3 was at least a bit harder.
>>
>tfw you will never pet the Shambler
>>
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>>3111551
Thanks for including me in the maplist.
>>
>>3111638
I have all these ideas for a Quake 2 singleplayer campaign that combines Quake and Quake 2 to show why the crates in Quake has the Strogg logo on them and so on.

In the end you end up fighting stroggified Shamblers.
>>
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>>3112113
>stroggified Shamblers.
>>
>>3112121
>You must wait longer before deleting your post.

Fuck, I meant >>2297957
>>
>>3112117
http://4archive.org/board/vr/thread/2288536#p2297957
>>
>>3112123
Image is too old for the archive to have a copy.
>>
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>>3112125
I found it.
>>
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>>3112128
JUST UNF MY UNF UP
>>
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>>3112124
Oh, there's a version. Nevermind.

>>3112128
That's pretty fuckin' awesome, anon! Everyone always screws up the Shambler's proportions but you got that shit down pat and even kept the odd numbered teeth instead of going overboard with the maw like everyone else does. The greyscale shading combined with the spikes around the top of the headpiece almost make it look like it has a Doom 2 Doomguy esque buzzcut, which is kind of funny too.

>tfw worried about if Quake is next in line for a reboot if D44M sells well enough
>tfw fearful of what they'll turn the Shambler into
>tfw jelly as shit of your drawing ability
>>
>>3112130
>Ranger
>UNF
>not HUUUUH
>>
>>3112128
I like this.
>>3112134
>>tfw worried about if Quake is next in line for a reboot if D44M sells well enough
It's heavily implied to be already in development.
>>
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>>3112164
>It's heavily implied to be already in development.
I didn't need to know that.
>>
I'm trying to play this Quake mod called Arcane Dimensions but I'm getting
>Unknown command "r_useportalculling"
>Unknown command "cl_beams_polygons"
>Can't run autoexec

I'm using the latest version of Quakespasm, so I have no idea what's up.
>>
>>3112165
... huh?
>>
>>3112168
That's normal. The first two are commands that don't exist in the Quakespasm sourceport and are included for other engines (the second one is for Darkplaces, the first one I'm not sure) and the third one just means you don't have an autoexec config file made (which is fine, as the fact you don't already have one means you probably don't need one).

The mod will play just fine, Quakespasm is the intended engine for it.
>>
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>>3112176
Oh god damn it, I'm an idiot. I didn't even think of trying to just start a game. It works fine.

Feel like a knob now.
>>
>>3112179
's fine, Quakespasm goes to the main menu and brings up the console by default unlike some other engines (like DP) that play the demos in the background.
>>
Is it weird to spend time making devtextures to fuck around with when learning to map instead of actually learning to make a good map?
>>
>>3112189
I think there were some good dev tex lying around already, no?
>>
>>3112164
Wait what? First time I've heard about this
>>
>>3112192
There probably are, but it would have probably taken longer to find them than to open up Paint and make a few squares.
>>
>>3112194
SyncError has "subtly" implied it's happening, in the past.
>>
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>>3111638
I'm kinda afraid to share my ideas because I'm so damn new to all of this. I'm working on only my third map and just learned to make custom wall and floor textures. Planning on learning to make monsters next, I already started working on spriting an alternate version of the imp. Also planning on really digging deep and learning to design maps properly because watching Romero interviews and stuff on youtube is fascinating to me.

The problem is I have next to no free time at all, I'm working two jobs now. I have two big ideas for wads I want to do, and I feel like they'll be terribly complex and take a very, very long time to complete, one of them especially so. For now, I'm just trying to learn with babysteps.
>>
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>>3111621
>>
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>>3112105
>>
>>3112124
I had forgotten about this, thank you anon.
>>
>>3112168
If you have trouble with the command lines you can use quake injector to have it just work.
>>
>>3112256
Nah, I know what I'm doing command-line wise to run mods. It was just a silly misunderstanding on my end.
>>
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>playing Memento Mori for the first time

I haven't had this fun in a while
>>
>>3112319
Also try Requiem and Hell Revealed, fucking love me some 90's megawads.
>>
>>3112319
Memento Mori's a classic 90's megawad. Make sure to play the sequel too.
>>
>>3112320
Played Requiem a while ago and while I liked it I never really finished it. I'll be sure to give it another go.

>>3112323
Will do
>>
How do the ammo-pickup-models-that-are-actually-maps things in Quake work? Google isn't helping.
>>
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>>3112197
>QUAKE Design Manager

AHHHHHHHHHHHHHHH how does this work

To be honest as long as they return to the futuristic medieval setting I don't care what they do with the game.
>>
>>3112325
Also if you like, try out the episode replacements Slaughter Until Death, The Evil Unleashed and Obituary. Their map makers made a bunch of maps in Memento Mori.
>>
>>3112331
>AHHHHHHHHHHHHHHH how does this work
Dunno. He worked at 4, but he seems like a cool guy.
>To be honest as long as they return to the futuristic medieval setting I don't care what they do with the game.
Carmack wanted to, iirc. Yes, I know he's left, but still.
>>
>>3112338
>He worked at 4
So he went from Raven to id software?
>>
>>3112331
Wonder if they'll go back to Quake 1's medieval feel, or continue with the Strogg.

I'm not that into Quake so I'm fine with either, so long as it's good
>>
>>3112343
As long as it doesn't feel like Quake 2 again.
>>
>>3112346
In what aspect?

Personally I enjoyed Quake 2's overall tone a lot more. It just suffered from being an early 3D game, like Quake 1, and that's probably my main problem with it
>>
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s u b t l e
>>
>>3112356
I just thought it was incredibly dull compared to Quake 1.
>>
>>3112361

And then behind it is four Archviles.
>>
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Is /boards/.wad ever happening
and the links to the /g/.wad are kill
>>
>>3111626
"wah weh weh wuhhh!"
Loved that game. Was an interesting mechanic to try and guide a character rather than control them directly.
>>
>>3112372
>Is /boards/.wad ever happening
Nope. Dead, dead, dead.
>>
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>Super fast speed: up to 30 frames/sec
>>
>>3112386
CONSOLES!!!
>>
>>3112398
Original Doom ran at 35fps on DOS you silly doom babby.
>>
>>3112405
>downgrade
>consoles
>your head
>>
>>3111621
kek
>>
>>3111636
Im not
>>
>>3112386

my how times have changed
>>
Just posting this if anyone doesn't know

>The new First-Person Shooter by John Romero is being built at Night Work Games Ltd. in Galway, Ireland.

You can only sign up to their mailing list for whenever more info comes.
http://www.nightworkgames.com/readme/
>>
>>3112342
ID still or used to oversee their ip's in the hands of other companies. Not sure how the zenimax business changes that if it does.
>>
>>3112426
Well I think ID overlooked TNO when it was being dev'd.
>>
>>3112090
>playing Chex Quest with Brutal Doom

muahaha
>>
>>3112435
I think nothing would change but I loved how the basic enemy exploded. Also makes Chex Quest kinda hard.
>>
>>3112405
Every time you open your mouth you spew out more evidence of how retarded you are.

Soon your high horse won't have any more legs to stand on, kek
>>
>>3111551
DooD and Instadoom are the best wads ever made by the community.
>>
>>3112430
not any worse than rage, quake 4, or doom 3
>>
>>3112325
I'd say Requiem mainly suffers from stylistic inconsistencies. Some maps feel very much like stuff out of the MMs, some are closer to Dystopia 3 in style, Adam Windsor's maps feel like they're from Demonfear (3 of which in fact, actually were originally going to be part of that series), and Dario's map feels sorta Plutonia-ish.
>>
>>3112430
TNO is great in the action department. Too heavy on the story part though IMO.
>>
>>3112462
>that fucking sewer level
>that other underwater sewer level

I hated that shit
>>
>>3112451
dood is the natural evolution of chocolate doom's 2008 april fools gag where it mirrored all levels
>>
>>3112464
Underwater level is again, the Plot part - it exists solely for the purpose of dumping the story of some woman onto you and make you feel even more how evil the Nazis are.
>>
>>3112343
>>3112346
Please, I wnt to see the connection between Quake and Quake 2. It's already implied.

Also this: >>3112128

What's not to love? :3c
>>
>>3112365
...isn't that from doom 1? IIRC there's a computer map behind it.
>>
>>3112480
>It's already implied.
Only implied through Quake 2, though. The crate symbols don't mean anything in Quake 1.
>>
>>3112439
>I think nothing would change
Guess again.
>>
>>3112504
You are correct.
>>
>>3112480
There could be a Strogg dimension. The thing with Quake 1 is that it allows many types of settings that don't have to relate to each other. The mythos is that different locations can change gameplay mechanics too (Quake 1 has a secret low gravity level).

It's time to see past Q4/Q2.
>>
Just beat Doom 3.

Wasn't a bad game. It just wasn't... Doom.

But seriously fuck those spiders.
>>
>>3111962
you forgot Doom Retro, anon.
>>
>>3112372
No, it's dead.

But I can legitimately say that I wasn't the one that killed it. Because I actually made a level for it. Unlike the rest of you who doesn't do shit.
>>
>>3112563
More so than
MAAAAHMA
?
>>
>>3112571
projectILE anon?
>>
>>3112563
what killed it for me was the fact that, standing 10 ft back from the wall, the shotgun could hit the floor and the ceiling in one shot.
>>
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>>3111638
Wanted to make a Vietnam war .wad

>We'll never have a good vietnam war .wad

>I finished NAM 3 times recently
>>
>>3112591
>NAM

Did you actually enjoy it? For something released in '98 it felt really low quality.
>>
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>>3112328
>continue googling around
>find more information about how the process works
>get the original id sources for the quake ammo boxes
>try to compile one as is without changing anything to make sure it works
>compiler crashes immediately
>>
>>3112606
Not really, snipers, mine, airstrike and hidden ennemies made the game way too hard basically making it a trial and error. I still finished it 3 times because i'm a sucker for anything vietnam war related.
>>
>>3111638

Okay how about this:

A really fast paced melee focused mod where you play as some anime chick with a katana, you also have guns and a bunch of crazy ass angellic powers and shit.

I'll call it devilirone
>>
>>3112590
Yeah. Then there's the fact the the chaingun is so inaccurate it might as well be useless, and the plasma rifle's projectiles are slower than everything else in the game.
>>
>>3112627
sounds fucking terrible
>>
>>3112627
Demonsteele?
>>
>>3112630

Okay okay okay what about this one:

A really arcadey mod where you play as some kinda knight, whacking shit with a sword and throwing daggers, and there's an an arm cannon involved.

We'll call it Attack The Other Monsters, Guy!

Or ATOMG for short.
>>
>>3112546
But stroggos is in the earth dimension.
>>
>>3112639
GMOTA?
>>
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>>3112405
jesus fuck you're actually a fucking downs child
>>
>>3112638
I think that was the joke, anon
>>
>>3112639
doesn't sound brutal enough

can we add, like, a million skeletons into there, skeletons are pretty brutal
>>
>>3112571
>Unlike the rest of you who doesn't do shit.

fuck you, asshole, i do a lot :(
>>
DO YOU LIKE CACO?
>>
>>3112638
am i the only one who got bored almost instantly with Demonsteele?
>>
>>3112783
it ain't exactly my style either

it's just... something about it feels unsatisfying, like it's trying too hard to be cool and it just falls flat

and it feels *cluttered*, really cluttered, in much the same way DRLA and doom rpg feel cluttered, and it's off-putting
>>
>>3112791
>like it's trying too hard to be cool and it just falls flat
i can understand not liking the gameplay, but this is a very strange complaint to make, considering the entire thing is incredibly tongue-in-cheek
>>
>>3112791
I think DS has too much shit going on too, but I've found it to be a lot of fun if I ignore like 60% of the content and just have fun with the sword, hook and jumping.

DRLA is okay on it's own, but DRPG is honestly a trainwreck.
>>
>>3112803
that's the thing, it just... doesn't work, I don't feel it at all.

I like simple shit. I just want to shoot demons with guns, and keep it at that. that's why I'm playing doom, after all.

throwing on a bunch of shit to the "shoot demons with guns" formula, to me, feels like it just ends up shoving it out entirely
>>
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>>3112386
>>
>>3111638
you know that game megaman 8bit death match
think of it like that but an actual doom campaign separated into episodes
>>
What is a good obituary report for being killed by captain falcon's blue falcon?
>>
>>3112814
if you want to shoot demons with guns, you would definitely do well to stay away from the mod that is focused a lot on melee combat, then
demonsteele plays very much unlike doom, so it's definitely not for everyone

might i suggest weapons of saturn, or nazis?
>>
>>3112829
%s got the blues
>>
>>3112791

Damn dude if Demonsteele feels cluttered I hope you've never played GMOTA, that's a raging clusterfuck.
>>
>>3112807
>>3112791

The biggest "clutter" complaint I have with Donutsteal is the monster replacements. I don't like only a quarter of the monsters having graphical replacements. Do all or do none, dammit.

Aside from that, though, I think it's still pretty straightforward. Charge at monster, hit with sword.
And if you're playing as the second grill then charge at monster, hit with sword
>>
>>3112835
Was thinking more like:
%o got shown his moves
%o could not avoid captain falcon's final smash
%o got ran over by the blue falcon
>>
>>3112850
%o got BOOST POWER
>>
>>3112849
>Playing as second girl ever
She's not built for the mod in the slightest and she is shit compared to main girl.

Most guns don't even work that well compared to her "melee focused" counterpart's guns
>>
>>3112842
nah, gmota feels a lot less cluttered actually

there's still a good deal of stuff going on but I actually feel like I'm in control of most of it, whereas with DS I feel like I'm just mashing mouse1 until things stop moving

and I just can't get behind that.
>>
I think project msx still has the highest design quality of all the gameplay mods out there. Everything looks and feels great and satisfying, and it all just works together. I can't imagine what it would have been like if it got a full release.
>>
>>3112879
That is because GMOTA has sword/fist combos with mouse 1 while DS only has two identical attacks for mashing. It also has charge shots.

DS also rewards rapid attacking because you can generate more rank meter with mashing than losing it with just taking hits without dodging.

It encourages mashing by design.
Made worse by having second girl's guns usable only through mashing despite having inferior firepower and damage output.
>>
>>3112860
>Most guns don't even work that well compared to her "melee focused" counterpart's guns
Maybe if you're using only the Scorpions
>>
>>3112879

Iunno man there's still a lot of shit going on, between the two mana meters, context sensitive attacks, and the passive upgrade items, and the crash charges.

Goddamn I went overboard.
>>
>>3112913
>first girl's shotgun has high damage, fire rate and wind up shot that wrecks literally everything
>SMG for autofire and full stunlock
>grenade launcher with special fireshot that makes a defense wall, explosions that deflect projectiles in general
>Pistol is useless but special shot gives it a purpose
>All specials annihilate everything, forward special gives shitloads of rank meter which boosts her damage and she can mash through everything
>back special deletes projectiles
>Gets meter effortlessly, spends a fifth of a bar for forward special to build rank and turns everything into a battery due to increased sword damage

>second girl's dual pistols don't hurt nearly enough and have to be tapped for every shot, meaning no crowd control like first girl's SMG
>grenades have no use besides some damage, doesn't hurt that much and fire rate is slow. arc makes it awkward for flying enemies. exacerbated by blackened
>seven shot pistol is useless and weak even in gun mode, this includes the last bullet
>shotgun is the only thing that's worth using when it comes to guns
>Always meter starved because of a different meter system
>always rank starved because no real damage and only the shotgun and dual pistols will generate anything worthwhile
>specials range from being very useful and outshines everything(Invisibility, uppercut) to entirely useless and not worth the cost(Area stun isn't good despite the damage vulnerabilities it adds, spin kick, single power punch, all gun mode specials)
>blackened is very hard to deal with for second girl because she has nothing to hold it in place or annihilate it with

she needs a lot of reworking or her own set of enemies to fight because everything is balanced around the first girl
>>
>>3112946
>grenades have no use besides some damage, doesn't hurt that much
>seven shot pistol is useless and weak even in gun mode, this includes the last bullet
i will fight you
>>
>>3112858
If only capt dropped something i'd use that, guess ill settle for the final smash
>>
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>>3112960

Hopefully not with those awful weapons
>>
>>3112960
only thing of value the grenades have is you can toss them without it detonating on the wall.

she is objectively weaker than the other girl across the board.

I didn't even bring up iron maiden because it's even more unfair to bring up a borderline invincibility mode when it's already all skewed towards her being stronger anyways.

Second girl is an afterthought, a neat afterthought but completely shadowed by the other character.

Second girl has to play completely deliberate and she will never match up to mindless mashing, she should be a powerhouse with such slow deliberate weapons but isn't even remotely close to one.
>>
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New to doom, other then 1 and 2 are any official releases/games recommended?
>>
>>3112985
The other games on the Doom engine. Quake. The other games on the Quake engine. The games on the Build engine. Chex Quest.


Go.
>>
>>3112972
>I didn't even bring up iron maiden because it's even more unfair to bring up a borderline invincibility mode
this i will agree on
the mastodon is painfully and woefully unfinished and even within its own confines isn't anywhere near ready - the full charge-up blast compared to the special attack is ludicrous

>>3112963
:^)
>>
>>3112928
it's not that hard to manage

that and I love the simplicity of the warhammer - yes, you could throw it through the air to slam the ground with a thundering shockwave, or you could just hit them with it
>>
>>3112994
Even when complete she will still take damage during it and can't bruteforce slaughtermaps effortlessly.

First girl scales in power based on enemy count
Second girl doesn't scale in power at all due to how difficult it is to build rank and keep it for her.

This is why the laser sword stands out among the rest of the weapons.

>High damage
>Sword wave that is built up from using regular attacks
>Design is based more on first girl's weapon philosophy as a result
Giant sword mode is still useless though
>>
>>3113001

Well as long as you think it's easy to manage, I've had some people tell me GMOTA's way too complex.

and yeah I'm super pleased with the warhammer, fuck that thing is FUN
>>
>>3113000
Who even has hope for doom 4?
>>
>>3113000

I think that's a given.


also nice trips
>>
>>3113007

Me. There's a chance the pistol in Doom 4 has infinite ammo.

and that's rad.
>>
>>3113000
trips confirm
>>
>>3113005
>Even when complete
whoooaahh have you already played the new update???
>>
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>>3113007
I've seen a lot of people defending it, even here on the chans.
At best it'll be a fun shooter that's not as good as the originals (unlikely), at worst it'll be a garbage FPS with horrid mechanics and game feel
>>
>>3113016
There is no plans to make her invincible during that like Iron Maiden
>>
>>3113000
Agreed

Though I have to say, it does look nice
>>
>>3113007
>I have to check if there are still people in my safespace
>>
>>3113023
remove bethesda internet defense force from premises
>>
>>3113026
>actually replying
ayy
>>
>>3113019

You're incorrect.
>>
>>3113019
and where are these supposed plans posted?
>>
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>>
>>3112985
Final doom is pretty good (better than Doom 2 imho)
>>
>>3113003
>Uh, mods, I'm pretty sure we already cleared up DOOM 2016 discussion being cool.
Hundreds of posts including two entire threads have been deleted in the past month. I don't know how you can have missed this.
>>
So on a scale of 1-10 how dead is hdoom?
>>
>>3113161

premature ejaculation.
>>
>>3113161
6.9
>>
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>Doom
>story
>>
>>3113173
The DOOM "story" is about equivalent to what you'd get in 1999. Its pretty much HL1-tier AKA a perfect amount for it
>>
>>3113175
They're all similar from that era.

>Doomguy goes to Hell and kills everything
>Freeman goes to Xen and kills everything
>Prisoner 849 goes to Na Pali and kills most everything
>Ranger goes to D̞͇̋ͨͮͥ̾̓í̧͍͌̅m̺̣̠͕̣͇̺̔͋̎̔́̽̉e̻ͨ̃̏̽ͪ̂̽n̦͓̞ͫ̃̽̑͆͂s̭̾̅ͪ̊̒̃i̢̼̻͖͂ͣͧ̐o̡̠͍ͯͤ̾̒͊n̙̊͛͛ ̪͎̦͇̖̯͊ͤ͒͑ͣ͒̚͠M̵͈͈̞̰̮̙͖̐ͥ̅ͨ̒̃ͦi̴̪̜͉̪̟͖ͩͨͨ̃̉̍n̶̘͇͍̹͐̏d̢̫͇̬̅̈́̂̎̎̄f̲̪̀u̪̗̖̖̩͍̿ͨͪ̓ͭͨ̃͡ć̇͛̊̅́͐k̷̖̇̅ and kills everything
>>
>>3113195
>Blazko goes to Germany and kills everything
>Bitterman goes to Stroggos and kills everything
>Corvus goes to... places... and kills everything
>Baratus goes to other places and kills everything
>>
>>3113201
>Security Officer goes to everywhere and kills everything
>>
How do I go about adding my own music into Doom? I'm familiar with how Slade works. What codes do I need to lay down to put in my own music?
>>
I made a Samsara Sunlust coop server with bestever if anyone wants to play.

:: [BE] Montreal :: Sunlust Samsara Co-Op

No password.
>>
>>3113245
Easiest way to do it would be to make a new .wad file, then to put in your own music in it. To replace the music for the respective levels, you'd have to change the filename for the audio file you want to use so that they match the filename for the original MIDI.

For example, let's say you want "music.mp3" to play on MAP01. The default audio file used for MAP01 is "D_RUNNIN.mus". Inside the new .wad file you made, just call your custom music file D_RUNNIN, save your .wad file, then load it up.

Of course a much easier way to do it would be to just directly replace the music files inside your own IWAD, however the only proper way to do this is to make a copy of the IWAD first.
>>
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http://zettix.com/3d-filter/
Make it Doom
>>
>>3113263
thanks
>>
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>>3113268
>>
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>>3111550
Am I the only person who really hates it when people recommend Brutal Doom to people who've never played the original and just insist that Brutal Doom is automatically better and vanilla Doom is worthless? Like, Brutal Doom is neat and all, but at least let the newbie decide for themselves first? And not even having a point of comparison between the two can only muddle the experience. I think that'd make it harder to appreciate Brutal Doom itself and the original Doom.
>>
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Why the fuck did literally half the thread get deleted.
Holy shit, Zenimax is here, aren't they.
>>
>>3113304

Nope, you're not the only one.
>>
>>3113304
>Am I the only person who really hates it when people recommend Brutal Doom
No
>>
>>3113304
what bizarro world do you think you live in
>>
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>>3113306
see
>>1392415
>This board is for the discussion of classic, or "retro" games. Retro gaming means consoles, computer games, arcade games (including pinball) and any other forms of video games on platforms launched in 1999 and earlier.
>>
>>3113306
We're not allowed to discuss new Doom here anymore. I got a warning for discussing it earlier.
>>
>>3112319
I liked MM1, except for MAP29. I won't blame you if you skip out on that. MM2 and Requiem are good too. I'd say MM2 is definitely better than 1. Requiem's more of a mixed bag. A lot of people backed out of the project, or so I heard, so it feels more cobbled together.
>>
What's D44M stand for
>>
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PET HISSY WHEN

WHEN
>>
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>>3113386
I just want a pillow of Cacomack/Squishy/whatever we decided her name is

NO NOT THAT TYPE OF PILLOW
>>
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>>3113415
>NO NOT THAT TYPE OF PILLOW
Don't be shy
>>
Also a reminder that the Booru needs a bit of lovin.
http://vrdoom.booru.org/
If you have any suggestions, me and Orangestar could try to make it work
>>
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>>3113304
but on vanilla I can't spam GO FUCK YOURSELF
Thread replies: 255
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