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DOOM THREAD / RETRO FPS THREAD - Last thread >>3117479

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===

[04-08] Durex Waste Disposal updated
>>3122797
https://www.dropbox.com/s/u1ja3syodz63t7n/CLOSETV3.wad

[04-07] 3DO Doom overclocked
https://youtu.be/dfNBQU2xjAI

[04-07] Anon mod release: gachigasms.wad
>>3121301
http://www.mediafire.com/download/fqbpf73xt3sprl5/gachigasms.wad

[04-06] DUMP 2 Test Build 2
>>3119065
https://www.dropbox.com/s/io1py7ymv6kd9vr/DUMP-2-test2.pk3

[04-05] Anon mod release: Liebenberg Arms Bushland Pistol
http://www.mediafire.com/download/6s0f6m8757as1my/LiebenbergArmsBushlandPistol.wad

[04-04] Anon map release: wheresmyshotgun.wad (updated)
>>3115529
https://drive.google.com/file/d/0B4mwJRa7e5VpM1RKWlNTTVRyUDQ/view

[04-04] DTWID Lost Episodes (E1-E6) released
https://www.doomworld.com/vb/post/1130238

[04-02] Japanese Doom Community Project v1.0 released
https://www.doomworld.com/vb/post/1583715

[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

[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

===

To submit news, please reply to this post.
>>
First for Heretic is pretty cool.
>>
Second for memory management is pretty NOT cool.
>>
fifth or so for Hexen needs to be remade in HL engine asap
>>
https://youtu.be/44lhqrsUTlo
>>
>>3123778
https://www.youtube.com/watch?v=jeOGqrWLOrE
>>
>>3123775
is your anus even ready for hexen with 3D level design and 'intelligent' enemies?

Imagine the underwater mazes and endless valves and multiple directions. also NPC peasants who say "greetings!"
>>
>>3123778
Hearing Doom music through actual instruments is cool.
>>
>>3123784
Why do we all have to wear these ridiculous ties?
>>
>>3123778
>>3123783
Doom II had goofy af soundtrack
>>
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Well node linking works. Man, GDCC made this a lot easier than it ever would've been with ACS. Don't even need to sort this shit, since each node stores the linked nodes as pointers.

woop
>>
>>3123786
Does HL1 even count as a retro FPS? I mean, I'd say it would be due to year of release, engine, and playstyle, but some people might not agree.
>>
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wtf in jenesis map26
>>
>>3123795
Came out four years after Doom 2, so sorta? 1998 is the same year the Dreamcast came out.
>>
>>3123795
Of course it does. It was made from a highly modified Quake 2 engine after all.
>>
>>3123812
I thought it was Quake 1?
>>
>>3123812
tf2 is made from a highly modified quake engine
>>
>>3123816
Well makes sense cause it was a mod of Quake 1 at first.
>>
>>3123818
tf2 ain't retro tho, so the "based off a quake engine" criterion is wrong
>>
>>3123807
ebin
>>
How to win the Spider demon??
>>
>>3123815
It is, GoldSRC is so similar to the Quake engine most mapping tools will work interchangeably between the two with little if any modification (other than GoldSRC's extra stuff like rotating walls, breakable props, colored lighting, etc).

>>3123816
TF2 is on a descendant of a modified version of the Quake engine and is also much newer. GoldSRC is almost a reskin of the Quake engine it's so close.
>>
>>3123812
Pretty sure it was modified Q1 engine.
>>
>>3123832
Nah, Quake 2.
>>
>>3123812
>>3123836
>>3123816
You're an idiot.
https://en.wikipedia.org/wiki/GoldSrc
>>
>>3123836
>GoldSrc (also known as Goldsource) was a game engine used internally by Valve Corporation. It was a heavily modified Quake engine that debuted with the release of their science fiction first-person shooter video game Half-Life.

>The engine also reuses code from other games in the Quake series, including Quake World, and Quake II, but this reuse is minimal in comparison to that of the original Quake.[2]

>In 1997, Valve hired Ben Morris and acquired Worldcraft, a tool for creating custom Quake maps.[3] The tool was later renamed to Valve Hammer Editor and became the official mapping tool for GoldSrc.
>>
goldsrc is the best fps engine ever made

fight me
>>
>>3123840
>>3123841
Would you look at that, it appears that I am wrong.
>>
>>3123846
It's a nice engine.
>>
>>3123848
But can we talk about how nice it is

It's just Quake

but with more possibilities

and you don't need to use them, you can remake Quake if you want and it'll be just fine, or you can make your tacticool squad based shooter and it'll be just fine, or you can make a different game entirely

and it'll be just fine


GoldSrc is the Bob Ross of engines
>>
>>3123840
Thinking simply being mistaken means they are idiots makes you the idiot.
>>
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>E1M9 in DooD
>>
>>3123846
Unreal is better.
It can into fractal portals. With minimal shader support it would've been possible to make Portal work on Unreal Engine, with all the features.
And multilayered detail texturing. Even many modern engines do not support that.
>>
>>3123878
>E1M9
meme level
>>
>>3123764
Damn right son

Heretic reboot when?
>>
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What did Romero mean by that?
>>
>>3123907
>spess nazis from hell
>>
>>3123909
It's in episode 1 though, i.e still in the moon base. Does it mean Doomguy is working for space nazis?
>>
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>>3123907
What did Memento Mori mean by this?
>>
How come you meet Mastermind and Barons of Hell before you meet Arachnotrons and Knights, respectively? It makes no sense.
>>
>>3123910
>from hell
>>
>>3123917
Because shut up nerd

But in all seriousness id probably got lazy in the sequel and just said "fuck it, recolor the Baron and scale down the spider mastermind - boom, two new enemies!"
>>
Is it just me or is the first game more survival (especially the first ep) and the second more action-platform?
>>
So whatever happened to Kaiser working on Blood?

For that matter, are Night dive studio gonna re-release Powerslave?

Is Turok 2 gonna get an HD treatment?

I just want old FPS games to get more love
>>
>>3123921
I think that turning a previous boss into a regular enemy is a great idea. It makes the player feel like there is real progression, a good difficulty curve, as yesterday's biggest challenge now becomes a regular one.
>>
>>3123921
I don't care what anyone says, I think Doom 2's level design is for the most part terrible looking and not fun. Most user-made WADs are better then Doom 2.

All it's good for was for introducing the SSG.
>>
>>3123924
I think it's just you.
Doom 2 has more platforming but the focus is still very much on the combat.
>>
>>3123925
>Is Turok 2 gonna get an HD treatment?
Was this a thing?
>>
>>3123926
>implying someone can't take down a Baron of Hell in seconds after gettin gud
>>
>>3123925
When I saw that the guy that did Doom 64 EX was thinking about doing Powerslave as well, I was pretty excited. I don't think much has come out of it though.

I wish there were Blood and Redneck Rampage sourceports
>>
>>3123925
>For that matter, are Night dive studio gonna re-release Powerslave?
Holy shit this. I can't even imagine what is taking so long, especially since Kaiser already did 90% of the work with EX.
>>
>>3123924
The first Doom is more labyrinth-like, very similar to Wolfenstein. The second has sprawling, open spaces and more vertical environment. The second also uses hazards more frequently as a central level-building element (Map 23 is a case in point).
>>
>>3123927
Agreed, Doom 2's biggest pro is the modding capabilities.

>>3123929
Well they studio got the rights to both Turok games, IIRC, so it would make sense to also make the second one
>>
>>3123931
Everyone would love a Blood sourceport anon

>>3123934
I just hope it's one of the console versions and not the PC version. Also fucking manual saves
>>
>>3123937
The PC version has amazing level design though, and it's the one which would benefit the most from a sourceport considering it runs on an old version of Build which can only go up to 640*480 and a couple of glitches regarding controls need fixing.
>>
>>3123937
>>3123939
>The PC version has amazing level design though
I always vastly preferred the console levels, especially in EX. The tricky platforming is a million times more fun with a mouse and keyboard.
That said there's no reason they couldn't include both in a potential re-release.
>>
>>3123939
The console versions have a completely different progression since they force you to go back to old levels and go through different paths that you can access with powerups. The saturn version also has rocket jumping iirc which opens up the game even more in some fun ways, especially when it comes to secrets. Compared to that the pc version plays like a somewhat standard egyptian themed build game, a good one at that but loses some of the charm.
>>
>>3123949
I actually really like the way Powerslave controls with a console controller.
>>
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>>3123907
>>3123912
What did Sandy Petersen mean by this?
>>
>>3123927

But SSG is easy modo.
>>
>>3123927

For me, it's the new monsters too. I don't care if they get abused in some wads, I think the Arch-Vile, Revenant and Mancubus are excellent additions to the roster, their quirks make for excellent new challenges.
>>
>>3123878
The music was a bit of a surprise

What's with all the extra maps DooD puts in?
>>
>>3123975
>Omitting the Chaingunner cause no one likes them
>>
>>3123975
Eh, I think the Mancubus and Archvile are okay, but the Revenant has too much health for my liking and there's no way to tell what kind of rocket he's gonna fire until it's already been fired. I think they could have made it so if the left cannon lights up, then it's a straight shot and if it's the right - homing it would really help fighting those assholes in close quarters.

>>3123986
Because they're fucking horrendous and whoever thought they were a good idea should be shot by a chaingunner 10'000 miles away
>>
>>3122797
zdoom 281 demo for durex waste disposal aka closetv3.wad.
http://temp-host.com/download.php?file=wc52su

this isn't a first demo, i had already recorded a lot of it in boom compatibility until i got stuck at the blue door. in fact this would be a boom map if you set the passuse flag on lines 475 and 971 (assuming there was a version of prboom that could do mixed flats and textures)

i realise the last area is work in progress, but some remarks anyway. the teleporter into it is single-use: i suggest making the lines repeatable, as you can teleport back and forth a few times, use up all linedefs and end up stuck. also, the yellow door has unpegged doortracks and there are a good few stuck monsters (the arachnotron on the pillar in particular was amusing).
>>
>>3123986

I actually like them. I also like the Arachnotrons and P.E..
I just didnt want to list every new monster.
>>
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>>3123756

Been playing the japanese community project. Can anyone read moonrunes?
>>
>>3124021
it says "it's not like i made this map for you, doomguy, don't get the wrong idea"
>>
https://youtu.be/z81virrz6TY?list=PLC0616B60014748B6
>>
Ok, post em

1) btsx
2) jenesis
3) tvr!
4) zone300
5) epic2
>>
>>3124062
Uuh ...

1) Memento Mori
2) BTSX Episode 1
3) ... Alien Vendetta?

I need to play more wads
>>
>>3124062
The Memento Mori duology will always be one of my favorites.
>>
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Holy shit I never realized this
>>
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>>3124062
RTC-3057
Phobia: The Age
Phocas Island 2
Community Is Falling 3
Dawn of Reality
>>
>>3124074
Who builds the tower? Are there demonic construction crews?
>>
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>>3123912
I don't know anon, may be it just a coincidence.
>>
>>3124103
That or it magically constructs itself with pure unbridled hell magic.
>>
>>3123794
are those "real" nodes or fake confusingly named nodes
>>
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>>3124103
>Imagining imps with tools and hard hats
>>
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I wonder what next Doom will be playable on.
>>
>>3124021
>Hoppish
Is that a english word?
>>
>>3124026
For some fucked up reason, I had a thought of maps giving you health and ammo depending on their anime archtype.

>HAVE ALL THESE MEGASPHERES DOOMGUY-SEMPAI.
>>
>>3124125
why, my peanus weenus of course :)
>>
>>3124125
Is it playable on the Ouya yet?
>>
>>3124154

That's even smaller than that fingernail! :^)
>>
>>3123931
>I don't think much has come out of it though.
you'd be surprised
kaiser did it, i think the only thing that got released is a public beta (fully functional game) and a hotfix before he had to pull it because of rightholders

i'm sure you can find links somewhere
>>
>>3124021
>>3124147
I've seen japanese doomers say the word "hoppishi" a lot. Its meaning is still a mystery to me.
>>
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wow fast monsters makes chaingunners fucking op
>>
Most mods are really just lazy reskins
>>
Anyone still play metroid dreadnaught?
or is zandronum still megaman only
>>
>>3124147
>>3124196

Hoppishi is what they call a Revenant, over there.
It's their version of "agitated skeleton".
>>
>>
>>3124237
Because it makes you hopping mad?
>>
repostan' from old thread:

>>3123404
Hey you, the guy who was gonna mesage you about the stealth system here. I didn't forget you, I just caught a terrible cold which combined with a manual labour job means I've felt like a "former human" every afternoon this week

>>3123324
I know virtually nothing about sounds, but might I suggest this pack:
>http://www.sonniss.com/gameaudiogdc2016/
and also check out OpenGameArt. You'll probably want to look into some kind of batch downsampling program if you want the sounds to be muddy like back in -93.
>>
>>3124275

It's an onomatopeia for their melee. Whap-psh.
Say it with an accent, and you get Hoppishi.
>>
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>>3124274
>>
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Question

Is DoomRLA, DoomRPG, and Colorful Hell compatible with each other?

And if so, what is the best way to play them together? What maps are best?
>>
>>3124103
>demonic construction crews

so, Mexicans?
>>
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>>3124292
>>
>>3124274
Let the demons enjoy their giant croissant.
>>
>>3124114
>demons with builders' bums
>>
So I downloaded Quake GOG version and I don't hear any music despite the CD music volume being all the way up. What do I do?
>>
https://www.youtube.com/watch?v=NURfvG0lfpA

Made me lel
>>
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>>3124074
I really wish they hadn't skipped over this neat detail in Doom 2. I loved the maps in Doom and Heretic. It was just a nice little attention to detail that gave you a bit of an idea of where you were in the world and how you were progressing.
>>
>>3124342
Take your ID1 folder and move it into a folder which contains Quakespasm which is one of, if not the, best Quake source ports.
Download the Quake campaign OST from this link (https://steamcommunity.com/sharedfiles/filedetails/?id=119489135) then make a folder called music in your ID1 folder.
Place the music tracks in this folder, You can remove either the OGG or MP3 as you please.

Now run Quakespasm, and your Quake should now have music.
>>
>>3124351
Thanks
>>
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>>3124363
No probs
>>
How do you run DooD?
>>
>>3124373
I just group selected all the wads for whichever Doom and dragged them to GZDoom. Worked fine for me that way.
>>
>>3124378
It is not working for me. I must be over looking something.
>>
>>3124387
Try ZDoom or maybe try running it in EZDoom
>>
>>3124074
holy shit
>>
Would anyone be interested in a launcher that basically allows you to organise a library of "loadouts"? Like pick iwad, plus custom wads with customizable distinction between level wads and gameplay mods? Then a few manageable field for each loadout like a rating, comment, "completed" checkbox, etc.?

Am I just being autistic and should enjoy playing .wads? I feel the need to get organized with my .wads.
>>
>>3124396
Got it working. Do not know what I missed before.
>>
>>3124412
Sounds good to me. Good luck.
>>
>>3124412
Main way I organize my WADs is just with some folders, mostly sorted by date they came out. I also have some Cacoward folders with the winners ready for playing.
>>
>>3124412
Sounds like a fine little hobby project you got there. I say do it cause why not.
>>
>>3124412
That sounds neat
>>
>>3124412
If you include screenshot previews, I would let you fuck my wife.
>>
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>>3123756
Imagine if berserk packs were additive. You pick up another before the previous one wears off and you just get stronger. Each pack makes you punch harder and harder. You punch and kick the enemies and they fly backwards in ten-meter arcs. Eventually you could kill Cyberdemon with just one punch. Or grab him by his leg, spin him in the air and throw him away. And at some point you could just punch locked doors broken and go through.

I'd imagine the crash would be quite horrible, though. You'd have to keep finding more berserk packs just to stay alive. Poor Doomguy.

Wait, let me guess. There's a mod for this already?
>>
>>3124412
Sounds great as long as you make an OSX build too please
>>
Which is better, Doom or Quake? Vanilla vs Vanilla.
>>
out of curiosity

for those of you who played Doom as a kid when it first came out, did you actually play it WASD + mouse, or did you play it another way? I never discovered that control method until HL1 came out and I used either a joystick or arrow keys/ctrl/space for FPS until then.
>>
>>3124447
wasd+mouse

sometimes dad would let me sit on his lap and let me control the mouse while he did keyboard
>>
>>3124447
Personally I played all FPS keyboard only until HL and than had to adapt quite difficultly.
>>
>>3124447
I didn't play doom or wolfenstein that way, but I was introduced to the wasd format during the dos days when 2 player games used wasd for p1 and the arrow keys for p2
>>
>>3124458
oh yeah i forgot about that. my buddy and i used to bro-op Lode Runner like that all the time.
>>
>>3124447
I played keyboard only until after finishing quake.

mind you as a kid I mostly played on god mode with all weapons.

And then yeah hl switched to WASD and mouse, and went back and played quake and doom properly with WASD, mouse, and no cheats.
>>
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>>3124437
sounds like a fucking cool idea, anon
>>
>>3124292

gb2/pol/
>>
>>3124447
I was aware that mouse turning was smoother, but I felt comfier in my keyboard with classic arrow controls than using both keyboard and mouse at the same time. I guess it was because I was used to play most videogames with keyboard only.
One day I noticed my sister was using both keyboard and mouse in Quake 3 so I tried that and it was alright. Since I started using the mouse to turn, eventually I decided to use my left and right keys to strafe instead of using comma and period.
So basically now I still use arrow keys but also a mouse.
>>
Doom?? it's gay..
>>
>>3124563

If DOOM is gay, then what is HDoom?
>>
>>3124564
/d/egenerate
>>
>>3124564
i bet you kiss girls, faggot
>>
>>3124590

>j-just a prank, bro!
>>
>>3124603

>assuming that I'm mexican

whatever helps you sleep at night, /b/ro
>>
was the source of goldsrc ever released?
>>
>>3124412
why not directly add tagging to the wads? i can see that being pretty useful
>>
Rate the following mapping elements/choices
>Sectioned floor moving up/down
>Monster closet opening behind you (not hitscanners)
>Monster closet opening behind you (hitscanners)
>The illusive pickup (I remember several wads where specifically red key keeps floating away/whatever when you get close)
>Mazy-room reshaping when you reach the centre/object, by moving a shitton of walls down into new openings, and a shitton of openings up into walls.
>>
>>3124630
>>Sectioned floor moving up/down
ok
>>Monster closet opening behind you (not hitscanners)
use sparingly
>>Monster closet opening behind you (hitscanners)
literally shit
>>The illusive pickup (I remember several wads where specifically red key keeps floating away/whatever when you get close)
never encountered it but it sounds retarded
>>Mazy-room reshaping when you reach the centre/object, by moving a shitton of walls down into new openings, and a shitton of openings up into walls.
mite b cool
>>
>>3124630
>Sectioned floor moving up/down
if you mean things like the one on E2M3, those are annoying as heck
anything that makes you wait constantly is annoying, lifts you have to wait for, slow doors you keep having to re-open

>Monster closet opening behind you (not hitscanners)
>Monster closet opening behind you (hitscanners)
depends on what else happens at the same time. probably fine by itself

>The illusive pickup (I remember several wads where specifically red key keeps floating away/whatever when you get close)
hilarious but if every wad started doing it it'd be annoying as heck

>Mazy-room reshaping when you reach the centre/object, by moving a shitton of walls down into new openings, and a shitton of openings up into walls.
there was one in a /vr/ wad i did the other day where you couldn't see shit because of all the middle textures, that was annoying.
mazes in general are fine in small doses, but don't overdo it.
>>
>>3124113
They aren't nodes in the sector-partitioning sense - they're for enemy pathing. So maybe?
>>
>>3123794
What does this mean and what can be done with it?
>>
>>3124447
I played the SNES version first so joystick. Then Keyboard on Doom 95 when I got a PC

I didn't used WASD+Mouse until I got a decent internet connection and met online multiplayer. I was pwned hard in D-Day
>>
>>3124657
I'm gonna use it for enemy movement that isn't A_Chase, basically.

I guess you could kinda use it with A_Chase but that's not what I'm going for.
>>
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Man Shadow Warrior's shotgun is so much wasted potential.

It looks cool but it's really underwhelming
>>
>>3124757
Weapons in SW are broken as fuck in general. I think it's by design, too.
>>
>>3124760
I dunno, the Rocket Launcher was pretty good, even if it did look like a weird microwave
>>
>>3124290

Nope. Yholl's Legendoom is compatible with Colorful Hell, however
>>
>>3123924
>Is it just me or is the first game more survival (especially the first ep) and the second more action-platform?

Doom, especially Episode 1 has a focus on horror. Then they saw that it was the action people liked and they didn't find it scary, so they focused more on big action.

This is one reason I like Doom 1 MUCH more. And Thy Flesh Consumed is my favorite Episode.
>>
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>>3124764
SW Rocket Launcher was based on a real one, the M202A1 F.L.A.S.H (FLame Assault SHoulder Weapon), a four-barreled 66mm launcher designed to launch incendiary munitions, meant to replace WW2 era flame throwers during Vietnam

Crazy shit, the payload would burn HOT once set off (on impact), to the point that just being close enough could give you burn injuries from the heat radiation alone, a shot could easily melt a truck to scrap or boil the inhabitants of a bunker/pillbox.
>>
>>3124668
Is there any documentation or examples around on how to do custom AI/pathfinding?
>>
>>3124865
>Crazy shit, the payload would burn HOT once set off (on impact), to the point that just being close enough could give you burn injuries from the heat radiation alone, a shot could easily melt a truck to scrap or boil the inhabitants of a bunker/pillbox.
Even stronger searchlights can cause burns, and a 66mm rocket can absolutely not "melt a truck to scrap"
>>
>>3124668
Is it mesh or pseudo mesh dependent though? Would it require maps specifically made for it (or maps with added data, at least?)

I considered making an alternative to A_Chase, but it would basically be a script that pushes the enemies in certain directions or sets goals to move to sometimes, since I wanted it to be universally compatible with all maps.
>>
>>3124887
>TPA is triethylaluminum (TEA) thickened with polyisobutylene. TEA, an organometallic compound, is pyrophoric and burns spontaneously at temperatures of 1200 °C (2192 °F) when exposed to air. It burns "white hot" because of the aluminum, much hotter than gasoline or napalm.

I don't know if it'll turn it into a pile of slag, but I'm pretty sure it'd ruin most motor-vehicles.
>>
>>3124891
the nodes need to be added to the map manually, which was gonna need to happen anyway for a good few other reasons

ain't no way I'm probing doom maps and adding nodes programmatically, especially not with the damn instruction limit, and anything polygon-based ain't happening either

it's just point-based, but I'd be implementing a 'fuzz' that pushes out the exact point pathed towards by a random amount, to avoid dudes looking like they're obviously on rails

I also pre-calculate the minimum distance it takes node A to get to nodes B, C, D, etc, to make sure that things stay speedy

the AI won't be a huge step up from doom, but it won't endlessly run into a corner trying to get to you with any luck
>>
>>3124905
It's not hot enough to melt steel. I bet the projectile is pretty good at setting fire to a barrack or residential building and making life unpleasant in a bunker though.
>>
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>playing through Memorial
>having tons of fun
>suddenly The Pit is flipped
>mfw
NOT cool man.
>>
>>3124917
>m202 can't melt steel beams
But seriously though, does it have to melt to be ruined? Doesn't it have to get hot enough to just weaken it and ruin heat-treating?
>>
>>3124910
>the nodes need to be added to the map manually, which was gonna need to happen anyway for a good few other reasons
Since I'm assuming you're ijon (from your mention of GDCC and typing habits) and could do this: what about making a program to run a .wad through to add the nodes into the map automatically? Or is placement of nodes outside of a feasible program?
What about adding nodes placement into a program like OBLIGE? In that case the program should be "aware" of where the monsters are intended to be able to walk without having to interpret existing map data to make that determination.
>ain't no way I'm probing doom maps and adding nodes programmatically, especially not with the damn instruction limit, and anything polygon-based ain't happening either
Yeah, there's really no feasible way to do it. I think Sarcose was working on something like that with his bossifyer, but he mentioned that there was a problem with scaling.
>it's just point-based, but I'd be implementing a 'fuzz' that pushes out the exact point pathed towards by a random amount, to avoid dudes looking like they're obviously on rails
Have you considered using Bezier curves in between points before applying the fuzz? They're easy curves to implement and very cheap to do.
I would also recommend (if you hadn't planned this already) making the "not following a rail" behavior only apply when the player can see the monsters, and perhaps adding a way to have them go back to a_chase behavior with certain flags from movement determining if something done fucked up.
>the AI won't be a huge step up from doom, but it won't endlessly run into a corner trying to get to you with any luck
From what I've seen the AI is not terrible at finding the player, and most issues stem from map design restricting them or monsters causing roadblocks and the monster AI treating a monster blocking its way the same as if there was an impassible wall there which it could never ever pass.
>>
>>3124437

>Imagine if berserk packs were additive. You pick up another before the previous one wears off and you just get stronger. Each pack makes you punch harder and harder. You punch and kick the enemies and they fly backwards in ten-meter arcs. Eventually you could kill Cyberdemon with just one punch.

This is all quite doable, but keep in mind this won't mean much to you if you don't know DECORATE. You'd just need to:

'''1)''' Replace the Berserk inventory actor with a CustomInventory item that checks for how many replacement Berserks you've already picked up.

[code]ACTOR ZerkStack : Inventory
{
Inventory.Amount 1
Inventory.MaxAmount 5
}

ACTOR Zerker : CustomInventory replaces Berserk
{
Inventory.PickupMessage "You got a cumulative Berserker Pack!"
States
{
Spawn:
PSTR A -1
Stop
Pickup:
TNT1 A 0 A_GiveInventory("ZerkStack")
Stop
}
}[/code]
>>
>>3124931
It'll set fire to all the plastic and rubber inside the vehicle and probably turn it to a burned out wreck after a while like with any car fire. I was just objecting to your exaggeration.
>>
>>3124910
>>3124937
Also, have you considered forking or re-writing a new a_chase that could be used in ZDoom or one of the child ports?
>>
>>3124938

...For fuck's sake, code tags aren't supported? Well, whatever.

2) Create a replacement fist weapon that, when it calls A_CustomPunch, checks for how many Berserks you've picked up.

ACTOR BerserkerFist : Fist
{
States
{
Ready:
PUNG A 1 A_WeaponReady
Loop
Fire:
PUNG B 4
TNT1 A 0 A_JumpIfInventory("ZerkStack",5,"Lv5Punch")
TNT1 A 0 A_JumpIfInventory("ZerkStack",4,"Lv4Punch")
TNT1 A 0 A_JumpIfInventory("ZerkStack",3,"Lv3Punch")
TNT1 A 0 A_JumpIfInventory("ZerkStack",2,"Lv2Punch")
TNT1 A 0 A_JumpIfInventory("ZerkStack",1,"Lv1Punch")
Goto Lv0Punch
Lv5Punch:
PUNG C 4 A_CustomPunch(70*random(1,10),1,"ZerkerMelee")
Goto FinishPunch
Lv4Punch:
PUNG C 4 A_CustomPunch(60*random(1,10),1,"ZerkerMelee")
Goto FinishPunch
Lv3Punch:
PUNG C 4 A_CustomPunch(50*random(1,10),1,"ZerkerMelee")
Goto FinishPunch
Lv2Punch:
PUNG C 4 A_CustomPunch(40*random(1,10),1,"ZerkerMelee")
Goto FinishPunch
Lv1Punch:
PUNG C 4 A_CustomPunch(30*random(1,10),1,"ZerkerMelee")
Goto FinishPunch
Lv0Punch:
PUNG C 4 A_Punch
FinishPunch:
PUNG D 5
PUNG C 4
PUNG B 5 A_ReFire
Goto Ready
}
}
>>
>>3124948

3) Now, the important part; in order to do any kickback, we need the melee attack to spawn a puff that actually causes kickback. Above, you may have noticed that the calls to A_CustomPunch specify a ZerkerMelee; this is the puff that the attack will spawn. Note that you won't actually see it if the attack hits a bleeding actor. It's still there though.

ACTOR ZerkerMelee : BulletPuff
{
ProjectileKickback 200
DamageType "ZerkerMelee"
}

We'll come back to that DamageType "ZerkerMelee" line in a moment.

>You pick up another before the previous one wears off
Note: Berserk Packs, at least by default, never wear off, at least until you leave the level. Despite the red screen effect wearing off after a few seconds, your punches are still supercharged.

>You punch and kick the enemies and they fly backwards in ten-meter arcs.
This is a bit harder to accomplish. But the best way is to do something like this, using the Imp as an example.

[code]ACTOR DoomImp2 : DoomImp replaces DoomImp
{
PainChance "ZerkerMelee",256
States
{
See:
TROO AABBCCDD 3 A_Chase
Loop
Pain.ZerkerMelee:
TNT1 A 0 A_LowGravity
TNT1 A 0 ThrustThing(0,2,0,0)
TROO H 16
TROO H 16 A_Pain
TNT1 A 0 A_LowGravity
Goto See
}
}
>>
>>3124952

Above, we specified a DamageType for the ZerkerMelee puff used by our replacement fist. Now, because we specified painchance to 256 for the associated damagetype, this Imp has a 100% chance of being pained when it is hit by that damage type, and when it does, it will go to the linked pain state. Then, the monster sets its gravity property to less than normal, then thrusts itself up, then waits a bit, plays its pained sound, then resets its gravity to normal, at which it returns to the See state.


>Or grab him by his leg, spin him in the air and throw him
...Now you're getting into Brutal Doom levels of complicated. This would need some ACS magic to pull off.

>And at some point you could just punch locked doors broken and go through.
And for this, you'd need to design the map specifically to "break" doors when you hit them with the appropriate melee attack.
>>
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I think Romero is a pretty cool guy. Eh makes levels and doesnt afraid of anything.
>>
Does doomguy have a gf?
>>
>>3124975
Guy had a pet rabbit. I wouldn't think so.
>>
>>3124975
I think he did in the books.
>>
>>3124975
Is Crash Doomguy's gf?

>>3124980
Bitches love rabbits. Shows he has FEELINGS.
>>
>>3124975
Doomguy is meant to be you, the player.

So, no.
>>
>>3124973

Romero got blacklisted after Daikatana. This is one of the biggest flops in gaming history. I havne't read Masters of Doom in a while, but how much of Eidos' money did he end up wasting? 20 million?

But I still think it was a total over reaction. As a game and level designer he's great. He should never, ever bet put into any kind of upper management position.
>>
>>3124989

OHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
>>
>>3124989
You better hope you included func_water because that's a SICK BURN
>>
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>>3123986
The fuck you say?
>>
>>3124937
>>3124942

>what about making a program to run a .wad through to add the nodes into the map automatically? Or is placement of nodes outside of a feasible program?

I dunno how easy it'd be to add nodes automatically in an outside program - probably a lot easier than doing it within ACS since you can actually access the friggin' walls - but it's certainly possible

although if I was worried about that, I'd implement one-way nodes so that sheer drops could happen without the pathing running into a wall thinking that the floor 500 units up is 100% walkable
(in other words, I'd comment out one line that automatically connects node B back to node A when connecting A to B)

I was planning on adding patrol nodes that you could assign dudes to manually but would never be chosen for pathing, but that's later

-----

>Have you considered using Bezier curves in between points before applying the fuzz? They're easy curves to implement and very cheap to do.

probably not gonna use bezier curves because then the dudes will clip corners even more often than I foresee them doing
maybe when they get within the fuzz radius, because theoretically everywhere in the fuzz radius should be walkable area, but that is *also* later

-----

>I would also recommend (if you hadn't planned this already) making the "not following a rail" behavior only apply when the player can see the monsters, and perhaps adding a way to have them go back to a_chase behavior with certain flags from movement determining if something done fucked up.

actually, for what I'm doing, once they see the player for long enough (I'm gonna say 12-18 tics) they'll either just rush straight towards him or stand their ground and murder you to death with guns

-----

>Also, have you considered forking or re-writing a new a_chase that could be used in ZDoom or one of the child ports?

eh, my needs for this project probably won't mesh with anyone else's needs, as seems the case with damn near everything I make
>>
>>3124992
After the ion storm debacle he quietly just did his job and made games. Not particularly interesting ones, but the kind that safely earn money. I can respect that. I also appreciate his endorsement of Masters of Doom, despite it making him (and Carmack as well) seem like a dick in late chapters.
>>
>>3124910
So... Will I be able to set up monster patrolls with that thing?

Would it be possible to make them stand on certain spot, look at predetermined directions for a set ammount of time then move on? (I can see this working if you make additional states for patrol mobs that makes them look into certain direction, then make Node feed them the tokens to switch between states)

Will this make Stealth-based Doom mods/maps possible?
>>
>>3124992
Did Daikatana made John Romero its bitch?
>>
>>3125005
Other guy here: Have you checked out "Autodoom" on the doomworld forums? It seems highly relevant to the subject at hand.
>>
>>3125009

I was definitely planning on implementing patrolling and delays for this, but because my system is going to be specific to my mod only, you should probably take a look at this

http://zdoom.org/wiki/Classes:PatrolPoint
>>
>>3125010
*make
>>
>>3125005
>actually, for what I'm doing, once they see the player for long enough (I'm gonna say 12-18 tics) they'll either just rush straight towards him or stand their ground and murder you to death with guns

If they're doing the 'fuzz' outside of player sight, wouldn't that mean they'd get there slower and be more prone to issues like clipping corners then? It seems like you could optimize them out of sight (unless somebody idclips through the walls) and they'd work the same otherwise.

>eh, my needs for this project probably won't mesh with anyone else's needs, as seems the case with damn near everything I make

I meant in addition to the nodes thing, since you'd be more able to write a better-functioning chase than from inside a mod; if nothing else you could get Marrub to put it in GLOOME.
>>
>>3124995
>>3124997
>not realizing he was talking about basically anyone in this thread including you
>>
>>3125020
>implying I'm not a quakefag
>>
>>3125016
ZDooms patrol points do not allow to make things turn and look in a direction for a set time tho.
>>
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>>3125023
all the more reason to believe so.
>>
>>3125024
It can with PatrolSpecial
>>
>>3125018
the point of the fuzzing is so if you fire a gun then round a corner, you won't see five dudes bunched up together from them all pathing to the same node

it's to keep things more natural-looking

incidentally I haven't decided if I want to +THRUSPECIES the dudes or not
>>
>>3123998
here it is with those fixes + boom demo
http://temp-host.com/download.php?file=wg94nj
>>
>>3125035
I get that, but you could add both a line of sight and distance check, so that they do the fuzzing if the player can see them or if they're close enough that the player could soon see them. Set the distance check high enough so that they have time to start fuzzing before the player turns and sees them.

IMO don't +THRUSPECIES because monsters quickly become an unpassable hp wall boxing the player in on all sides and it looks really weird with things that should be solid just walking through each other. There's also the issue that you'd have to make any projectiles go through them as well cause otherwise a monster could walk through another and block the projectile it just shot at the player.
>>
>>3125005
Can you describe what are you trying to achieve with this? Im always interested in new features.
>>
>>3125041
>IMO don't +THRUSPECIES because monsters quickly become an unpassable hp wall boxing the player in on all sides and it looks really weird with things that should be solid just walking through each other.

HP wall's not an issue - everything here is dying in one, maybe two hits, and numbers are going to be relatively low

>>3125043

i'm ripping off hotline miami
>>
>>3125020
that doesn't devalue the zing, anon
>>
>>3125008
>I also appreciate his endorsement of Masters of Doom, despite it making him (and Carmack as well) seem like a dick in late chapters.

There's no nice way to spin it. They were dicks at that point.

Romero played the Rock Star life, and bought into his own hype. No modesty at all. And when he goes on his own, he fails and has one of the biggest thuds in gaming history.
>>
>>3125046
Well it'll still look funny, and if you're wanting to make them more maneuverable then you could always set their radius smaller while giving them a hitbox that spawns and stays on them (update it to the position every tic in addition to warping, because for some reason warping acts funny sometimes when collision is involved) that is larger but that they can all pass through, that way they're not harder to hit. They'll maneuver easily but still sometimes show that they have to walk around one another, and they won't just directly walk through the middle of each other, so it won't look dumb.
>>
>>3125053
actually yeah that'd work pretty well

+QUICKTORETALIATE *instantly* sets the dude who shot the actor as its target, right?
>>
>>3125008
Carmack isn't a dick because Carmack doesn't technically understand human feelings. Would you call a robot a dick?
>>
>>3124985

>Is Crash Doomguy's gf?

She was supposed to be his "mentor" or some shit, so I guess it isn't out of the question but he just doesn't seem like the "hot for teacher" type to me.
>>
>>3125094
>>3124985
Wait who? who's Crash?
>>
>>3125098

She's the character who helps you through Quake III's tutorial, "canonically" she's the one who trained the Doomguy if I recall correctly.
>>
What's your doom auto-load?
>>
>>3124984
No.

>>3124989
Jokes on you, I have a waifu!
>>
>>3125176
and your waifu is doomguy
>>
>>3125168

NERVE.wad for Doom II, that's pretty much it.
>>
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>>3125185
>waifu
>male character
something's not quite fitting here, anon
>>
>>3124415
>>3124419
>>3124432
>>3124434
Cool to know there's interest. I will definitely post it here once I get something.

>>3124438
Would anyone be mad if I made it in Java? It's my primary language and would make cross platform compatibility easy. It'd be open source of course and I'd host it on github.

>>3124614
I can see how that would work out but I would have issue with modifying the original files if only because it would change the hash sum. Not that it would be a huge issue but it could cause someone a headache at some point. That and I've never done any work with file tagging and I'd like to keep it simple.

>>3124416
This was how I was doing it. I'd create a folder for every .wad I play. It got confusing because I'd forget which additional files (like a .deh) were part of the wad. Or I'd have multiple of the same .wad because I decided to play a wad with brutal doom or demonsteele or something. I too downloaded every .wad in the cacoawards and the lack of organization was driving me nuts.

More thoughts
>Design it to primarily take .wads from idgames archive
>Easy import by dropping a .zip into a specified folder
>Auto parse .txt files to pull Wad name + other details
>Some kind of system for keeping save files unique to the loadout
>>
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>>3125202
don't discriminate
>>
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>>3125185
They have one... two things in common.

>>3125168
flashlight.pk3, it's just really useful in case you're playing some unnecessarily dark levelset.
>>
>>3125217

That helmet looks fucking cool
>>
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>>3125253

>flashlight.pk3

I got your flashlight right here.
>>
>>3125304
Looks like Ant-Man.
>>
>>3125307
your flashlight sucks
>>
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>>3125315

It works.
>>
>>3125319

MIGHT BRINGS LIGHT
>>
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>>3125319
>>
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>>3125010

This made me laugh way harder than it should have
>>
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>>3125310
>Pym-Particle Doom
>>
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>>3124080

>RTC-3057

Why though? Serious question.
>>
I broke something again.
>>
Has anyone made Nightmare versions of Imp, Hell Knight, etc?
>>
>>3125404
Radical
>>
>>3125406
Look at Realm 667
>>
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>>3125413

I'm thinking of a KISS mindset.

Just a darkened version of them set to Fast with x2 HP.
>>
>>3125061
Yes I believe so.
Sorry about late reply, left literally right after I posted.
>>
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>>3125404

HELP
>>
https://www.youtube.com/watch?v=WMOqLl_zldc&nohtml5=False

Why aren't you playing Doom the way it was meant to be played?
>>
>>3125475
what a beautiful filename
>>
>>3125476
>literally geysers of blood erupting from zombies and imps

Do people really find this appealing?
>>
>>3125476

how "classic"
>>
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>>3125496

yes
>>
https://www.youtube.com/watch?v=CAdOkSVGwfA

Any downside to using voxels?

I mostly detest how lame certain features look, like the candles and so forth. They always face you and it's really distracting. Monsters at least have multiple views so you can see them from different angles.
>>
>>3125475
I WANT THIS.
>>
>>3125506
Framerate killer. Also What's with the texture replacement? It looks like that HD one, but scaled down to original res.
>>
>>3125510
>Framerate killer.

how bad we talkin' about?
>>
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>>3125475

what further madness does the future of Doom hold
>>
>>3125476
We all are playing Doom the way it was meant to be played.

The thing you linked is how retards play Doom in a way that breaks the game.
>>
>>3125475
wait is this all just TEXTURES still
>>
>>3125523

It improves and builds upon it. Removing the technological barriers for a more modern experience.
>>
>>3125527

Yeah, that's just a BFG ball recolored blue using translation.
>>
>>3125528
So what are the improvements then? Headshots, blood splatter and ability to cuss do not count as improvements in my book. Broken balance does not count for much of an "improvement" either.

What do you mean by removing technological barriers? I dont think you understand what those words mean.

Also MSX is best for "Modernized Experience"
>>
>>3125475
Can you please release it in the state it is now, just so we could have a litle bit of fun
>>
>>3125475
once self-damaging projectiles hit zandronum, we're going to see some wild multiplayer mods

because i'll make them
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>>3125545
Yeah, MSX is fun in the sense of it being a bastard child between doom and halo.

I like it
>>
>>3125546

Only because you said please.

Make sure to go into options and bind those keys

https://dl.dropboxusercontent.com/u/8380892/DOOM%20MODS/bomberguy64k(WIP-4-8-16).pk3

Chainsaw, SSG, BFG, and a bunch of other powerups and items aren't implemented right now.
>>
File: haha best mod ever!.png (807 KB, 1280x720) Image search: [Google]
haha best mod ever!.png
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>>3125476
>>
>>3125502
What's the imp saying in the last two panels?
>>
>>3125517
Who knows, we're all getting warned for talking about it.
>>
Ijon, why haven't you been updating Dakka ;_; Is it done to you? Please, let me know. I'm dying inside waiting for new shit (or coming to terms)
>>
>>3124062
Early (94-00)
1 Memento Mori Duology
2 Icarus
3 Eternal Doom
4 Hell Revealed
5 Requiem

Middle (01-10)
1 Scythe 2
2 Speed of Doom
3 Alien Vendetta
4 Kama Sutra
5 Plutonia 2

Modern (11-present)
1 BTSX
2 Valiant
3 Resurgence
4 Unholy Realms
5 Reverie
>>
>>3125545
Headshots are a gameplay element, ideally, I think that it can be something that can add to a gameplay mod in ways (altough I feel that for a Doom gameplay mod, it's kind of a tacked on gimmick).

Blood effects can be a nice visual additive (though I'm not fond of the way Brutal does blood).

Cursing I'm not opposed to, though I'd rather prefer that with characterization, than just "lol so badass" as BD does it. The taunts and middle-fingers in BD feels kind of quaint and juvenile (which isn't to say I'm above juvenile things, but it feels like it lacks substance, the voice doesn't help either)
>>
File: muh bfg.png (28 KB, 1635x816) Image search: [Google]
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>id is giving away a 1:1 scale of D44M's BFG
>start drawing
>read the rules
>Only available to UK participants
I SPENT FIFTEEN FUCKING MINUTES MAKING THIS SEXY BEAST BEFORE I REALIZED THAT IT WAS UK ONLY
Thread replies: 255
Thread images: 114

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