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BRUXAL DOOM
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DOOM THREAD / RETRO FPS THREAD - Last thread >>2782596
(We mainly talk Doom, but Unreal/Duke/Quake/Marathon/whatever are also welcome! Let's post like gentlemen)

===WEBSITE/COMMUNITY===

http://doomwiki.org/
The OFFICIAL Doom Wiki, actively maintained and supported by the Doom community. Want to learn more about Doom? Check this site first!

FAQ/Pastebin, updated semi-frequently
http://pastebin.com/vPbiw4NR

IRC (Password is in the FAQ.)
irc.zandronum.com
Channel: #vr

Doom Thread Archives
https://warosu.org/vr/?task=search2&search_op=op&search_text=%22doom+thread%22

Image Database
http://vrdoom.booru.org/?page=post&s=list

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

===WHERE DO I GET WADS?===

So You Want To Play Some Fucking Doom? (v5)
http://vrdoom.booru.org/index.php?page=post&s=view&id=148

Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.doomworld.com/idgames/
/idgames torrent (as of 2013-11-25; 12GB): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

## Our WADs can be found here! ##
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K
>>
===NEWS===

[11-13] The /newstuff Chronicles #487
https://www.doomworld.com/php/topstory.php?id=4521

[11-07] Hotline 666 progress video
https://youtu.be/KJhPWw5dDXY

[11-04] Games Done Quick speedruns announced:
Doom, Pirate Doom, Strife:VE, Quake, DescentII, [Wrack, Wolf:TOB]
>>2776705
https://gamesdonequick.com/submission/all

[11-04] Anon map release: tree_new.wad
>>2775935
https://drive.google.com/open?id=0B8xWmOI7IYl3aFNXZy1uS1FzNVE

[11-03] Anon map release: Steam Boat Impy
>>2775347
http://rghost.ru/7wDpXMY2X

[11-02] Anon map release: Devoured
>>2773942
http://www.mediafire.com/download/iq8y2bzujofv26d/Devoured.zip

[11-02] Retro Jam 4 - 8 Episode 4 themed maps (Quake)
https://www.quaddicted.com/reviews/retrojam4.html

[11-01] The /newstuff Chronicles #486
https://www.doomworld.com/php/topstory.php?id=4514

[10-31] Angry Anna's Halloween Quest, by the swan fox guy
https://zandronum.com/forum/showthread.php?tid=6536

[10-29] Comfy Doom V2 released
>>2767105
https://www.doomworld.com/vb/post/1517044

[10-28] SUAB v0.4a released
>>2764558
http://forum.zdoom.org/viewtopic.php?p=865999#p865999

[10-27] Quake Live final update is live.
http://steamcommunity.com/games/282440/announcements/detail/101688990770553028

[10-25] Anon map release: bland.wad
>>2758204
http://www.mediafire.com/download/glezdk2k2y5e02n/bland.wad

[10-22] BDv21 starter pack, all 150MB+ of it
http://www.best-ever.org/download?file=starterpacktestoct21.wad
http://www.best-ever.org/download?file=bdtest21octtestnew.pk3

[10-22] Doom 4 alpha footage (edited highlights, plus marketing drivel. skip to 0:59)
https://youtu.be/JTfe7V-_3r0?t=59s

[10-22] Anon map release: Iceplant2
>>2752451
https://www.mediafire.com/?zeri83o644zo2uz

[10-21] Quake Live beta goes public.
http://esreality.com/post/2778188/ql-steam-exclusive-beta-goes-public/

===

To submit news, please reply to this post.
>>
>>2794875
>the metal plate rig in his crotch section is colored the same as his skin
triggered
>>
Is there a texture pack that contains upside down versions of the original textures so I don't have to do this shit myself?
>>
I wonder if there's any development for that hentai doom
>>
>>2794882
Okay.
>>
I've been away for a while. What does BD's Starter Pack include anyway?
>>
Any recommendations for funny wads?
>>
>>2794938

A mapset made with BD in mind. Not bad at all in all honesty.
>>
Are there any old fps' with scifi/evolved reptile enemies? I'd like to reuse the sprites without having to make one from scratch.
>>
>>2794972

Reelism
>>
Are these threads compatible with Smooth Doom?
>>
>>2794981
>Not bad at all in all honesty.

I really didn't like it. The stolen Freedoom maps really stand in stark contrast with the ZDoom-designed maps, and not in a good way.
Not to mention the maps themselves seemed bloated with unnecessary shit that was there simply for the sake of being there, and really bogged down the experience. That fucking constant klaxon on map01 is a perfect example.

The bloated filesize is just the icing on the metaphorical cake.
>>
>>2794501


FUCK IT. I'M SHARING IT ANYWAY.

https://www.dropbox.com/s/rxtmld5r1rp5qzu/Combined_ArmsWIP2.pk3?dl=0
>>
Hopefully this is the correct place to ask, but someone had a uh... lewd doom I saw before and it looked pretty great. Anyone able to fill me in on what that is about, or provide links please? Much obliged.
>>
anybody got a playthrough for 32 inch nails MAP01? i'm stuck.
>>
>>2795084
Am I meant to do a Zharkov attack when I press "use item" with fists selected?
>>
>>2795123
there are many "lewd doom"s.
you probably want:
http://hdoomguy.tumblr.com/tagged/hdoom
otherwise you want:
https://www.doomworld.com/idgames/themes/x-rated/i_am_old_enough_to_look_at_this/
>>
>>2795084
damn it, man, i could have put this in the news post!!
>>
>>2794995

heh
>>
>>2794928
k
>>
>>2794995
but smooth doom is actually good
>>
>>2794982
Doesn't the redone sprite set for Freedoom include some reptilian creatures?
>>
>>2795210
yes. although some of them were removed again.

commit 646238e2562885e74f3fd4f7a36b9e9270675b93
Date: 2015-09-29 05:17:53 -0700

Revert "sprites: new reptillian powerups"

These were poorly received by the community.
>>
>>2795084
pretty good so far.
- the axe is very strong, i killed a baron without taking any damage.
- i assume the pistol is meant to have infinite ammo?
- the shotgun sounds as powerful as doom's ssg or even more but appears no stronger than doom's shotgun => thus seems underpowered
- the plasma ssg is way strong - can three-shot a baron - but ammo is short. i suppose you need the chaingun to synergise with it but that is not always available.
- the chaingun itself is very strong though.
- fast firing rockets are nice but their inaccuracy is unfortunate. the spitty ball altfire thing is funny though.
- yet to work out the best way to use the charge-up gun. you can 't hold the button down and spray like i'm used to doing with the original plasma gun.
- no bfg on the level i was testing on, can't comment on that yet.

so yeah it's not too overpowered, i need to carry on and work out which weapons are best at which situations because the balance has all changed from what i'm used to.
>>
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>>
does anybody know how to set keybinds for custom messages in zandronum?
>>
>>2795274
Bind [key] "say [text]"
>>
>>2795274
in the console

bind f "say blahblah"

something like that i think

http://wiki.zandronum.com/Console_Commands
>>
>>2795281
>>2795282

thank you
>>
>>2794860
Not that I know of, I guess you'll just have to do it yourself.
>>
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>>2794882
But it always was.
>>
>>2795304
I misrembered then I guess

could've sworn it was colored silver but I doubled checked the sprites and the color was the same as his skin there too, huh
>>
>>2795325
heh i think if it were silver then "the cyberdemon wears metal briefs" would be a meme to rival "the revenant wears pants"
>>
>>2795340
I'm surprised "the cyberdemon wears a corset" didn't become a meme
>>
>>2795142
H doom it is. Not sure if I can play it, because well... sexing up DooM seems a bit awkward. Spriting seems top notch at least. Thanks friend Anon.
>>
>>2795281
>>2795282
>>2795291
"update"

it now says "unknown command" every time i use it in testing. am i doing something wrong?
>>
>>2795435

Probably. Write out the bind you used, please?
>>
>>2795449
kp1=\chme\cjr\cgde\cx

i should also mention that i'm writing straight in the ini under "[doom.bindings]", because i can't remember every color code.
>>
>>2795453

You appear to have completely ignored the suggestions they gave you.

Put say after the = and before the \ch
>>
>>2795460
And the quotation marks on the ends, i did that & it still says, unknown command:"say [this]".
>>
>>2795460
ok, upon further testing, i found out i written it out the format wrong. thanks for putting up with me
>>
https://www.doomworld.com/vb/source-ports/84678-could-doom-retro-be-better-than-prboom-glboom/
>>
>>2795550
My immediate answer is no.
>>
>>2795550

Hah hah hah no.
>>
>>2795550
>What I like about Doom Retro is that it does not add features to Doom but rather redefines Doom.
>>
>>2795550
no.
>>
>>2795574
Sounds like one of those shitty gaming jornalism sites shilling some crappy game
>>
Anyone got a link to download No Rest for The Living?
>>
>>2795609
i think it's in the iwads zip linked in the faq
>>
>>2795574
What in the actual fuck.
>>
>>2795642
That's the first place I checked, It's not there.
>>
>>2795657
hmm you are right. i could have sworn NERVE.WAD was in there. sorry.
>>
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Why?
>>
>>2795574
>>2795650
i can only think he means instead of gracefully extending doom with new features whilst remaining compatible he prefers compatibility to be thrown out the window in favour of shiny bells and whistles that are active by default? i honestly don't know
>>
>>2795668
at a guess you're just meant to die there? like the e1m8 ending.
>>
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>>2795550
That's so obviously the author of Doom Retro trying to plug his mediocre and pointless sourceport.

Maybe if you made it as a Decorate mod for ZDoom ports, or a fork of PrBoom if you absolutely HAVE to make your own sourceport.
>>
anyone got a link to the PlayStation/N64 sounds and music uploaded by some anon long ago?

have a gif in return
>>
>>2795732
*Doom 64 music
>>
>>2794982
The closest creature to that one in your picture is the alien from Redneck Rampage - it's face isn't terribly lizard-like but it's skin texture kind of is at least.

http://www.spriters-resource.com/pc_computer/redneckrampage/sheet/33738/
>>
>>2795550

This dude is SO getting his cyber ass whooped
>>
>>2795694
>Maybe if you made it as a Decorate mod for ZDoom ports, or a fork of PrBoom if you absolutely HAVE to make your own sourceport.
as a student of the prboom (especially prboom-plus) code base i am not surprised at all that people choose to fork chocolate doom instead.

it is a patchwork quilt code base hacked on by a dozen different people over a period of years. it is very messy and has never been cleaned up. you don't just need to know C to read it, you also need to have a working knowledge of 10+ years of engine and demo debugging to understand the various emulations of undefined behaviour added as demo sync fixes.
>>
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>look over Steam library

>look over GOG library

Play some more Doom.
>>
>>2794995
>>2794995

Okay, you got me and I chuckled. 8/10
>>
>>2795132

Sshhhh.

Yes.

>>2795147

This mod ain't ready yet, but soon.


>>2795246

Thank you for the feedback, once I get home from work I'll sit down and see what I can do about tweaking this stuff.
>>
>>2795210
>>2794982
This thing? It's not finished yet as far as I know
>>
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How come people were so amazed by enemies being able to dodge bullets by crouching in Quake 2 when Hexen 2 already did it before?
>>
>>2796050
cause hexen 2 wasnt popular
>>
>>2795892
I don't like raymoohawk's spritework at all
am I the only one?
>>
>>2796115
>am I the only one?
No
>>
>>2796050
>>2796085
this, people are only amazed by a cool new thing if it's actually popular enough for them to see it
for example, people getting blown away by a game like bioshock
>>
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>>2796085
>>2796179
Well that's just sad. What if there was some other game with technological marvel that was ignored due to it not being popular?
>>
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>>2795210
>>2795224
>>2795892
That's really good, is this reptile being pulled from Freedoom entirely? I hope not.. If it is, I guess I'll have to ask Raymoohawk if it's okay to use the sprites, and if there's any more.

>>2795763
Doesn't really fit what I was going for, but it does work for something else, so thanks, really.
>>
>>2796210
that weapon always seemed so fucking creepy to me in a way
>>
>>2796050
Those guys ducked basically every single time you threw something at them, it was annoying as hell for me, they might as well just be midgets.
>>
>>2796247
>is this reptile being pulled from Freedoom entirely?

No. He's still working on that big reptile(It will replace the baron of hell think). The ones that were removed where some powerups that looked like smaller, fatter lizards.
>>
>>2795550
I like how VGA says port vs port discussions aren't useful, and then proceeds to participate anyway.
>>
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>>
>>2796273
Oh sweet, looking forward to it, then.
>>
Map 01 - 04 has some changes

Still working on Map05, the layout is finished all i need to do is re-texture some areas

http://www.best-ever.org/download?file=gbadmremakev4c.wad
>>
any good vanilla wads in development?

it seems like the new cool thing is either -complevel 9 or heavy dehacked usage, not a fan of either to be honest
>>
>>2795550
is doom retro demo compatible?

no? there's your answer
>>
>>2796115

I his spriting skills are excellent, but I really don't like his ideas for monsters.
Its all a bit too snake/reptile like for me.

And because of that they're losing the whole Demon/Hell feel.

Again his spriting skills are excellent, but he lacks good ideas for a horror game.
>>
How does the alchemy mechanic work on Wrath of Cronos? I have a few "reagents", I used a few and the probably did something, but I don't know what
>>
>>2796115
I don't really like the high-constrast, pillow shaded super muscle definition/bubbles he puts on a lot of his stuff. It needs to be pulled back a bit to look more natural in my opinion.
>>
>>2796382
Somebody should talk him into doing a Turok TC
>>
You guys think it's an issue that so many weapons are cell based in combined_arms?

We got the particle smasher, buster rifle, and the daibatana

I've been toying with the idea of making one of those weapons use a different ammo supply or add some mechanic to charge up one of those weapons. I'm open for suggestions.

I could always make the daibatana build up charge when you whack shit with it or hit them with normal balls. Then once you hit 100â„… you get enough juice for like, two or three big hits or like 10 piercing shots
>>
>>2796179
>Bioshock

Eh, it wasn't System Shock, but it was still pretty good, IMO. 2 was also good.

Infinite was overhyped trash, though.
>>
>>2796417
Energy weapons are just kind of lame
>>
>>2796592

Hey. You're lame, laser guns are COOL, don't talk shit about my laser raifu
>>
Anyone have a webm of Project MSX's full charge punch?
>>
>>2796417
>You guys think it's an issue that so many weapons are cell based in combined_arms?

possibly, but only in the sense of typical map balance -- cells (and rockets) are usually rarer than shells and bullets.

i suppose that's why the nailgun altfire does what it does. i like the idea of being able to convert resource types (shells + enemy health -> plasma), but i found it quite a slow (and thus irritating, and prohibitive during combat) process.
>>
>>2796364
BTSX E3
UDTWID
FDTWID
TNT2
TNTR

No idea when any of these will get finished, though.
>>
>>2796364
I am a bit worried about heavy dehacked use myself. Really bummed me out when 50 monsters decided to use lots of custom monsters.
>>
>>2797023
yeah it's the latest fad i guess. like how everything a few years ago had to have a custom playpal
>>
>>2797105
>everything

not even Reed Richards has stretched so much in his life compared to what you just said
>>
I know this is a Doom thread, but does anyone know the cvar to switch to grapple then back to previous weapon in Quake 3/Live?
>>
>>2796050
dat situational awareness of the player
>>
I've played some Shantae sequels recently, and I came to realise:

I want a Doom-like game (on same engine preferably) with bright cartoony, smoothly animated monsters and colorful landscapes.

Hocus doom comes to mind, but it's not nearly finished, and the sprites are way too lowres
>>
>>2797347
sounds turbogay mate
>>
>>2797361
Does Metal Slug sounds turbogay to you too?
Man, you must've had a sad childhood.
>>
>>2797363
i wouldnt call metal slug bright cartoony, when i think bright cartoony i see mlp
but now you've mentioned metal slug i see what you mean. and yeah.. as a single child with amiga 600, i had pretty weird childhood
>>
>>2794875
Man, Nuke Mine is actually a pretty decent E1 replacement, considering its from 1994.

https://www.doomworld.com/idgames/levels/doom/m-o/nukemine
>>
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>>2797347
I'd recommend Adventures of Square but the sprites in that are even more basic.
Great game though.
>>
Is there any possible way to change the Gamma for Chocolate Doom, or is it stuck the way it is?
>>
>>2797614
Nigger, literally F11
How are there people who still don't know this after 22 years
>>
>>2797614
Dude, you may not believe me, but Chocolate Doom is the closest thing to Vanilla you can get, and all vanilla things work there too.
Press F11
>>
>>2797389
Giving this a go. Love me some E1 replacements.
>>
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>Master Chief VS Doomguy death battle
so we can all agree this was blatant pandering, right?

they're so full of shit if they mention legitimate facts on both sides for both characters and then proceed to shit the bed that hard. I'm pretty fucking sure the Unmaker doesn't work off Demon energy and Doomguy doesn't move anywhere near that slow.
>>
>>2797824
This has been discussed to death (hue) already, anon. We've already come to the conclusion that Death Battle is, in fact, a rock of shit.

You could say the same for modern ScrewAttack, too.
>>
Opinions would've been different if it wasn't Doom general.
>>
>>2797824
>>Master Chief VS Doomguy death battle

If only this had a remaster? that would be nice.
>>
>>2797832
what other strawmen and falseflagging posts would halo kiddies spout that they hadn't earlier in youtube comments already?

besides the "he savd duh univrseee u guiseeeee!!!" (even though Commander Keen did it already predating MC by a decade), that is.
>>
>>2797824
Like the other guy said, it has been discussed to death, and it's also common knowledge that the guys behind the videos are huge Halo fanboys.
>>
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What does /doom/ think of FreeDOOM?
I think it's alright, sprites could be better, though
>>
>>2797884
Freedoom is great. The levels are pretty fun.
>>
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>>
>>2795668

It's not meant to be taken seriously. There's also a map like that one after the secret map
>>
>>2797884
haven't played it

where should I begin?
>>
>>2797832

No, even on /co/ general consensus is that Death Battle is completely full of shit.
Toph VS Gaara, Mega Man VS Astro Boy, Deadpool VS Deathstroke, and more, they've done colossal fuck-ups on major battles.

It's a fun show for well-animated fight scenes, but they're nowhere near the authority they want or claim to be. One Minute Melee is superior in that regard.
>>
>>2797913
There's FreeDOOM Phase 1 and 2, they're really meant as replacements for the original DOOM 1 and 2, they're meant to be compatible with all level packs, but you can start with any
I still like Phase 1 more than Phase 2. level design still gets me
>>
>>2797824
Welcome back Donald
>>
>>2797824
They will always pick whatever gives the most views or fanboy anger(Which in turn will become more views)

Taking it seriously is what they want.
People saying it's stupid is what they want.
Do the right thing and ignore it.
>>
>>2797884
that's a really old version, that's fraggle's old E1M3 which has been replaced some time ago

fun fact though, there's a highly zdoomified version of it in the brutal doom starter pack
>>
>>2797947

Among other Freedoom maps.
It's good to see Mark is taking inspiration of how2map from Touhou Doom.
>>
>>2797913
https://freedoom.github.io/download.html

download Freedoom Phase 1+2. this will get you two iwads. point a boom-compatible engine at them.

phase1 is E1-E4, phase2 is MAP01-MAP32. how boom-based engines expect them (no mapinfo).

play them in whichever order you want.
>>
>>2797938
the hell is this supposed to mean?
>>
>>2797921
Phase 1 is incomplete though. A lot of maps on episode 2 and 3 are just dummy maps. The first episode is the only one that is complete, and it's a pretty solid episode.
>>
>>2798106
yeah. P1E1 is good, P1E4 is also good (since it's Double Impact)
>>
>>2797921
>>2797969
alright, thanks a lot

also, I'm not certain how naive of me this is but I have faint memories of me playing MAP13 of Doom II when I was younger and taking legit five hours to reach the exit, and when I finally beat it, the par time screen read something along the lines of "you suck!"

can somebody confirm this? was this a thing in the original game as well?
>>
>>2798138
If you take more than an hour on a level your time at the end is "SUCKS"
>>
Necromancer OP as fuck.
>you can summon minions for ridiculously low amounts of mana
>minions are extremely powerful and rarely die once you get them past level 5
>get the morphing power
>morph into a demon and wreck even more shit
>by the time the morph is over, you have already recharged more mana than you used to morph
>keep morphing forever
>never waste ammo again
>>
>>2798156
watisdis
>>
>>2798138
yes if you take more than one hour to finish a map, the vanilla intermission screen says time: sucks

ports change this. prboom added an hour count and as a result you need to take 100 hours to get time: sucks. zdoom also has an hour count but puts "sucks" above the time if it's over an hour.
>>
>>2798164
Wrath of cronos. It's an RPG mod for Hexen, but there are patches for Doom, Heretic and Strife too.
>>
>>2798170
>zdoom also has an hour count but puts "sucks" above the time if it's over an hour
ah, so thats what that was all about

thanks
>>
What's the consensus on the best Midi Driver to use?
I've heard of plenty, Timidity, BassMidi, etc., but what's the best/most widely used of them all?
>>
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>Doing a melee only run of russian overkill as marty while blasting various versions of ai wo torimodose in the background.

This is probably the closest thing to a fist of the north star mod we'll get.
>>
>>2798245
There's Hokuto no Ken DOOM But it's just the shareware episode with bad textures and sprites slapped over it
>>
>>2798284
i think he knows that already, my man.
>>
>>2797884

Best gibbing sound ever
>>
>>2798428
i noticed it was in Combined_Arms.
the author of which i assume i am replying to.
>>
Spellcross WebM

Sound video here:
https://youtu.be/Wqn8mg4yb6Y

Does a question though, would it be likely any of these new monsters be used in a wad? I really hope so.
>>
>>2798458

sorry my webm skills is lacking. lost last 13 second, video has them.
>>
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Is there an instruction manual or something for Wrath of Cronos that explains what the items do?
>>
Looking to start playing doom again. Used to have it on steam. Don't anymore. What's the best method of getting doom to play it and mod it and all the cool stuff you guys do? I fucking love doom and retro games like it.
>>
>>2798502
nigga read the op
>>
>>2798502
http://img.booru.org/vrdoom//images/1/708cb7a258c16312b83b269741d76f1037cdad5b.png

read this, the whole thing
>>
>>2798502
hi, welcome (back). do what the people above me said then if you have further questions don't hesitate :) good luck!
>>
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I'm having a lot of fun learning Doombuilder.
What should I put in this central hub-like area?
>>
>>2798589

A gigantic penis.
>>
>>2798567
>>2798530
>>2798516

thanks for reuniting me with my baby <3 just got through playing the 4th level on the first game and I honestly forgot how great this game is. Thanks again nerds :3
>>
>>2798589
A rocket launcher with some rocket ammo. Looks like a nice open area to use it.
>>
Really enjoying Combined Arms.

It seems like the perfect weapon pack for Slaughtermaps, the secondaries are a blast! Loved the sprite work aswell. Nice work on it! Hope to see it finished soon.
>>
>>2798589
A large schwangus
>>
>>2798589
A bunch of fucking chaingunners.
>>
>>2798589
An abominable dongus
>>
>>2798589
a sizable erection
>>
>>2798589

A bombastically oversized phallus.
>>
>>2798589

a pert pecker
>>
>>2798589
An immense member
>>
>>2798589
A cyberdemon
>>
>>2798607
>a gray pinga vibrator with some AA batteries
ftfy
>>
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>>2798589
Dead Doomguy, his weapon/a medikit, and a couple Arachnotrons. Lower the ground even further in another circle and make the floor there a dirt/mud flat, then put a tree in it.

Just ideas.
>>
>>2798710
Jesus christ I should not save .png files with Paint.
>>
>>2798217
Use Roland music packs for Doom and Doom 2, in other cases use OPL synth emulation
>>
Quick question. I'm wondering if any of you guys know how to get the PrBoom RetroArch core up and running properly. Do I need to put Doom.wad and Doom2.wad in the system\BIOS folder?
>>
>>2798809
Just did a quick test, you need prboom.wad in the same directory as the IWAD you're loading.
>>
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>>
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Played some DM, won once, lost a few times. Still kinda sucks if you're not some top fragger, but it's nice to play once in awhile. The western themed mapset was pretty cool too.
>>
>>2798816
prboom.wad? Do you mean the prboom core that doesn't end in wad? I tried loading doom.wad while inside the core folder with the prboom core and it still didn't load up.
>>
>>2798846
Yeah, you can get it either from downloading prboom or can search up the wad separately (what I did). The core doesn't contain the prboom.wad data much like how the Neo-Geo cores don't contain the BIOS. The core is pretty much like the executable file, which you'd still need prboom.wad.
>>
>>2798852
Oh I see. I'll see what I can do.
>>
>>2798858
Got it working now, thanks for the help anon.
>>
What if there was a 1024 100 lines 32 grid 10 sectors 5 rooms graytall in name only megawad?
>>
>>2798451

That's me. I need a good secret sound too, might grab something from serious Sam.

>>2798618

Thank you. It's been a pain in the ass but I've been trying to make this as best as I can.
>>
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How long do you think, until DooM gets ported to Fallout 4's PipBoy?
>>
>>2798912
Then I wouldn't play it.
>>
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I'm building a map set for Hexen, using lots of custom ambient sounds, but I'm wanting to have some of them decrease volume via script (like you enter a building and the wind becomes much quieter).

How do I script changes in ambient sound volume?

Can you alter the SNDINFO via script at all?
>>
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lol
>>
>>2799165
I'M RUNNING LATE FOR ANIME SCHOOL
>>
>>2799157
Yeah. I'm sick of megawads that are based around arbitrary restrictions too.
>>
Why are/were E1 replacements so popular to make? You can't play custom maps with only the shareware version, so trying to pursue the greater audience wouldn't make sense. Is it just because E1 was so good that it inspired a lot of mappers to try to replicate its excellence? Is it easier to map for the pure techbase theme than E2/E3's more abstract styles? I like E1 replacements, I'm just wondering why they're so common compared to E2 or E3 replacements.
>>
>>2799187
E1 was really that good.

E2 and E3 have weak points. Big ones.
>>
>>2799187
>Is it just because E1 was so good that it inspired a lot of mappers to try to replicate its excellence? Is it easier to map for the pure techbase theme than E2/E3's more abstract styles?
both i think. e1 was better so it garnered more copycats. and it's easier to make a good techbase than convincing hell-corrupted bases, or outright hellscapes.

also, e1 is a sufficiently distinct visual style that is consistent across the whole episode. therefore you can make a map in any layout and it looks like e1 by appropriate choice of detailing and textures. e2 and e3 are far less self-consistent, so it's harder to make an e2- or e3-style map without actually copying a specific map's visual theme or architecture and ending up with an obvious clone.
>>
>>2799196 (me)
>it's harder to make an e2- or e3-style map without actually copying a specific map's visual theme or architecture and ending up with an obvious clone.
case in point, consider Needs More Detail. its e1 just has the style. its e2 and e3 contain maps which clearly remake certain parts of the originals, because otherwise they'd just look like generic mid nineties maps.
>>
>>2798173
>.pk3 extension
wait what? what am i supposed to do with it?
>>
>>2799159
I managed to get a shitty solution:
Thing_Deactivate all the ambient sound things every time you walk into the building, and Thing_Activate them back on when you walk out.

Its a bit choppy though, would be nice to be able to change the volume instead.
>>
>>2799217
same thing you do with wads, drag it onto gzdoom.exe or whatever
>>
>>2799194
John Romero is often considered the best out of the id mappers. His maps usually had the perfect balance between gameplay and aesthetics, with layouts that always felt deliberate. Pretty much always offered a memorable experience.
>>
>>2799221
cheers
>>
>>2798825
what is this?
>>
>>2799290
looks like plan9.
whatever that is.
>>
Not to start off any shit flinging contest, but I was always curious and I hope you will be able to answer that. How come people are still modding and making maps for Doom while other titles like the games made on the build engine or Quake engine never got as popular and are almost dead nowadays? I remember they had their heyday, but they were abandoned eventually while Doom is still going strong after 22 years which is kind of bizarre to me. Wouldn't people want to work with an advanced engine capable of doing more?
>>
>>2799065
Take the powerup pickup sound from Serious Sam.

It matches a secret sound well.
>>
>>2799464
People still map for quake. I saw a new map or two released recently.

The main reason is it much easier to map in a 2D engine than a 3D one.
>>
How do I map? Like, are there tutorials I can watch?
>>
>>2799552
The tutorials on DoomBuilder's website are pretty good, if I remember correctly.

And if you want the most flexible mapping tool, I'm pretty sure GZDoomBuilder is the best there is.
>>
>>2799552
Chubzdoomer has some pretty good tutorials on Youtube.
>>
>>2799139
we can dream
>>
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im a scrub probably, but i have some games in my zdoom folder that zdoom just dont see, example is wrath of cronos or nukemine
>>
>>2799564
>>2799558
Thanks for the tips.
>>
>>2799572
>wrath of cronos or nukemine
Those are mods, anon. They are not stand-alone. You need to run them with the base game they're meant for.
>>
>>2799572
You can only see IWADs in that menu, meaning, the games, not mods. To load mods just drag and drop the mod in ZDoom.exe or use an external program like ZDL.
>>
>>2799579
;_; there is nothing about that on info graphic
>>
>>2799579
>>2799582
ooooh ok it worked, when i dragged it it asked me for a game anyway so i thought im doing it wrong, but it asked it for the game that that mod is for, i get it now thanks
>>
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Have been looking into using Blood textures for stuff.

Anyone happen to have the "Blood" font that was supposedly released with Level Pack 6 back in the day?
>>
>>2799464
* The personal computer has always been the only serious choice for programming
* Doom was released onto the PC at a time when it had effectively zero competition in the action-game genre
* Lots of young male nerds played it and thought it was really cool
* A non-zero % of those nerds were also experienced in software development and thought "I could make a tool to hack this"
* Consequently, Doom's engine was extensively documented and a huge number of freeware tools were created
* This technical windfall has carried Doom forward through today
>>
>>2798825
>>2799329
google search giving zero fucking results as usual

sorry for being an overly insisting fuck, I just ran out of interesting shit to play and I feel like wasting some more time on Doom
>>
>>2799464
Because Doom modding and map maping is easy as pissing. BUILD and Quake are far more complicated.

>>2799694 is an idiot.
>>
>>2795657
I could zip it up and link you if you want to
>>
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>>2794875
What kind of doom do you want
>>
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what kind of heretic mod do you like
>>
>>2799749
>>2799757
Trippy shit makes me vomit
>>
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>>2799759
For you
>>
>>2799749
>>2799757
>>2799763
what are you doing exactly? just messing with colors in photoshop?
>>
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>>2799768
wut
>>
>>2799768
It looks like regular screenshots with the red channel removed.
>>
>>2799774
>>2799779
shhhh


im making
vaporwave
>>
>>2799779
I'm always amazed how people are able to figure such shit out just by looking at pictures.
>>
>>2799749
>>2799757
>>2799763
>>2799774
>What kind of doom do you want
just fuck my shit up
>>
>>2799790
>RGB images that are all greenish-blue
>3-1=2

This isn't exactly technical wizardry.
>>
>>2795129
URGENT! what version of doom is that and how do I get it
>>
>>2799856
nobody's falling for this you know
>>
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>that maze/mountain level of av

goddam that was brutal
>>
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>>2799973
>Texture filtering
>That gamma
Jesus fuck man
>>
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>>2800024
>>
>>2800038
Meant for >>2799973
>>
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which one of the community chest megawads holds up the best in your opinion?
>>
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>>2799973
The filters are whatever but pls turn down your gamma for your own good
>>
>>2799973

>thumbnail looks normal
>actual picture goes full zdaemon when clicked

what causes this, again?
>>
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>>2800080
What are you talking about? I don't see anything.
>>
>>2800080
You can do all kinds of magic with png extension.
>>
>>2800082
YOU FOOL

how can I disable projectile transparency in GZDoom?
>>
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>>2800128
The only way I can think of is to edit the Decorate actors.
>>
>>2800042
4 has probably the highest number of well polished quality boom maps. i kind of prefer 3 though because it has my favourite of the few maps i have released :)

but they all, 1, 2, 3 and 4, hold up well in the sense that they each have a significant number of good maps, and since i play pistol starts rather than continuously i don't care about the ones i don't like, i just warp past them.
>>
>>2800128
In the console:
r_drawtrans false
>>
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>>2800135
>because it has my favourite of the few maps i have released
I'm ashamed to admit I haven't played 3 yet (halfway through 2 atm) but I defs look forward to doing it!

umm who are you, precisely?
>>
>>2797378
I want a mod that puts that dudes hand cannon on the left side of the screen because come on look at that, it looks stupid.
>>
>>2800142
heh this isn't /a/ -- you're not expected to have played every wad ever before posting
>>
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>>2794876
Just reposting a level I made from the last thread that didn't get into the Anon map releases this time around. Didn't get any players last time either, but an anon can dream.

https://drive.google.com/file/d/0B8xWmOI7IYl3R2FNQ2NEMWtJVm8/view?usp=sharing

>playable in limit-removing ports (some visual glitches in vanilla, don't know why)
>the .deh patch is optional, it just changes the level name
>difficulty levels included
>intended to be relatively easy (about early Doom 2/earlier TNT level)
>>
>>2797402
I wish there were more inherently non-violent Doom mods. Not that I mind blood and gore, but I do have a penchant for cute shit
>>
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>>2800237
It's a fun level, in my opinion. A little bland in design but well done. I was scared to use the rocket launcher since most of the action occurs in cramped hallways, and I wasn't expecting some traps like the first closet with imps and demons and the hell knight after grabing the rocket launcher; I didn't exactly know where it was going to appear. .

Anyway I'm probably just bitching about design since it fulfills its purpose, being in narrow hallways and in a 'catacomb', but it was fun, so I liked it a lot. Nice secrets, btw.

>webm of the first run, no secrets because reasons
>>
>>2800329
Whoops wrong webm with shitty quality and crop. I'm an idiot.
>>
>>2794876
Ahoy released a video a few days ago about the history of id, early FPS games, early computer graphics, and Wolf 3D. It'll be followed up by a video about Doom sometime this week, probably Friday.

https://www.youtube.com/watch?v=BSb87DC-PtA
>>
>>2800329
Thanks for giving it a go. I suppose there's scope to open it up a bit after you get the rocket launcher by making some rock formations doors and opening them after you get the rl.

Goes to show the problem with testing it yourself - I knew when to use the rl just fine but I knew what was coming.
>>
>>2799805

Just agitate my shit up
>>
>>2796340

did some slight fixes

http://www.best-ever.org/download?file=gbadmremakev4d.wad
>>
>>2799464
I'd say a big part of it is because Doom had its source code released while it was still fairly popular.

The community would've likely died by the time it was 1999 without the source release, and if it got released in the mid-00's, the community would likely be more the size of Duke3Ds current community.
>>
>>2800042
3 and 4 hold up well. 2 is hit and miss. and 1 is mostly miss with a few occasional gems.
>>
>go into water
>its a damaging floor
>>
Hexen mapset WIP. 3 maps in total. Custom ambient sounds, 3rd map is aboard a large airship (complete with ballroom and ettin orchestra)

http://www.mediafire.com/download/k3csftuqz1qccvk/Scerebi_Forest_5_rework.rar

Any feedback would be great, the "ambient sound cut off" from >>2799220 can be heard in the first map, the wind cuts out as you enter the large fortress, and returns when you exit.
>>
>>2800237
Great map, I really enjoyed it. You working on any other maps?
>>
>>2800567

now that's what we should call 'petersen-isms'
>>
>>2800603
Cheers mate!

Not at the moment (exam soon, followed by the obligatory post-exam celebrations). However I do plan to do a small 6-map level pack that I could potentially later build off into a full-blown megawad.

My plan is to do something similar to Quake: the first level in each section (i.e. Maps 01, 07, 12 & 21) will be a techbase leading to a new dimension (meaning a new texture pack - I've been using Afterglow's Celtic Shrine so far). The second level in each section (so 2, 8, 13 & 22) will be semi-tech, to represent the UAC's intrusion into said dimensions, while the final level in each section (so 6, 11, 20 & 30) will be boss battles.

So my plan so far is:
>1: Techbase (not started)
>2: Semi-techbase (not started)
>3: Forest level (not started)
>4: Big shrine level (planning)
>5: The Catacombs (finished)
>6: The Cyber-Tree (finished, link in the news OP)

I thought I'd take Romero's advice and work backwards so I end up with an impressive MAP01.

And of course the benefit in dividing it up into episodes is that if I never end up finishing the megawad then the level pack can stand alone.
>>
Sounds awesome dude. Kind of inspires me to boot up doombuilder and make my own map. Can't wait for your level pack
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