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DOOM THREAD / RETRO FPS THREAD - Last thread >>2819046
(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? (v6b)
https://i.warosu.org/data/vr/img/0028/06/1448271860636.png

http://vrdoom.booru.org/index.php?page=post&s=view&id=148
Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.doomworld.com/idgames/
/idgames torrent (as of 2013-11-25; 12GB): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

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

## /VR/DOOM COMMUNITY PROJECT ##
Make a Boom map for Doom 1.
https://warosu.org/vr/post/2811741 Announcement/Rules
>>
===NEWS===

[12-01] Shotguns v2 / v2.1
http://forum.zdoom.org/viewtopic.php?t=45225

[11-28] Beautiful Doom 6.0 released
http://forum.zdoom.org/viewtopic.php?t=50004

[11-27] Anon mod release: Painkillerweaps + slugbullets (updated)
>>2823710 >>2823713
http://temp-host.com/download.php?file=fy77lh

[11-27] Anon map release: mainframe.wad (for KDI/vr/)
>>2820723 >>2822387 >>2823245
https://drive.google.com/file/d/0B8xWmOI7IYl3UFdQdlRLT3BQcnc/view?usp=sharing

[11-26] Anon wad release: Last Blood (20 maps for GZDoom)
>>2819703
http://www.mediafire.com/download/rnkd9pywuaxbkzb/Last_Blood_-_Copy.zip

[11-25] Next Doom4 closed alpha Dec.3-6
https://twitter.com/DOOM/status/669563309767696384

[11-25] Anon map edit: CQC.wad Boom conversion
>>2818113
http://temp-host.com/download.php?file=tz89zl

[11-24] Combined Arms: WIP3 available, feedback requested
>>2815248

[11-23] Anon map release: buttghost (previously butte1map, for KDI/vr/)
>>2825526
https://dl.dropboxusercontent.com/u/73550170/buttghost_kdivr.wad

[11-23] Anon map release: Scerebi Forest, a gloomy hexen wad
>>2814685
http://www.mediafire.com/download/3wc5c6gbc82l6zx/Scerebi_Forest_7.rar

[11-23] So You Want To Play Some Fucking Doom v6b
>>2812913

[11-22] Knee-deep in /vr/: make a Boom map for Doom1
>>2811741

[11-22] Operation Serpent First Encounter released (ECWolf mod)
http://forum.zdoom.org/viewtopic.php?t=49965

[11-21] BSP tricks: a 15% speedup
https://www.doomworld.com/vb/post/1524479

[11-21] HontE_Remastered updated up to map17
>>2809487
https://yadi.sk/d/uPki8Bc3gAR2j (2.x)
https://yadi.sk/d/NaArCgt-haett (1.8.10)

[11-18] Anon mod release: Smooth Doom with remaining Doom64 weapons
>>2803642
https://drive.google.com/open?id=0By8mA3D0CACmeEtvNWpPUXdITDQ

[11-17] Sandy Petersen's "Ask Me Anything" -- summary
https://www.doomworld.com/vb/doomworld-news/84707-sandy-petersen-reddit-ama/

[11-17] RetroAhoy: Wolfenstein 3D
https://youtu.be/BSb87DC-PtA

===

To submit news, please reply to this post.
>>
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Jojo?

Jojo.

https://www.youtube.com/watch?v=-Tdu4uKSZ3M
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I've managed to make Doom-64 tier music using only general MIDI:

http://www.mediafire.com/download/039k0od0wsx66o3/12.3.2015_spooky_MIDI.mid

Will try to do more tracks like this in the future, anyone is welcome to use them.
>>
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Jojo.wad when?
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https://www.doomworld.com/vb/post/1074676

^^ Is this the latest PSX TC? 2.134?

It's confusing, how many links there are just on the first post in that thread.
>>
>>2828913
>gameplay
tsp is eligible, also marty will probably update it again before december 10th
>>
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>>2830146
>[11-27] Anon mod release: Painkillerweaps + slugbullets (updated)

Painkiller modifier Anon here telling you that this is the wrong mod. That was the custom difficulty i made a while ago. So if you're wondering about the painkiller rescribbled mod the link is also in the thread.

>>2821987
>>2821993


http://temp-host.com/download.php?file=om14kt
>>
>>2830360
argh, sorry. obviously i didn't actually click on the links, so i saw your posts as multiple updates for the same mod.
>>
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GluuuuaaarrrRrrrrrbglckggpltpht.
>>
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>>2825526
here is a demo for buttghost. i won't try to video it, since it is 27 minutes long. much of it was recorded with iddt*2.

http://temp-host.com/download.php?file=af58xx

issues:

1. the monster teleporter isn't very well designed and leads to stragglers. (sector 1004) in my game, a sergeant was missed.

2. going back for that sergeant at the end, i find i jump down the hole (and take a lot of damage, because no more radsuits) and then get stuck, because the big lift with all the crates on it (sector 787 etc.) only works once. and since i just jumped down a hole, i am now stuck forever.

3. i missed one secret (sector 928). from the look of it in an editor, there doesn't seem to be a way in at all?

4. the two lamps in sector 541 leave thin squares of light on the ceiling above them.
>>
>>2830287

On anon, you're so optimistic.
>>
>>2830530
FUCK THOSE THINGS.

I FUCKIN HATE IT WHEN THEY GET ALL ON YOUR FACE AND IT FILLS YOUR SCREEN WITH "I-I-I JUST WANT TO S-SUCK YOUR BRAINS OUT, D-DUKE CHAN~~~" AND IT SCARES THE SHIT OUT OF YOU FUCK
>>
>>2830564
>1. the monster teleporter isn't very well designed and leads to stragglers. (sector 1004) in my game, a sergeant was missed.
Fixed (hopefully)
>2. going back for that sergeant at the end, i find i jump down the hole (and take a lot of damage, because no more radsuits) and then get stuck, because the big lift with all the crates on it (sector 787 etc.) only works once. and since i just jumped down a hole, i am now stuck forever.
Fixed-ish. If the lift moves more than once, it breaks, so now a teleport opens when you walk up to the switch.
Due to the pipe room radsuit feeling a bit unnecessary, I've replaced all the nukage in that area with water, so you won't be forced into taking damage if you have a reason to go back. Unless you missed dudes in the sinking trap side passage, in which case bad luck because that area is supposed to make players rush and panic. I might even experiment with moving radsuits around to make it more restrictive without 100% leading to nukage damage.
>3. i missed one secret (sector 928). from the look of it in an editor, there doesn't seem to be a way in at all?
Straferun off the crates on the other side.
>4. the two lamps in sector 541 leave thin squares of light on the ceiling above them.
I wanna say "Oh well" because I was aware of this one, I just didn't particularly care, but given the flickering effect on them isn't especially noticable and the roof squares are, I'll remove it from the indoors lamps.
>>
>>2830698
what
>>
>>2830709
okay you're not too attached to the flickering, and i confess i didn't even notice it until i looked at the sectors in an editor. for future reference though, you can raise the ceilings of the bright sectors and leave the upper textures blank so the flats on either side bleed over the gap. this is sometimes called shadowcasting.
https://www.doomworld.com/tutorials/fx6.php
>>
>>2830692
> "I-I-I JUST WANT TO S-SUCK YOUR BRAINS OUT, D-DUKE CHAN~~~"

Don't even know to process that image.
>>
What's the best mod to add tons of visually atmosphere to the original games, but not change the gameplay.
At least drastically, that is.
>>
Are there any good Doom christmas wads?


I played one for Serious Sam 3 last year and it was real good, even had new dialogue from the voice actor of Sam
>>
>>2830878
Smooth Doom and Beautiful Doom.
>>
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Are there any mods for a cartoon-like experience? I played Adventures of Square and really and Urban Brawl and enjoyed them immensely.
>>
>>2830882
honestly i can't think of very many

whitemare is mostly about winter but has some christmas trees in it. similarly nordhell (both versions, but the second nhell_d2 is better, with three maps). the rebirth has a secret snow level with snowman enemies.
>>
>>2830948
I'll try out whitemare, winter is close enough.
>>
>>2830709
oh, i forgot. the berserk secret counts as two secrets, both the outer ring and the pedestal. it's possible to go in, get the item, but not trigger the pedestal, so i suggest the pedestal's secret property be removed.

>If the lift moves more than once, it breaks, so now a teleport opens when you walk up to the switch.
this is fine, both scythe map29 and cchest2 use the same solution.

>Unless you missed dudes in the sinking trap side passage, in which case bad luck because that area is supposed to make players rush and panic.
i don't see a problem with that either, that part is a small side loop, not part of the main route through the map. thank you.
>>
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Underground Maelstrom
underg.zip (160 KB, 1995-09-22) - SiNGE (Nick Bousman) (With help from Fimm)
https://www.doomworld.com/idgames/?id=3337

this map is a huge (300+ monsters on UV) and goes on forever. it has some very attractive parts, i particularly liked the outdoor area with its red key tower and huge height difference. but its gameplay is essentially an eternal switch quest full of nasty and unforgiving traps. crushing ceilings, inescapable nukage pits, and memorably a false lift that leaves you trapped in a 64x64 square next to a baron.

at the start it is very short of ammunition and to a lesser extent health, i found myself having to punch several monsters without assistance. on replays you may know where a berserk box is to be found, though, and it is wise to head for it immediately, it makes the map much easier. throughout the map it remains fairly short on resources, right up until the end where it gives you basically every weapon, along with two soulsphere, a blue armour, and two partial invisibilities(!), to fight a single cyberdemon. this item placement seems rather naive to me.

the endless switch quest centres around seven eye switches which all have to be pressed to open the exit. i rather like this kind of thing (see e.g. epic2 map28). it also requires all three keys as part of this, and several more switches to lower silver bars strewn around the map. what i didn't like was getting the blue key, and descent a very long lift to one of the blue doors, only to find there were silver bars i didn't even know about beyond the door, forcing a lot of unnecessary backtracking.

in summary i think this is a large impressive-looking map for those who enjoy long exploratory treks. but it is let down by tedious or awkward gameplay in a lot of places.
>>
>>2830882
32in24-14: How the Hamburglar Stole Christmas

it's a christmas wad. no idea if it's any good.
>>
>>2830926
Doom : The Golden Souls.
>>
>>2831078
Specifically Nintendo themed. But i highly recommend it. The yoshi's island level is amazing and is literally a cartoon

>>2831062
Thanks, i'll try it out
>>
>>2830709
>>2830734
Since we're mapping for Boom, couldn't you also use transfer properties on a dummy sector to have a different brightness for the ceiling?
>>
Anyone who jumps in ZDaemon DM is a Grade A+ Thundercunt
>>
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>>2830146
>Beautiful Doom got updated
I literally never would have thought. I played with the current version it sat at on DoomWorld with any map I played. That and Oblige is endless fun.

Now it's updated; awesome.

>RetroAhoy: Wolfenstein 3D
Also neat.
>>
>>2831181
>Added HD pickup items
>Creator is so retarded he can't figure out how to make them optional at this point
I'm sorry, but I'll stick with Smooth Doom until this guy figures out what the fuck he's doing.
>>
So I'm playing Quake for the first time (for reference: i played doom for the first time last year) and I am in no way enjoying this as much as I enjoyed Doom.
These enemies arent as great as the ones in Doom and the levels feels pretty small, both in room sizes and how large they get.
I also dont like the shotgun.
>>
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So I got myself one of these Splitfish FragChucks, thought it would be neat to play GZDoom with it, have mouselook along with analog stick movement, for very smooth gameplay.

Thing is, though GZDoom says it detects the controller in the Joystick menu, and allows me to define sensitivity and stuff, it doesn't actually accept any input from it.

GZDoom doesn't react to the analog stick, it doesn't allow me to bind any buttons to the FragChuck, I'm not sure if the thing installed it's drivers correctly (and I don't know where to find those drivers elsewhere), the manual for the the thing isn't really clear at all, when I try the inputs the reference sheet mentions (factory reset for instance), it doesn't do anything.

Anyone have any experience with one of these and willing to help me?
>>
>>2831226
>I'll stick with Smooth Doom
this.
>>
>>2831303
Set the axis's in the player menu. You don't set it in the controls menu
>>
>>2831326
What?

No, as in, GZDoom detects that the controller is there, but it doesn't take any input from it.
>>
>>2831336
Yes. Set the axis's in the player menu. The dpad, joystick, and buttons function as axis's. Not as buttons
>>
>>2831348
There's no options for that in the Player menu
>>
>>2830201
That's pretty spooky.
>>
>>2831372
Now that I know what I'm doing with getting spooky sounds out of MIDI, I can focus on writing some atmospheric tracks. I should probably add some melodies and actual musical stuff too. I am a trained composer after all...
>>
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You guys are really obsessed with this series, aren't you? I've never actually played any Doom titles before. FPS just isn't a genre that appeals to me. I nonetheless grabbed a ROM of the (decensoring-patched) GBA port of Doom and threw it on my Flash cart, since I didn't want to bother trying to get the DOS version working on my desktop.

For someone who doesn't normally get into FPS games, I've been enjoying it so far.
>>
>>2830882
Head-2-Head Xmas
https://www.doomworld.com/idgames/themes/xmas/h2h-xmas

32-level Doom 2 megawad from 1995 (so its vanilla compatible, I used to play this with Doom95)
I have played through this every December for over the past 15 years.
The top comments are pretty harsh, the level design, while not being amazing, isn't too bad, especially for 1995.

I'd give it a go.
>>
>>2831482
if you ever interested there is the Freedoom iwads

https://freedoom.github.io/
>>
>>2831482
>takes the effort to shove a edited rom of the game into a flash cart
>instead of getting a free source port with which experience the game the way it was truly intended

nigger, a good 15 seconds (granted your PC isn't a toaster) is literally all it takes to get both the Chocolate Doom exe and the Doom and Doom 2 .IWAD files for it to run and find out what you've been missing out on during all this time
>>
>>2831483
I'll give it a try. I love christmas and I love Doom.

I also love Killing Floor but i'm not sure if they'll do a christmas event this year, so I need something.
>>
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What kind of weapon is this?
>>
>>2831520

dunno but it looks pretty hot
>>
>>2831482
>since I didn't want to bother trying to get the DOS version working on my desktop
There's Chocolate Doom if you want the original .exe with modern compatibility.

There's ZDoom/GZDoom if you want to play mods and stuff
>>
>>2831482
Could've just bought it

was $1.24 during black friday (or $3.74 for the collection)
>>
>>2831520
Looks like the on fire animation from Strife:

https://youtu.be/1dBZKSi2cZQ?t=5m52s
>>
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>>2831520
>>2831524
fixed the frame
>>
Anyone gonna dump some more images on the Booru?
>>
>>2831540
>>2831540

gimme a couple of minutes, I need to take one and i'll be right back
>>
>>2830146
Nigger you forgot this.
https://www.youtube.com/watch?v=Jw2IlcoaW-Y
>>
>>2831482
>since I didn't want to bother trying to get the DOS version working on my desktop.

The iwads are linked in the FAQ, grab a source port of choice (PRBoom+ if you want oldschool stuff or GZDoom if you want modern stuff)
Don't need to mess with DOS at all
>>
>>2831482
Speaking of GBA Doom, Doom ran in the original engine, and Doom II ran in a custom engine used in other GBA FPS', and two levels had to be split into two for being two large.
>>
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this used to scare me
>>
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What would it feel like being vaporized
>>
>>2831632
oh man, it's a feeling out of this world
>>
>>2831632
Probably very, very painful for a second, then nothing.
>>
So, That post last thread about TF2 weapon ideas are they still looking because i want the plasma gun added to TF2.
>>
>>2831086
i am not sure how light transfer would interact with the fireflicker thinker. need to investigate further
>>
>>2831656
I'd rather have them go for a double barreled shotgun that shoots both goddamn barrels as they should have done long ago
>>
>>2831181
that gif is really well done and i don't mean the steak.
i've been checking for the next video in that series because it's meant to be about doom, but they're taking their time with it
>>2831290
>I also dont like the shotgun.
i heard the shotgun is quake's equivalent of the pistol, you're only supposed to use it if you have nothing better
>>2831482
>You guys are really obsessed with this series, aren't you?
heh you make it sound like a bad thing
>>
>>2830692

Hi Tarnsman.
>>
>>2831632
>how it feels to chew 5 Laser gum
>>
>>2831575
sorry my last post was rude. but please understand, most of the time, the news post is updated only with items from the previous thread.
>>
>>2831627
Doom GBA was fucking garbage, Doom 2 GBA was actually quite good.
>>
>>2831719
Yeah, the port of 2 is MUCH more complete, all the monster and levels are there, etc.

The AI is very limited though, it's the same, except that if you're far enough away, they literally do not perceive you in any way, you can shoot at them and they won't approach you until you're close enough. This can be abused to a certain extent.

>>2831303
So, nobody here with any experience with these?
>>
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>>2831667
turns out it actually works as expected. a transfer of a static light to a flickering sector ceiling is preserved. i thought the thinker might overwrite the transfer leaving it effectively ignored.

more interestingly you can transfer a flicker to a different ceiling, which results in the sectors' flicker being synchronised. a couple of threads ago i said this was impossible. turns out i was wrong.

test wad:

http://temp-host.com/download.php?file=gx88lt
>>
>>2831801
>a couple of threads ago i said this was impossible.
clarification: "this" means making several fireflicker sectors flicker in sync. not transferring flicker.
>>
>>2831482
we are not playing the same levels over and over for 20 years. that would be obsessive. new content is being made all the time, so there is always something to play / talk about.
>>
Where can I find more info about Complex Doom? Something like a forum topic.
Also, can I use it with ZDoom?
>>
>>2831817
i thought there was one on zandronum.com but all i can find is a thread about "complex doom invasion" which appears to be a spinoff
>>
>>2831817
>>2831832

There isn't a topic on the forums.
This makes me grind my teeth something fierce, since the entire idea is that you should want to listen to feedback both good and ill. If someone wants to tell me something in my mod sucks, they should be able to post why.

As it is, the only feedback he gets are from people that play the mod a lot, i.e. fans. It's a breeding ground for sycophancy.
>>
>>2831817
>>2831836
>>2831832
Complex Doom was made by russian modders ("Complex" and "Hard" have same translation into Russian so it actually should be "hard doom") so the actual thread would be found on one of the russian community sites.
>>
>>2831627
What levels were split?
>>
>>2831875
Industrial Zone and The Chasm, they're now two separate levels each, leaving you with 34 levels in total.
>>
>>2831850
Complex and Hard Doom are different mods, none were made by Russians and they are barely mentioned in Russian community.
At least you got the "same translation" part right.
>>
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Anon what do you think abount blood(+cryptic passage). My favourite fps, whant to know ur opinion.
>>
>>2831930
heh i love "my house in doom" maps
>>2831935
highly well-regarded here. we're all super mad at atari for sitting on the source code.
>>
>>2831929
Complex Doom as in (Cлoжный Дyм) has some russian devs in it so there you go. And i've seen dedicated forum posts about it with devs in it.

I know that theres another mod by the name "Hard Doom" but you've missed my point entirely.
>>
This is a GZDoom map I've been working on for little over a year. It doesn't have any monsters, the focus is more on the map itself. It's still really rough and looks pretty shitty in some places, and your framerate might dip. Feedback would be appreciated.

http://www.mediafire.com/download/n2i7z7xy911ihyo
>>
I've seen several Doom vids where monsters' hurt/death sounds are randomly pitched up/down.
How do I get that? Is that a mod or a port setting?
>>
>>2831945
Do you mind sharing a link to those threads? Or at least on what sites you saw them.
>>
>>ATI graphical errors past gzdoom pre 860

good god no more doom rpg for me
>>
>>2831959
In Zdoom and GZdoom you can do that by turning on the randomize pitches in sound options.
That will make every sound (monsters, weapons, items) randomly pitched, if that's what you're looking for.
>>
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Housewarming
jb-house.zip (66 KB, 1999-06-15) - Joe "Recidivus" Becht
https://www.doomworld.com/idgames/?id=10257

>>2831930
let's have a look at this. in the text file the author claims it's a "my house in doom" map that doesn't suck. i can only assume by this he means a "my house" map that isn't detailed like a 1994 map and instead looks semi-realistic, as the gameplay is as expected: lots of small, cramped rooms, with boxy detail that gets in the way.

monster count is low but so is ammunition. the start, especially, frustratingly makes you kill a dozen imps, troopers and even demons before it gives you a shotgun. after clearing the ground floor it becomes routine, even with the predictable archvile ending.

other than the top-heaviness it's not a terrible map. but the fact remains the concept of a "my house" map is i believe flawed because generally people's houses aren't good as layouts for doom maps.

footnote: i recall a "my house" map i posted about here a few months ago, flat-692, in which the author notes he realised the map was boring, and added a subterranean section. perhaps that would help here.
>>
>>2831958
Would you rather the feedback here or in one of your threads?
>>
>>2831984
it's obviously not intended for software mode at all. sorry for the noise.
>>
>>2831983
I wouldn't mind the feedback being posted here.
>>
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>>2832008
I got a crapload of screenshots relating to mismatched midtexture heights, missing textures, cut off or impossibly/illogically placed windows, places to get stuck, rendering/sector errors and continuity errors, soo... it might take a while, if you're looking for that kind of feedback.

In terms of non bug/error-related feedback, there's no way to get back onto the island if you jump off, besides the south beach rocks. some little docks or something spread around the rest of the map (especially the north!) would be nice.
>>
>>2831959
>>2831973
Old versions of Doom randomize pitches as well. Apparently it was accidentally removed in 1.4.
>>
>>2832018
That's the type of feedback I'm looking for. Could you upload the screenshots to a gallery somewhere?
>>
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>>2832138
Looks like he's about to give those demons a taste of his Sonic Boomstick.
>>
>>2832138
That is based on something else isn't it?
>>
>>2832150
It's based in autism and cringe.
>>
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>>2832154

PLEASE STOP
>>
>>2832150

Man, one may think of you "this sonovabitch is riling up on stereotypes", but truth be told, yes, that picture is based on a Doom fan pic also on DeviantArt

Can't find it at the moment, but it has Doomguy holding a chainsaw in a similar position.
>>
>>2832160
it's the "what are you doing in my garage" picture, i can see it in my head
>>
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>>2832091
Alright, I used imgur and just dumped the stuff into seperate albums based on category, and with descriptions to make things easier.

http://imgur.com/a/Dc4ik - Missing Textures
http://imgur.com/a/uzGam - Continuity/Alignment Errors
http://imgur.com/a/sRJMs - Window Errors
http://imgur.com/a/mel8n - Problems With Boxes
http://imgur.com/a/mykZY - Sector Render Bugs

There were a few things that were obviously wrong like the power line that leads into nothing, I took them as just the WIP state of the map and that they were just being worked on. It's a really nice map so far!

Also I like this little light thing, I don't know what it is, but it's neat.
>>
>>2832170
Oh, yeah. Project Brutality used it as a title screen.
>>
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Why is Doombuilder hyped in the pastebin?
>>
>>2832231

explain
>>
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>>2832235
>TUTORIALS/UTILITIES
>If you want to learn Doom mapping (aka: create maps and shit), check this site and download Doom Builder, the BEST Doom mapping program out there!
>>
>>2832239
Because it IS the best. If you ever tried maping with Slade, DeePsea, WadAuthor, or one of the shitty DOS editors, you will know it.
>>
>>2832239

Well?
>>
>>2832231
>>2832239

I think you may be confusing "the only builder worth a shit out there and ergo is the best by proxy" as "hyped".
>>
>>2832249
When someone calls something the BEST in all-caps, it's hyping it up.
>>
>>2832253

You're weird, anon.
>>
>>2832231
>>2832239
it is widely agreed, at least by windows users -- which i suppose is most of you -- to be the most productive doom map editor

if you like we could have a poll i guess.

>>2832253
yeah the faq goes back a while and was written by thread maintainers long departed. if you look at old news posts they're all written in that hyped up style. i prefer a more neutral tone, which is why my news posts are dull as ditchwater.
>>
>>2832258
>it is widely agreed, at least by windows users -- which i suppose is most of you -- to be the most productive doom map editor
linuxfag here
can't speak for others, but it's saying something when my best option for mapping is to boot up a virile machine to use doombuilder or gzdoombuilder
>>
>>2832260
>virile machine
waht the fuck
i meant virtual machine
>>
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Finally started Heretic and I'm suprised that there are actually a lot of great levels. Too bad the arsenal is boring. Every weapon except for the crossbow is unsatisfying to use.
>>
>>2831940
We should all make a house megawad

Speaking of Houses
Did you know that MAP16 of Doom 2 contains Sandy Peterson's house & garage, plus the iD offices?
>>
>[11-17] Sandy Petersen's "Ask Me Anything" -- summary
>https://www.doomworld.com/vb/doomworld-news/84707-sandy-petersen-reddit-ama/

>>2832270
yes, we do :)
>>
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>>2832286
Oh.

I am still buttblistered that I can run 2.x GZDoom without rendering errors, so I have to turn vid_render 0
>>
>>2832253
It's not hyping it up if it's fucking true.
>>
>>2832261
>>2832286
>>2832290
lol
>>
>>2832262
Fuck you dude.
Those fucking Gauntlets that shoot GREEN LIGHTNING are cool as shit.
>>
>>2832262
After the first episode, you're gonna be really disappointed in the rest of the game. The devs really stopped caring after that point.

One of the maps near the end even has a necessary-to-progress key hidden in an alcove that's a real pain in the ass to get to. That by itself isn't a bad thing, but the alcove is also marked as secret, a thing that's supposed to be strictly optional to map completion.

I haven't played in years and I only went through it once, so I can't recall other things, but I remember that the second and third episodes of Heretic are particularly unpolished, generally speaking.
>>
I've been gone for about a year. I know I can just read the news but that's just recent stuff. What cool shit has happened in the last year? Anything new from /vr/?
>>
>>2832443
A new official Doom game is coming and it looks better than the old ones, lol.
>>
anyone else not getting the SSG firing sound on Beautiful Doom without the alternate weapon sounds?

also the pistol and BFG sprites kinda look squishy
>>
>>2831520
Not a weapon. In Strife you can get lit on fire, and it shows your arms on fucking fire
>>
>>2832446
weren't you shitposting and samefagging about the game being shit literally two threads ago
>>
>>2832443
Well it's not a cool thing but Ty Halderman passed away.
>>
>>2832446
Yeah I know all that shit. I don't care, I own a toaster and no modern console. What's happened HERE? What new mods is everyone playing? What's the new megawad everyone loves?
>>
>>2832443
Selfie Doom took the world by storm and crashed Doomworld's servers.
Speaking of Doomworld it moved hosts and now has HTTPS and a few other niceties.
Lots of wads. Valiant, Sunlust, Monument.
/vr/ tried to do another community project but it failed. Now there is another another community project due the end of the year.
>>
>>2832474
Valiant
Push
>>
>>2832462
Are you running it in Doom 1? Doom 1 doesn't have the SSG and if it doesn't include sounds for it, it's relying on them from the IWAD, and, well, there it is.

>>2832469
Aw man, that sucks. idgames is the shit and his legacy will always live on there.
>>
>>2832474
Sunlust
>>
>>2832474
>What's happened HERE?
Not much actually. the posting rate has severely dropped off the past couple of months. for those like me who sit here with the thread open all day, it's excruciating.
>>
>>2832482
Fair enough. Maybe I was generating more discussion than I thought I was. I reinstalled Windows and lost all my video card drivers and found myself suddenly unable to play and unable to build levels or do mods. Just fixed it earlier this month though so I was looking to get back in.
>>
>>2832493
ouch sorry to hear it. well, welcome back anyway. if you are able to map and willing, please consider making a boom map for doom1, in the style of episode 1. that is what we are supposed to be doing now.
>>
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>>2832482
I know that feel, anon. I miss the days where everyone banded together and made stupid shit like this.
>>
>>2832497
> make a Boom map in the style of Episode 1
This is literally the only thing I'm capable of, I have six of these just shitting the bed right now
>>
>>2832498
Lots of memories in the booru of what /doom/ used to be like.

There was Art. We had Drawfriends. Where did they all go?
>>
>>2832503
Let's have a look at them then.

>>2830201
I really dig this. If there's more coming, I'd be open to using these in the project if everyone else is agreeable. I know it's not really an E1 thing though, unless we're talking PlayStation E1, but it's distinctive.
>>
>>2832508
Wish I could mass upload on the booru, but that feature seems to be broken now
>>
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>>2832514
>'would a boom-compat E1 replacement with PSX-esque spoopy tunes be a good idea for you guys'
>>
>>2832498
>everyone banded together
the best one for this was the mobil advert edit, four or five different posters worked on it in succession as i recall.
>>
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>>2832138
>>2832154
Deviantart delivers as always
>>
>>2831959
Literally every sound does this in Hexen. makes for good variety.
>>
>>2832480
>Are you running it in Doom 1? Doom 1 doesn't have the SSG and if it doesn't include sounds for it, it's relying on them from the IWAD, and, well, there it is.
...yeah, that was it

thanks
>>
>>2831959
Many ports have this as an option.

In PrBoom-plus:
Main Menu (Esc) --> Options --> General --> Sound & Music | Enable v1.1 Pitch Effects: "Yes"

In ZDoom/GZDoom/probably Zandronum:
Main Menu (Esc) --> Options --> Sound Options --> Randomize Pitches: "On"

In Eternity Engine:
Main Menu (Esc) --> Options --> Input/Output | Sound Options --> Misc. | Pitched Sounds: "On"

In Chocolate Doom:
chocolate-doom-setup --> Configure Sounds --> Sound Effects | ( * ) Pitch-shifted sounds
>>
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http://www.doomworld.com/idgames/levels/doom2/megawads/32hnpain

MAP32.. holy cow
>>
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ID Software let people sign up for Alpha and Beta for about 10 minutes on their Facebook, and then shut it down and deleted the posts.
I'm not fucking shitting you right now.
>>
>>2832836
it's most likely some sort of free giveaway of leftover alpha test vacant spots

which literally starts tomorrow
>>
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So I've been playing sneaky doom and I thought it was missing something.

Then I realized, I NEEDED SNEAKY MUSIC

I'm not sure how easy or how hard this would be but if someone could do it for me I'll suck yo dick.

Can someone make me a mod that plays this song on EVERY SINGLE LEVEL in doom 1 and II. EVERY FUCKING LEVEL THIS SONG

https://www.youtube.com/watch?v=2W6dShYD9LU
>>
Are there any (finished) mods inspired by Metroid Prime? I found one earlier, but it's only a demo.

For that matter, I'd be interested in anything that has similar aesthetics to Prime.
>>
>>2832871
Now you've made made me sad remembering this hasn't had any updates or a thread for almost 2 years.
https://www.youtube.com/watch?v=ORf9RRbeQHQ
>>
>>2832464
How come most modders don't use something like that?
>>
>>2832915

It's a hardcoded feature.
>>
So I'm in the Doom 4 alpha!

It's very...well, hey! It's got some cool ideas, but ultimately it feels more like a slow Quake than Doom. The weapon balance feels really fucked, and the Revenant can't punch dudes.

I'm eager to see how they improve it.
>>
>>2832927
>but ultimately it feels more like a slow Quake than Doom.
I'm okay with this.
>>
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>>2832930
Yeah, same. That's still faster than most FPS's we've had in a good while.
>>
>>2832927
>and the Revenant can't punch dudes.

Absolutely D R O P P E D like Quasimodo when he was a babby
>>
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>>2832930
>>2832938
I think if I was playing it on PC it would feel a lot better. On PS4 I'm really not feeling it too much.
>>
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>>2832927
>Revenant can't punch dudes
>>
>>2832949
How's that framerate? Silky smooth?
>>
>>2832927
>and the Revenant can't punch dudes.
damn

try getting closer to the dudes I guess?
>>
>>2832960
I don't know if it has some kind of melee finisher, but I wouldn't know how to activate it since you can't melee as the Revvy at all.

>>2832951
Pretty smooth!

Personal teleporter is so hype though. It's a flying disk that you throw and can teleport to. Haven't telefragged anyone but the loading screen said I could!
>>
>>2832951
Apparently they are aiming for 1080p 60 FPS on consoles. Hope they can pull it off.
>>2832961
>I don't know if it has some kind of melee finisher, but I wouldn't know how to activate it since you can't melee as the Revvy at all.
That's kinda dissapointing, considering how much they've focused on the Revenant on advertising because of the community.
>>2832961
>Personal teleporter is so hype though. It's a flying disk that you throw and can teleport to. Haven't telefragged anyone but the loading screen said I could!
A translocator with a cooldown, correct?
Sounds neat. I'll probably end up using it as an "oh shit the powerups are spawning" button.
>>
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>>2832961
Always good to hear that id can keep a constant framerate.
>>
>>2832961
>
oh well, still sounds good enough to me. you saying the teleporter is satisfying to use is all I needed to know. How's the grenade feel?

also hey, remember to use the secondary fire modes often.
>>
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soon...
>>
>>2832926
What do you mean
>>
>>2832961
>I don't know if it has some kind of melee finisher, but I wouldn't know how to activate it since you can't melee as the Revvy at all.
try pressing down on the right analog buttton?
>>
So not very /vr/ related, but the doom alpha was supposed to go up tonight at 7 PM PST, I signed up for it on PS4 but it's well past 7 here, and I don't see a download for it at all.
>>
>>2832993
Nope, does nothing.

>>2833003
Did you get the code for it?
>>
>>2833016
I got a notification from playstation yesterday saying I could download it, that I would just find it in my PS4 games library and could download it from there, but nada.
>>
>>2832989

It is a feature that is hardcoded in the game and ergo not available for modders to use.
>>
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looks like doomguy and duke made it into the banner

hooray I guess
>>
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>>2833026
I remember one anon making this banner
>>
>>2833026
It's been there for a good while now.
>>
Perhaps only vaguely related to Doom, but one of the developers, American McGee, is in a bit of a serious scenario now.

https://twitter.com/americanmcgee/status/672626146404524032/

Any Dallas Doomers would do well to keep an eye out.
>>
Who /linux/ here?
>>
>>2833095
Woah what the hell.
>>
What would make you happier?
An alternate timeline in which the Doom reboot was actually good, or a good Doom 2 megawad being released? Assuming either of these would be released tomorrow.
>>
>>2833109
>a good Doom 2 megawad being released
this literally happens seriously several times a year indubitably.
>>
>>2833034
redrew the whole thing as well by the looks of it. nice
>>
How do I enable music in DirectQ?
>>
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>>2833095
WHY
>>
>>2833095
That's awful but
>Named "American"
>Sister named "Mercy"
What's up with their parents man.
>>
>>2833139
their parents were hippies

no, really
>>
>>2833135
id1/music or id1/sound, put the music there
>>2833139
Mercy's alright, but "American McGee" is quite the name.
>>
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>>2833098
Yup.
Keep all my wads in a single directory, which is defined as the environment variable DOOMWADDIR in my ~/.bash_profile, which most sourceports automatically pick up on.

Also, I recently found screwing around that GZDoom, PrBoom-plus, and the Eternity Engine, can all be compiled with LLVM/Clang instead of GCC. Can't really notice a performance difference, but binary sizes are smaller.
>>
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>>2833138
i know that feel
>>
>>2833098
i am not doing a screenshot, but hi.
>>
>>2833139
American had a really weird upbringing

>insane hippie
>starts dating a transgender dude
>one day, American comes home from school, and finds that the house is empty and cleared out, his mom sold everything and the house to pay for her boyfriend's sex change operation in another state, leaving only a few of American's things and for him to fend for himself
>this came entirely out of nowhere
>>
>>2833149
"Mercy McGee" sounds like the kind of thing a southern grandma would say, instead of blaspheming
>>
>>2833219
I wonder how his political views were affected by this.
>>2833223
Kek, true.
>>
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I can do it!
>>
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I couldn't do it.

The map's pretty fun on trailblazer.
>>
>>2833230

Man I fucking love Trailblazer's sprites. I feel like it'd be better if the mod was a little more balanced though.
>>
>>2830146
https://www.doomworld.com/vb/wads-mods/84919-valiant-vaccinated-edition/

>skillsaw said:
>I wanted to play Valiant with Demonsteele. This is the result: a stripped down version of my megawad with full gameplay mod compatibility. All custom monsters and weapons have been removed from this version. If you've wanted to play Valiant with a gameplay mod, here's your chance [...]
>>
>>2830146
TNC 488
https://www.doomworld.com/php/topstory.php?id=4528
>>
>>2833254
>All custom monsters (snip) have been removed from this version.

But why?
>>
>>2833098
Are there any available builds of GZDoom? I'm too lazy to learn how to compile it myself.
>>
>>2833274

...You read the post, right?
For compatibility with gameplay mods.
>>
>>2833274

Many gameplay mods, especially those that replace monsters for customized behavior, don't behave well with custom monsters.
DemonSteele won't get souls from them, Dreadnought's ice beam will become useless, Terrorist's taser won't do anything, etc.

Since this release is specifically designed for gameplay mods, it only makes sense to optimize for it by removing custom monsters.
>>
>>2833308
Gameplay mods that have custom monsters would replace the Valiant monsters anyway if skillsaw used DECORATE instead of dehacked to replace things. This just screws up the experience for the weapon mods that don't use new monsters.
>>
>>2833312
>>2833313
I guess there's the dehacked valiant monsters that replace non-monster objects, they can't really be left in.. I guess they have to be removed then. still, a version with just the custom weapons removed would be nice.
>>
>>2833313
>if skillsaw used DECORATE instead of dehacked to replace things.

There's two problems with this.
One, Valiant doesn't only replace monsters, some of its Dehacked replaces objects as well. Which, well, would be a clusterfuck to handle in gameplay mods which are rife with replacements.
Two, the problem with that is that not all monster replacements are created equal. Some gameplay mods' SS Nazi replacements are jokes, some are serious, some are really weak, some are pretty tough. Including SS Nazis or Keens or whatever would turn encounters into a dice roll depending on the mod.

>This just screws up the experience for the weapon mods that don't use new monsters.

As a gameplay modder, please understand I'm fully aware of the irony when I say:
If you're playing it with a gameplay mod, you're probably already screwing up the intended experience.
>>
>>2833319
>If you're playing it with a gameplay mod, you're probably already screwing up the intended experience.

I meant player experience, I'm saying you would be playing Valiant with entirely vanilla monsters. I get what you mean, though.
>>
>>2832514
Here's another

http://www.mediafire.com/download/so4q8ndcd1jdb4p/12.3.2014_midi_sketch.mid

When you say E1, do you mean you're looking for a more guitar-driven rock/metal feel?
>>
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Is there a way to change GZDoom's in-game resolution in the command line? I have a 1440p monitor and have to switch down to 1920x1080 whenever I want to play Project MSX.

Also why the fuck does every single fucking Doom streamer use hideous filters for absolutely everything? Just a little observation whilst looking for a screenie.
>>
http://forum.zdoom.org/viewtopic.php?f=19&t=49922&p=870533
>"The final version is out! Have fun!"
>3 days pass
>"VERSION 1.2 EVERYONE!"
>>
anyone here play doom rl arsenal? what megawads are good to play with it?
>>
>>2833391
That looks like one of those bad quality screenshots from a 90's gaming magazine

I'd actually like to see an emulator filter like it
>>
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It was pretty cool I guess.
Fuck you Xaser, two invisible Cyberdemons in a medium arena is NOT Hurt Me Plenty
>>
>>2833518
I had more trouble with the barons beforehand, all their teleport spots were expecting the player to be in the center of the arena for some reason, I got trapped against the wall and died.
>>
>>2833405
does it matter? it's more free stuff to play with.
>>
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jenesis looks nice but is annoying with constant damage and lack of health
>>
are there any WADs based around mechas?
>>
>>2833454
i always play with oblige generated ones
>>
https://youtu.be/Ke_fUjuYT2E

Finally got to replacing the entire Doom arsenal last night.
>>
>>2833740
that framerate drop when you first shoot. the curse of testing mods on high population maps.

looks cool, anyway. quite the departure from suab.
>>
>>2833234
What mapset is it?
>>
>>2833759
Scythe 2
>>
>>2833762
err i think you have confused two different posts
>>
>>2833753
Well, the fact that I'm sorta rolling with "Brootulblood" gore from samsara didn't help matters, but yeah.

Thanks all the same, though.
>>
>>2833219
This guy worked with a mormon, several metalheads and John Carmack?
I should really get around to reading Masters of Doom, that whole scenario is fascinating to me.
>>
>>2830146
apparently Nova II is out.
https://www.doomworld.com/vb/doomworld-news/84931-nova-ii-makes-a-big-bang/
>>
>>2833405
mods get updates, this news and more at 11
>>
A certain expert in explosive graffics said my Funtube's explosion needed to be bigger. So I did this earlier, forgive the music, I am dumb.

http://webmshare.com/PqzVx
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General question:

When do you personally consider a map "completed?" Get to the end, even with savestates? Get to the end on one life? Pistol start? UV-Max? Under par time if you're a crazy person?
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>>2833964
Get to the end.

I try to kill most monsters, find a decent amount of secrets and make sure to pick up anything that's really good, like a soulsphere, a plasmagun, or megaarmor
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>>2833982
Do you use saves? Do you pistol start, or just take over whatever you had from the last level?
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http://www.doomworld.com/idgames/?random

Gauntlet time is Now
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>>2834003
>saves
Yes.

>pistol start
No, I like there being a point to collecting gear and items.

In D2M1, there's a rocket launcher, you get two rockets, there's nothing in the level that makes sense shooting these rockets at, presumably you're meant to save them for later, as a bonus.
If I'm losing it when leaving the level, I might as well have not even found it.
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>>2833518
what is this
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Anybody know if you can lower Chocolate Doom's Gamma below "1" by any means?
For some reason it seems bright as fuck, even when gamma is off. In fact, most Doom ports look bright as fuck on my computer, even with gamma set to off.
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>>2834076
Might wanna check your graphics driver settings first senpai
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>>2834079
What exactly should I check/change?
A... Anon-kun
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>>2834049
The id "pistol start" rule is less set in stone than Romero, Sandy and the others make it seem.

Wolfenstein 3D had a retail release with a huge guidebook detailing maps of every level and developer commentary, and there were even "level designer tips" in the margins for what to do to make your own levels great. Given the time period this was released, it's very probable that Doom was already in development at this time and they had already started implementing these.

The ethos of "pistol start" harkens back to the original game--when you die, you lose all your fancy cool shit, period. This is your punishment for death. This is also why every level was tested as a pistol start--because if the level relies on you having equipment from a previous level not found in this level, then you will be fucked from pistol start. They also did not always know what order the levels would be in, so they had to make sure you could complete them in any order if they were moved around.
However, you're right--carrying over weapons is definitely an intended feature of the game, but it also breaks the balance slightly. I think the idea is wholly that a new player will be entering a new level sight unseen, and is very likely to get their ass handed to them, killing them and forcing them to pistol start. Sandy and others these days acknowledge that the game is probably too easy if you don't pistol start every level, and early players agreed--in the early builds, UV was the maximum difficulty; Nightmare was added later and obviously has -fast parameters plus respawning monsters, so it's definitely more of a challenge than UV is, and is probably more suited to non-pistol-start play.

Also
>D2M1

I had a long moment wondering if you somehow typo'd E2M1 before realizing you meant Doom 2 MAP01. The proper nomenclature for Doom 2 maps is not "Doom2Map1" but rather just "MAP01," "MAP07," "MAP32."
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>>2833964
for me: 3x100% (or as near as possible) from pistol start, no saves, on some skill level. i don't care about the time.
>>2834049
there's that group of imps in another secret sector. one-shotting the whole lot with a single rocket as soon as you strafe out of the door is so satisfying.
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>>2834076
just keep pressing f11, it cycles between off, 1, 2, 3, 4
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>>2834010
haha seriously i got this
https://www.doomworld.com/idgames/levels/doom/p-r/return01
an e1 replacement i've played so many times it is burned into my brain.
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>>2834097
Honestly, I consider pistol starting vs carryover similar to something like 1CCing a shmup vs using continues. While the game certainly allows you to get to the end using multiple continues, the real dynamism of the game can only be experienced when you allow yourself to be restricted.

Other than the literal architecture, the pacing of a level is determined by when weapons are given to the player, how much ammo and health they're allotted, and where enemies are in relation to all of those things. Resource management compels the player to exploit infighting, prioritize certain enemies and encounters, and really seek through a level to get as many upper hands as possible. Carryover removes the need to really think about any of those things, and makes an overall easier but less dynamic experience. A level that once contained peaks and valleys of tension now is one long plateau of "use the SSG unless you need rockets or the BFG."

Pistol starting every level totally changed how I experienced Doom 1 and 2, and I can't see myself going back (unless a map pack requires carryover, of course). It's much less homogeneous, and way more exciting.
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>>2832262
I don't know what >>2832318 is talking about, episodes 2 and 3 have some very nice level design most of the time, although sometimes the levels can look really bland. Episode 3 in general especially is really cool
And yea, the weapons sound/feel/look like shit. I'm still waiting for someone to make a Smooth Doom equivalent of Heretic.
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Who else is playing the new alpha?
The ssg seems to be buffed, but it still doesn't feel fast .
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>>2834186
>Smooth Heretic
I didn't want to get a boner today anon
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>>2834204
>You are now aware that no matter how much you beg them to increase speed or send them feedback on speed, they will never increase it
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What is a good WAD to play when depressed?
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>>2834229
http://www.mediafire.com/download/9eyfb8g4b5w0pa0/gonehomo2.wad
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>>2834229
Brutalist Doom
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I know it may be forboden to ask, but what are some really good DOOM 3 Mods, that aren't Classic Doom 3.
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>>2834276
there is the dark mod
Thread replies: 255
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