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DOOM THREAD / RETRO FPS THREAD - Last thread >>2867617

Mostly Doom, but all retro FPS 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===

[12-25] Trailblazer update
https://youtu.be/BNbpeH31h-k

[12-24] Combined Arms WIP6
>>2873756
https://dl.dropboxusercontent.com/u/8380892/Combined_ArmsWIP6.pk3

[12-23] Freedoom v0.10.1
https://github.com/freedoom/freedoom/releases/tag/v0.10.1

[12-22] Anon map release: gravity (for /vr/E1)
>>2870887
https://drive.google.com/file/d/0B8xWmOI7IYl3eWczZGhvM0J4MzA/view?usp=sharing

[12-22] Anon map release: helloworld.wad
>>2869621
https://mega.nz/#!4kEDTJzY!uGMjJfBS-_BV9-3Kz33bgN-nJ7e-lOQxGs5xlYzg4IQ

[12-21] Painkiller mod: monsters only version
>>2867495
http://temp-host.com/download.php?file=bp24wf

[12-20] Several new versions of Beautiful Doom (6.0.9.2, 3, 4, 5...)
https://www.doomworld.com/vb/wads-mods/72811-beautiful-doom-is-back-6-0-9-5-dec-20-2015/

[12-18] Freedoom will (eventually) become vanilla-compatible.
https://www.doomworld.com/vb/freedoom/85134-freedoom-1-0-will-be-vanilla-compatible/

[12-15] Turok being re-released on the 17th
https://youtu.be/i9Op9wNphq4

[12-14] Romero recorded some footage of the SMB3 demo the Id guys did back in their Softdisk days.
https://vimeo.com/148909578

[12-13] 32in24-15 happened.
https://www.doomworld.com/vb/wads-mods/85065-32in24-15-dwango-unchained/

[12-11] Thanks for the shout-out, @doom_txt!
https://twitter.com/doom_txt/status/675011657949646849

[12-10] GBA DM updated
http://www.best-ever.org/download?file=gba_dm_remakev4f.wad

[12-10] Legends of Game Design 1997 interview with Romero (starts around 25:00)
https://youtu.be/8fqYpWAIL3Y

[12-10] CACOWARDS 22
Sunlust / Erkattäññe / Skulldash / Swift Death / Breach / Valiant
50 Shades of Graytall / Sheer Poison / dead.wire / Return to Hadron
MP: Don't Be A Bitch Remastered / ChaosCore CTF
Mod: DoomRL Arsenal
Jokewad: Selfie Doom
Mordeth: ChaosCore CTF
Mapper: dannebubinga
EspiLA: fraggle
https://www.doomworld.com/22years/

===

To submit news, please reply to this post.
>>
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aguante viejas locas
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Posting again because I never got an answer, but where should I start with Wolfendoom?

I tried Astrostein, it's prologue level specifically, but I can't get music. I then realize these are from the late 90's, so I guess that's why.
>>
Is Sunlust a good wad or is it like Hellbound where the maps look good but can become tedious or something pretty similar to it?
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Unfortunately I wanted to post a video to celebrate the fact that I've finished Doom 1's Bestiary, but my net's shit-tier when there's more than 2 people on it, apparently. Have this screenshot instead (It's a Cyberdemon becoming an Asplode Elemental.)
>>
>>2873756
Is there anyway to force the Star Wars scream to play when you die? I've only gotten it once
>>
>>2875526
You mean the fucking Wilhelm Scream, man?
If Trailblazer uses the fucking Wilhelm Scream, then it's losing any dangling support I had for it.
>>
How do I play PSX Doom maps with Smooth Doom
>>
https://www.youtube.com/watch?v=nVqYo2FTzLA

Term's new Demonsteele vid
>>2875408
Sabelo guacho
>>
>>2875408
lel
>>
>>2875545
Just load the PSX Doom files first before Smooth Doom in a frontend launcher
>>
Anybody know any good recent FPS games, hopefully free, that are kinda like Quake and Doom?
As in "recent", I mean past 5 years or so, and Indie games are welcome.
>>
>>2875387
wait so what exactly do these floating eye things do in the first game
>>
>>2875562
Nothing, they're decorations
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I speedmapped up a holiday DM match for anyone feeling holly and/or jolly today.
Server: /vr/ jingles all the way to hell
Map DL: https://www.mediafire.com/#myfiles
>>
>>2875596
Whoops. Fucked up DL link. Cat was in the way and distracting me.

http://www.mediafire.com/download/i5g0r1sodkuruql/vinterRunderland.wad
>>
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I like how the E3 footage for DOOM '16 has been out for almost half a year, and no one has noticed the erotic novel with Bob Ross on it near the hand scanning station.
>>
any tips on making custom sprites?
I would like to take a series of photos irl and convert them into an actual animation
>>
>>2875636
Doom has no real lighting, so light your sprites mainly as though a light were shining down on them, not so much from either side.
Sacrifice detail for readability.
Don't bite off more than you can chew. Work within your means.
>>
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>>2875332
Post more pix

>>2875530
>I am this upset over a sound designer injoke
>>
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Already posted this on the mod thread but i can't express how happy i am for that mod.

Quake II was my first FPS and having all its content on Doom's amazing levelsets is wonderful
>>
>>2875332
Neat! Looking forward to seeing it when it's finished.
>>
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>>2875705
I just realised that after dbthanatos releases his Quake 4 mod, all four Quake games will have been converted into doom mods.
>>
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>>2875636
http://forum.zdoom.org/viewtopic.php?f=39&t=43178
>>
>>2875717
Dunno what the popularity of Q4 was, but I actually liked it. Didn't play the multiplayer at all, but single player was worth a play through. About on par with Prey, maaaaybe a bit worse.
>>
>>2875748
I really enjoyed it.

that whole scene where the ship lands and you just seamlessly walk up into it? That was honestly one of the coolest things I'd ever seen in an FPS at that time.
>>
>>2875748
Agreed. The humans were but a little too Haloish for my taste, and the age of the graphics show up a few times, but those aside I think it's a pretty great game. Everything about the game seems to get drastically better after Kane gets Stroggified.

Not to mention that fucking theme. Holy SHIT.
>>
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>>2875705
Link to Quake mods
>>
>>2875526

Wait, I don't have the wilhelm scream in combined_arms
>>
>>2875545
http://forum.zdoom.org/viewtopic.php?f=19&t=46732

This is smooth doom made to work with PSX doom so no Meat hooks as archviles and fixed glitchy hud

Be sure to use the "PC" File
>>
Did anybody else think that was Zero for a moment there?
>>
>>2875748
The MP is kinda neat, buttsliding is fun.
They had to patch the fuck out of it tho. UT3 had the same problem.
>>2875773
>after Kane gets Stroggified.
That scene was great.
>>
>>2875863
I never really understood the decoration, its an eye over a candle, what is the eye for?
>>
>>2875908

For Hell to surveillance things.
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>>2875908
The eye is for looking at people and demons in disapproval.
>>
and in the category "doom runs on everything", here comes a new challenger
http://hackaday.com/2015/12/24/hacking-the-leapfrog-tv-to-play-doom/
>>
>>2875831
i expect he is using Freedoom 0.10+ which has it as DSPDIEHI, along with replacing DSSLOP with something really dull.

https://github.com/freedoom/freedoom/commit/9b369d481015d016f5dd3b4dd4421430590510fc
https://github.com/freedoom/freedoom/commit/ceb23e93f3c7424ad821a9c66e121d5e2ff7b4f6
>>
>>2875908

DON'T YOU UNDERSTAND

THA'S THE DOOMINATI!
>>
>>2876061

This is awful.
>>
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>>2875651
>>2875721
thx, it´s really helping me

we need to see more of this shit >>2875332
>>
Is the cutoff for /vr/ e1 boom project still the end of the year? Looks like it's gonna be pretty empty at this rate.
>>
>>2876201
What maps have we gotten done?

I'm the detailfag who can't map worth shit, but I figure I could give it a shot if we REALLY needed a map.

I forgot, did we have an asset .wad, or will we amalgam all of that into the finished .wad?
>>
>>2876201
I'm ok with extending it but only if people will actually use the extended time.

AFAIK, the only completed map so far, Mainframe, is mine, so without more than that I'd rather just can the project and save the map for later personally. Of course my first preference would still be for more maps and a release though.
>>
Doom and Quake are on sale. Should I get them?

Do they work right out of the box or do I need source ports to get them to work right?

Never beat Quake.
>>
>>2876210
Both are great and can be augmented greatly with sourceports.
However consider that none of the money will actually go to any of the original devs, so only get them on Steam if all you want is the convenience and the recorded playtime.
>>
>>2876215
>none of the money will actually go to any of the original devs,

This kind of morality only exists in gaming. No one questions buying a bluray for a movie where all of the cast and crew are dead.
>>
>>2876218
I have a fundamental problem with the film industry and pirate all my movies anyway, so it's all the same to me. If anything the videogame industry is better because often your money will go directly to the developer, especially with small indie titles.
>>
>>2876206
I'm still adding to Buttghost_kdivr, someone else posted some screens of a nice looking map that they said was for the project but I haven't seen anything from them since and there's that other guy doing the gravity map. There was also someone talking about wanting to take E1M8. I could do another map, too - I've got an idea that wouldn't fit into my current one that I was saving for if an E2 ever happened.

Also, I need a name for my map. Butt Ghost is just my ZDoom/Related forums username.
>>
>>2876230
Gravity is mine too. Sorry to break the illusion. Feel free to do another map! As for names for yours, I'm not sure. There's no central obvious landmark.Maybe Loading Facility for the crates and truck and elevator?
>>
>>2875748
I liked both the single player and multiplayer. The former was about as average as quake 2 but with more imagination and variation. Multiplayer was pretty much a goofy version of Q3, which means it was certainly really fun but not something you'd play for years. Loved shooting rockets through portals, killing people with the wonderful gauntlet, and the nailgun in general.
>>
>>2876218

In some cases, the families of said cast members get the royalties. Also all the id software OGs swore off to never see a dime if they ever left the company.

Plus they sincerely don't give two shit about it.
>>
>>2876230
>nice looking map
you obviously don't mean >>2859317 but i am still here and hope to get something finished by dec.31.
>>
>>2876218
people still buy BRs (for any other reason than uploading the ripps?)
>>
Petersen ~ Romero > Willits' sister >> McGee >>>>> Willits
>>
>>2876285
Ranking based on what?
>>
>>2876294
Level-design proficiency.
>>
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>>2875562
>>2875908
'TIS NO MAN! 'TIS A REMORSELESS EATIN' MACHINE!
>>
>>2875492
Sunlust is nothing like Hellbound. The Slaughter's usually in really tight quarters + it's much harder. I played it on HMP and thought it was much more difficult than Hellbound, but also a lot more fun. I actually finished it. I'm probably never going to finish Hellbound.
>>
>Monsters can't telefrag other monsters

I'm surprised I've managed to go so long without knowing this, I wanted to make a trap where the player is baited into wasting ammo killing a bunch of defenseless pinkies that would've just been telefragged by other tougher enemies anyway when you flip a switch.
>>
>>2876320
>>Monsters can't telefrag other monsters
except on map30 and with appropriate compat options set
>>
>>2875492
Sunlust has tight gameplay to go with it's beautiful maps.
>>
Anyone have Nash's Gore Mod?
>>
>>2876218
collectors still buy physical copies of things
>>
>>2876320
play the last level of epic2 in -complevel 2 or chocolate-doom
>>
>>2876285
>>2876298
Are you kidding me.

Just finished playing Quake. And Romero's maps are by far the worst.

The definit ranking is
Ep1 (Willits+Mcgee) > Ep3 (Willits+McGee) > Ep4 (Petersen) > Ep2 (Romero)

Romero's levels lack the experimentation through which the 3d engine actually stands out.
>>
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The bottom one isn't filtered I just fucked up while resizing it.
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>>2876458
And here's what's going on with the map that I should be working on.
>>
>>2876451
Ep4 > Ep1 > Ep3 > Ep2
Fixed it for you.
>>
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Speaking of Quake, why aren't you guys playing Arcane Dimensions?
>>
>>2876471
Can we stop this "it's hard therefore it's good" meme?
>>
>>2876476
Oh shit nigga this finally came out
time to play the shit out of hits bitch nyyiiigaaaaa
>>
>>2876451
>>2876471
>liking Ep4 even slightly
Literally why
It's all long empty corridors full of spawns
Literally the opposite of fun
>>
>>2876492
The crazy water teleports and teleports that bring you a mini-representation of the intial area in the early levels are pretty interesting.

The levels are more open than in other episodes so there's less stress over accidentally fragging yourself.
>>
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https://www.youtube.com/watch?v=e-dz5tfbUyo
>>
>>2876492
Long empty corridors full of spawns is litriolly the opposite of fun.
>>
>>2876512
That was hilarious. Can't believe I've never seen this before.
>>
>>2876451
>And Romero's maps are by far the worst.
So, Ebon Fortress is worse than Grisly Grotto. Cool story, bro.

Also, full version of E2M6: Dismal Oubliette (the one found in beta3, or the one cobbled together from final E2M6 and E2M10) is literally the best vanilla level in Quake.

I think I know what's getting on your nerves though. Romero's levels are linear (despite being highly vertical), very tightly controlled, and are about "getting" it and proceeding using every possible advantage you can think of. I don't think you like

Willits is literally "let's make a map with a LOT OF CYCLES so that it would be AWESOME FOR DEATHMATCH TOO, also, let's spray useless gimmicks all around, like flying stones and wind tunnels and whatever". Lots of windows, lots of absolutely useless space, impotent enemy placement. I mean, okay, there are some nifty moments like that "bump the flickering lamp combining jump with the velocity you have after ascending the ramp", but for the most part it's just derivative schlock. That's also what I have to say about his levels in Raven.wad (his sister did three levels there - and her levels had some really cool Romero-type leveldesign). Also, there are FAR better examples of Willits-type level-design, say, maps of System Shock 1 or Levelord's maps from Duke.

>Romero's levels lack the experimentation through which the 3d engine actually stands out.
Lolwut? His levels are literally the most vertical in the entirety of Quake.
>>
>>2876492
I like the more open areas.
The architecture gets far more creative and interesting, quick thinking and ambushes are more common, and you get more chances to pull of some fancy shit, if you're a better player.
Not to mention the far greater variation in enemy types in just one level.
>>
>>2876569
Sounds like you'd rather just be playing an arena shooter m8
Navigating the later levels just isn't as much fun to me. Ep4 just lacks that special, perfect mix of combat and exploration that makes the rest of the game so enjoyable.
>>
>>2876556
>I don't think you like all that "control competition" between level-designer and yourself all that much. I suppose, it is more to your liking, when level-designer just, you know, shares something awshum and fun, and lets you explore it at your leisure. Well, regardless of whether that true in your case or not, for me it's exactly the opposite. I love being pitted against level-designer - and I don't like open meandering levels, especially if they don't have good (or, at least, memorable) encounter design.

Also, come to think of it, Romero's levels from Q a not all that much different from how 'Souls/Bborne levels works when you first run through them. Well, obvious genre differences aside.
>>
>>2875617
oh god the textures captain
>>
>>2876574
Where on earth did you find exploration in McGee's and Romero's levels?

Also, McGee ('s levels) is just shittier version of Romero, smaller, more cramped, more monotonous and way too fucking edgy for its own good.
>>
>>2876583
>way too fucking edgy for its own good
[Citation Needed]
>>
>>2876583
>way too fucking edgy for its own good
What does this even mean
You're not making any sense senpai
>>
>>2876587
Yeah, grammar slippage. I mean those fucking traps, or that fucking shambler that spawns once you get the gold key on E1M6. I mean, yes, there is quad you can get from the secret nearby (if you haven't already used it). But if you go there on Nightmare without it - you are just fucked. It's as if he didn't even bother to playtest his own level.

Romero's levels (in Quake, at least) just don't have that kind of crap.
>>
>>2876592
I always get the quad before going there on Nightmare. I always assumed that anybody bothering to play on nightmare would already have a good understanding of the map and know how to beat it with the tools at hand.
>>
Man, who gives a shit.
>>
>>2876596
Except it's not like one would need to UNLOCK Nightmare having previously beaten the game on a lower difficulty (like in certain other games). If you know (or find yourself) how to start the game on Nightmare, you can very well just do it and start playing on it.

Again, Romero's levels, being very similar in terms on controlledness and linearity, just don't have this kind of crap. Despite him generally being a dick. There always is a fair chance to turn the things to your advantage.
>>
>>2876556
>Lolwut? His levels are literally the most vertical in the entirety of Quake.

You don't understand me.
Romero's levels could be ported to Doom. That makes them boring, his levels are not experimenting with the 3d engine or even trying to make anything out of it other than a plain shooter. Willits and McGee on the other hand go all out to play with the engine and produce levels that would've actually surprised you back in the day. And all those gimmicks are only located on single levels. No one is forcing you to revisit them. The game doesn't center around them so they can't be considered detrimental to the experience.

And my rating was based on episodes overall. Just turns out the good levels Romero designed didn't offset the bad ones.
>>
>>2876618
>Willits and McGee on the other hand go all out to play with the engine and produce levels that would've actually surprised you back in the day.
And yet their levels are the least fun to play now, whilst Romero's remain timeless.
>>
>>2876618
>Romero's levels could be ported to Doom.
No, they couldn't. They are deliberately multi-leveled and interconnected (despite the linear progression set through them set out for you).

Willits' E1M2, however, could. Except, what he didn't understand, is that in Doom, one didn't SWIM, one just skimmed over the liquids with exactly the same speed, taking or not taking (depending on the type of liquid) damage from them. So, in Doom, pathways, surrounded by liquids, made sense. In E1M2. Yeah, how would you like the entire level having "bottom half" that doesn't contain anything except two or three boxes of ammo, and in which your speed of movement reduces twofolds. Fun. Fun everywhere.

That being said, Romero also did a similarly shitty level, which was mindlessly "ported from Doom", E3M1. Except it was, as all of his levels, vertical, multi-leveled, interconnected, and had several very cool Quad-rampage-stretches in it. Also being one of the hardest levels in the game due to scarcity of ammo and numerous troopers with blasters.
>>
>>2876634
>(despite the linear progression set out for you through them).
>>
>>2876634
>several very cool Quad-rampage-stretches in it

I think only Petersen did those correctly.

His levels are lengthy, have plenty of enemies so powerups motivate the player to push forward without exactly knowing what location is next. All previous episodes didn't use them to their full gameplay advantage mostly due to cramped levels and enemies that are too far off from each other.
>>
>>2876642
What I meant is that there are certain places in some levels, where you can find the Quad - and right after that, the level suddenly goes into being super-linear with lots of enemies crammed into the prescribed path. So, the idea is, you get the Quad - and you just start running forward, with maximum possible speed, glancing left and right, and trying to kill the biggest possible amount of enemies and cover as much ground as possible until Quad runs out. And that part of levels is made in such a way, so that to accomodate this situation (you just madly running forwards spewing ammo left and right) specifically. Petersen actually didn't do that sort of thing in his levels all that much (well, his E4M8: Nameless City had this kind of episode) actually, his levels weren't all that linear period. Romero, however, is another story.

Petersen did another unusual thing though. I think, he was the only level-designer of 4, who placed at least a third Quads specifically to allow the player to conserve on ammo.
>>
>>2876583
D-don't talk of m-my spiritual level design master like that!

>>2876642
Quad rampages are a ton of fun in McGee's levels too.
>>
>>2876659
>And that part of level was made
>at least a third of his Quads
>>
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I don't know or care who the hell this Ultimecia individual is (I'm aware FF8 exists), but fuck him.

I just saw this on tumblr and I thought I might share it in the /vr/ general.

So who is going to step up and fix them?
>>
>>2876492
You know, it's a difficult question, about Petersen. But I'll try to explain. The short answer is, that he tried to make that 4th Q episode into his own game. The long one

Well. First of all, the guy was ridiculously inventive. Suffice to say, that he was the only one both in Doom-s and Quake, the levels by whom contained secrets designed specifically with rocket/grenade-jump in mind (in case of Quake he was pretty much the only person in the team, who knew about the possibility of a grenade-jump before the release of the game), and the only one who had buttons serving merely the role of LIGHT SWITCHES in both Doom2 and Quake. He had the levels in Doom 1, which straight-out deconstructed what it meant to be a "Doom level" (both E2M9 and E3M9). He had the levels made specifically to play around with how the auto-aim in Doom was implemented (Downtown, Icon of Sin). He made the only level in Doom that made you seriously conserve the ammo and utilize your fist outside of berserk stretches (E2M2). The list can go on and on. The point is, he tried to utilize the possibilities of game mechanics in ways that didn't occur to others at id, and he made some very memorable encounters in his levels.

Second. He had his own thing going on in terms of aesthetics. First of all, the theme of illusions was a big thing. Stained glass windows as illusions or hidden pathways, a big part of hallway serving as a giant elevator, a part of staircase serving as a sliding door, a statue cosplaying a Fiend - and a dormant Fiend beside it cosplaying a statue while your attention was caught by the Shambler a bit further down the hall. A teleporter just above you head that LOOKED like you could just about touch it - but that actually required you to use the Pentagram and to grenade-propel yourself into it. Fiends indistinguishable from Azure walls, Shamblers hiding in pitch blackness, two brushes of parallel bars that LOOKED like you could run across them like you did in Doom,..
>>
>>2876592
>I mean those fucking traps

Traps in Ep1 are numerous but they are placed sensibly and I as a player am always aware of them being somewhere. Other episodes skip the sensible part by making the traps less numerous and the traps simply become a killing mechanic rather than keeping a player alert.
>>
>>2876683
It could also just be from them trying to stretch the sprite vertically to match the height of the new Revenant.
>>
>>2876716
I meant McGee's traps in E3. The pressure-plates in Willits' E1M5 are actually ones of the coolest traps in the entire game.

Again, Romero's traps are either tightly controlled (i.e. you are either given more health than you'll use from the trap immediately before the trap) or give you the fair chance to react and to circumvent them. Petersen's traps require you to think and to "get it" before you can progress.
>>
>>2876716
As for E1M6, I mentioned it specifically because of that shambler encounter.
>>
>>2876720
Ya. I've had this happen myself when fucking with sprites.
>>
>>2876694
... but actually required you to stop, think, and then slowly and surely zig-zag-jump your way across them from the very first try. Secrets-within-secrets-within-secrets. Fake "secrets" that served as pointers that there is something very iffy here, and that a real secret can be somewhere around here. In his levels, things not necessarily were what they looked like, or what they used to be in the levels made by others. In the beginning of Azure Agony, the game outright LIES to you: when you spawn into the room, you see, above you, the same giant "well's mouth" as the one in the beginning of E4M2, through which you entered the level, and through that "well's mouth" the sky; however, in reality, there is an invisible room, overlapping with the opening of the "well", connected to the outer rim of that "mouth" - and inside that room - a shambler, overlooking the next room. That theme of illusions is closely connected to the theme of suffering. Each level has a specific way of slowly grinding on your nerves. The teleporters in E4M2 mash you to the ground just enough so that you'll lose a couple of HP on every landing. Enemies spawn from thin air repeatedly on your head in E4M3. Pitch black passages with fiends in E4M4. Jumping puzzles in E4M5 and that acid pool that you just need to touch in order to go into one of the wings of the level. Ammo scarcity in E4M5. Azure walls of E4M7, making spawns indiscernible. All those are little, but noticeable things, just like thouse Downtown zombies slowly chipping your health away while being just beyond the range of your autoaim in Doom2...
>>
>>2876769
This may sound silly, but you DID try dragging both DTWID.deh and DTWID.wad onto the .exe of your source port of choice, right?
>>
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reposting questions cause I accidentally deleted it:
no .wads work for me for some reason no matter which source port I use, only the wad specific loadscreen works but nothing else
>>2876775
yes, I indeed tried that, it yields the same results
>>
>>2876782
Wait, are you dragging Doom2.wad onto GZDoom at the same time as the other .wads? If so, don't do that, it's the source of your problem. Only drag the custom .wads onto GZDoom, a menu will pop up afterwards asking you which IWAD you wish to use.
>>
>>2876740
The third and the fourth things are, actually, well, again closely connected. The third is, well, I mentioned before that Petersen's levels require you to "get it" before you can progress relatively painlessly. That is actually a general rule and the main mark of his levels. They, the big parts of them, are designed specifically, so that to break the "flow", to make you stop, and to think, and to make you devise the way to progress. That aforementioned "brush of bars" moment from E4M2, that impossible jump in E4M8, the way infighting is utilized in E4M6 and the way you lure the spawns into the underwater traps, which allows you to kill them off just via lobbing a couple of grenades into that trap, the way traps in E4M5 are rigged and the way you deduce how to access the secret level from that E4M5 level, etc. The fourth thing, closely connected to the third, is that notifications to the player are utilized very actively, even telling you about weapons you forgot on the level, and giving you hints on what that particular button opened.

What I think all the aforementioned four things tie into, is... Well, actually, I think that looks suspiciously like gnosticism (and I don't care if that's in any way connected to Petersen being a Mormon). Like, escaping from the illusory material reality which only causes suffering through Knowledge/Revelation. Like, that's what I make of what I experienced in Q1's E4.

I may be right or I may be wrong concerning my speculations, but, the main point I think, is that ep4 is a very interesting and unusual experience, which is very much a thing of its own, which is the pinnacle of Petersen's FPS work, and... And, frankly, I can't remember anything which struck quite the same chord with me in all the FPS genre (well, that part of it I'm acquainted with anyway).

So, yeah, that was my attempt at explaining just why I consider ep4 being any good.
>>
>>2876793
nope, I just drag the .wad(in this case DTWID) on gzdoom or zandronum, I've also tried dragging both the .deh and .wad file on the .exe and it still didn't work
>>
>>2876801
Do you have an Ultimate Doom (Doom 1) IWAD? I just tried mounting DTWID onto Doom 2 and only got the title screen changed, and then had the regular Doom 2 maps, but mounting it on Ultimate Doom gave me the DTWID levels. I'm pretty sure that's your issue.
>>
>>2876798
Thanks for writing this all out. Your insight seems pretty deep.

Did you have any ideas of contacting him directly over all of this?
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What are some good urban themed map packs?
>>
>>2876814
>it works
thank you anon, looks like I'm retarded
also, will all doom 1 .wads work with the shareware version? they should right?
>>
>>2876821

If you can deal with the possibility of not finishing an entire wad in a whole sitting, try Hellbound.

Also Vanilla Sky, Urban Slaughter and most of SgtMark's levels.

>>2876823
>they should right?

They shouldn't. Why would you even play pwads with the shareware version anyway?
>>
>>2876823
>will all doom 1 .wads work with the shareware version? they should right?
I've never bothered actually looking into that, but I recommend getting the Ultimate Doom IWAD seeing as most mods that can be used with Doom 1 have Ultimate Doom in mind when being made.

The very first Pastebin link in the OP has a link to all the full .iwads
>>
>>2876832
>>2876828
thank you for spoonfeeding me, I'm tired and for some stupid fucking reason I thought that I could use that as an excuse to get spoonfed
now to figure out which option makes it so zandronum doesn't make the walls aim diagonally when sprinting next to them
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Whoever's having the discussion on Quake map design, I love you guys, you don't see anything even remotely similar to that passion for good game design in modern shooters.

Anyhow, I'd like to put some of the more advanced aspects of this thing on hold and try to work towards something more directly playable to tide over anyone who's following the project. I'm thinking of three options:

- Thunderdome (team vs. team small-scale arena combat, lots of focus on melee and occasional laser weapons)
- Wizard (station crew has to murder the wizard, but the wizard has dank powers and also has to murder the crew)
- Nuclear Emergency (the most complicated option of the three but the most intricate gamemode as well, team of nuclear operatives have to infiltrate, arm an on-board nuclear device, and evacuate safely)

Listed in order of complexity. I think most SS13 fans would be sated with the first option, but I think the Doom community expects something a bit more original at this point, so it'd be nice to know what people want to see.
>>
>>2876838
>now to figure out which option makes it so zandronum doesn't make the walls aim diagonally when sprinting next to them

When in Zandronum, Press ESC > Options > Set video mode > Change "Renderer" to use OpenGL, then see if it fixes your problem.
>>
>>2876845
it didn't, sadly, it was the first thing I've tried
>>
>>2876819
I might one day. But, first, I think, I'll read his "Call of Cthulhu" corebook and "Ask Sandyman" Q/A. If, after that, I'll have any unanswered questions, then yeah, why not.
>>
>>2876839

>wizard

Only if you add that cloon curse too.

https://soundcloud.com/stephanosrex/honk-honk-butt
>>
>>2876847
Whatever you do, make sure you get the answers before the 20th anniversary :)
>>
>>2876845
it seems as if changing the resolution to highest avialable fixed the problem, still thank you for your help anon
>>
>>2876850
Wizard is one of those gamemodes that inevitably always turns out to be shit when you play it in SS13 proper, but would probably be extremely fun on an engine that actually supports robust combat.
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whatever happened to this mod? I thought it was kickass
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Hey everyone it's here, look forward to more pictures in a few hours, it's as if time has never even touched this box and everything is in 100% perfect condition
>>
>>2876720
>>2876735

You've had the top row of pixels double by scaling sprites by 100000000x?
>>
>>2876867

One of the devs quit doom.
>>
>>2876867
>>2876878

Dead, just like cyberpunk shootout, Metrood, and the space pirate
>>
>>2876869
If you decide to unwrap the comic book (if it's wrapped at all) consider making high-res scans of it to finally replace the low quality one that's floating around the net.
>>
>>2876061
>along with replacing DSSLOP with something really dull.

I like the new xdeath sound better. The old one sounded like someone blowing their nose while vomiting. Gotta admit that the Wilhelm scream was a stupid addition though.
>>
doom metal vol4 is pretty good
anybody else using it? I was expecting forced thrash metal but instead it's just a bit more actiony remixes of the original songs
>>
>>2876683
I'm surprised no one noticed that fuckup with all of the doom sprites from TSR before. I noticed it years ago when I wanted to make an avatar for Steam and it has irked me ever since. I always notice when people use their rips because of those ugly stretched pixels at the top. Like in this pic for example >>2875990
>>
>>2876683
sorry, but what am I supposed to be looking for?
>>
>>2876983
tl;dr: some nerd fucked up ripping sprites from doom and wanted credit for his rips, instead of the original artists
bethesda, rather than using the original sprites from Doom, which they have the rights and resources to, instead went scouring on the internet for a sprite sheet, which just so happened to be this badly done one

it's a fuckup on top of a fuckup
>>
>>2876990
oh, so I understood it then
still thank you anon!
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>>2876821
mufuggen "Monster Hunter Ltd."
They're just two maps, but very pretty and well designed. I shill them here often so sorry 'bout thay everyone else
>>
>>2876867
as i understand it the whole concept became techincally infeasible due to inherent limitations of the doom engine.. it's impossible to make a map big enough to allow the player to reach the speeds the mod design required, if you go too fast you end up going backwards, etc.
>>
>>2876683
weird sense of deja vu. was this brought up in a thread here recently?
>>
>>2877038
Yup.
>>2873887
>>
>>2877042
fair enough, i am not going mad. thank you.
>>
>>2876839
Yo, about visual effects we discussed last time. I'm feeling like trying my hand at some of them - which are you in greatest need of right now?

Status effects like eye damage or drugs sound particularly fun to muck around with.
>>
Hey guys, i want to get into Quake more, any resources where i can download and get the best out of it?
>>
>>2876867
>>2877031
I think that the way movement prediction works in multiplayer was a huge limitation on it too. There were just too many technical obstacles to do anything further with it.
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>>2877051
I think eye damage would be the highest on the list. Basically, in the original game there's about a dozen conditions, but I'm trying to keep it to a low number for now to avoid feature creep.

If you're interested in something else to try throwing together, there's also drugs (one is a basic "space weed" type of thing, the other one is basically acid and I'm already working on a dank script for the latter), poisonous gas, suffocation/blackouts, and stuns/tasing. You don't have to do all of them, by any means, but they're the basic options. They're also fairly generic, so anyone who needs that type of effect can use them.

Thanks for the interest, man, I'm flattered you'd help. Have some wrasslin'. Very early implementation so it's extremely hackish, but I'm trying to go above and beyond and make unarmed combat actually fun.
>>
Is this SS13 mod real? Because, wow. Creator anon, you are awesome.
>>
>>2877089
Thank you, anon, I'm happy you like it. It's my pet project which has been popping up in various Doom threads for a long time - it used to be vaporware because the multiplayer source ports didn't support what I required to make it work, but essentially everything I need for the core features should be in Zand 3.0.
>>
>>2877064
You can buy either on Steam or GoG, it's currently on sale.

However if you don't want to spend money you can always just acquire it for "free" here:
http://www.old-games.ru/game/download/get.php?fileid=249&modal=1

After you have acquired it, install Quakespasm source port, adjust controls, settings and start playing. There's not much else to it. There should be an image explaining other mods but Quakespasm is as vanilla as it gets.
>>
>>2877107
Awesome, thank you man<3
>>
>>2877069
>webm
That's absolutely hilarious and I'm really looking forward to playing it.

I'll try my hand at some effects next week.
>>
>>2877104
Nice. Well, carry on anon. I used to be a huge SS13 fan back when /tg/ started playing it, but it's been a long time and it's not the best engine. A doom port would be wonderful.
>>
>>2877120
Space Station 13 is one of those games that's sadly hampered down by overengineering as well as being crippled by its engine. I'm trying to condense what makes the game fun to play down to the basics, then work from there, instead of trying to port over the more complex features right away and getting stuck.

The early versions will probably be more akin to something like an online team-based version of System Shock 1, but I don't particularly see that as a bad thing. It'll still have plenty of SS13-related gameplay elements, though (jobs, the gamemodes, items/weaponry, etc.).
>>
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>>2877130
>an online team-based version of System Shock 1
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>>2876869
I would kiss you if I could
>>
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>>2876869
Alright guys I'm back, gonna upload more pics now (straight from my tumblr :V) Then I'll upload the innards of a few pages from the Book of id. Does anyone know if it even has high res scans on the internet? If not I'd like to contribute to that.
>>
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>>2877276
>>
Secret areas that the player can unintentionally lock themselves out of: bad level design or not?
>>
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>>2877280
>>
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>>2877285
>>
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>>2877289
>>
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>>2877285
>>2877289
> dick status: MUH!!!
>>
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>>2877293
>>
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>>2877295
>>
>>2877297
And finally the Holy Grail
>>
>>2875823
Zdoom forums, thread name should be Another Quake II mod
>>
>>2877276
>>2877280
>>2877285
>>2877289
>>2877293
>>2877295
>>2877297
>>2877302

Rad.
As.
FUCK.
>>
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>>2877249
>ok, he's gonna open it up
>wait, why isn't he flicking the opening lever? It's right there!
>oh god, it opened anyway, that's not good
That bothered me so much, break action guns aren't held close by friction, they lock closed. What it tells me is that this gun is broken and incredibly dangerous to shoot.
>>
>>2877323

Well DooM takes place in the future, so I'd figure that the SSG behaving like that would be some kind of technological improvement or something.

On the other hand, >realism in DooM
>>
>>2877331
>realism in DooM
Of course, as long as it doesn't negatively impact the game.
>>
>>2877331
It's probably just laziness and ignorance.

I mean, it wouldn't even be difficult to add an animation where he flicks the lever with his thumb first.

>realism
Depends, it's fine if it's not at the cost of gameplay.
>>
>>2877297
I suppose that's from the second issue Cyberdemon casting, not the first edition. Shame - but even then, the Cyberdemon sculpt is extremely rare.

IIRC, the cyberdemon sculpt from the 1st casting was never released publicly and only a few copies remain in circulation.
>>
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>>2877302
>>
>>2877367
>>2877341

What I meant before was >having realism in DooM
>>
>>2877395
If you're gonna have a reload animation, why not have it done proper?
>>
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>>2877323
even blood did it the correct way
>>
>>2876938
Maybe that's because everybody who actually knew a thing about doom ripped sprites directly from IWADs?
>>
>>2877302

>holy
>
>>
>>2877302
plz scan the doom comic, I don't think there are any proper high resolutions scans anywhere on the internet.
>>
>>2877721
Don't Doomworld have hires scans?
>>
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>>2877724
Nigga, the scans on Doomworld are as much as HD as this shit.
>>
>>2877746
It's only the Doom comic, what would a higher res bring you? It's not immaculately detailed.
>>
It's beatable now + the start of the next level is included.

https://dl.dropboxusercontent.com/u/73550170/buttghost_kdivr.wad

I've got some stuff to add to the last few areas but haven't got the time right now.
>>
>>2877751
whether it's "immaculately detailed" or not, the only known scan of it is some low resolution jpeg-artifacted garbage.
>>
>>2877302
wow, an actual paper copy.
>>
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>>2875332
>>
>>2878090
Looks like a stage selection hub.
>>
>>2878090
Looks cool
turn your goddamn filters off
>>
>doing things
>elevator
>at the bottom of it 5 shotgunners
>ded
any tips agaisnt shotgunners? if:
>I can't take cover
>I don't have minigun ammo
>>
>>2878090
Groovy.

>>2878097
Duck?
>>
>>2878113
that would be cheating though
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>>2878121
>that would be cheating
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>>2878150
it would be though
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>>2878151
If you say so.
>>
>>2878151
if that's the case than so is dodging to the left or right, and literally ducking doesn't help against hitscan anyway
>>
>>2878156
>if that's the case than so is dodging to the left or right
put the crack pipe down Socrates.
>>
Doom the way ID did is fucking amazing.
It totally is better than DOOM 2, which is garbage map wise in my opinion.
>>
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>>2877721
I'm planning on it! Along with the book of id!
>>
>>2878254
>>2878280
I would play with you if I had in on the PS3, sadly I only have it on PC. Good luck finding a mate.
>>
am I the only one here who really dislikes the hell levels in doom? Not visuals wise but they just suck most of the times, no matter if custom or original
>>
>>2878357
I'm not a huge fan either.
>>
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I downloaded Quake 2 from Steam. Never played it before.

Tried running it - I got the resolution working with a hacked exe but there's still mouse acceleration and shit FOV. Any source ports or alternatives I can use similar to Darkplaces?
>>
>>2878443
You can fix mouse acceleration and fov with console commands.
>>
>>2878449
When I change FOV in console above 90, it makes my weapon disappear.
>>
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>>2878357
it really depends, most levels in helll just contain demons in thight corridors, which sucks balls imo

the best ones are doom 2 episode 3 and doom 1 episode 1, doom 2 episode 1 is also great.

>>2878443
> steam
I prefer GoG

http://www.gog.com/game/quake_ii_quad_damage
>>
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>>2878097
>>>at the bottom of it 5 shotgunners
position yourself so you can kill more than one of them with each shotgun shot.

position yourself in such a way that only one or two of them has uninterrupted line of sight to you.
>>
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So, of all Quake ports I liked Tenebrae the most. The effects looked better than Darkplaces and all that. Now I remember there being a set of textures and bumpmaps tailored specifically for this port (they weren't really HD, but used most of Tenebraes features) but I cant find them anywhere now. Can anybody help me out?

Also are there any good weapon mods (that dont come with custom maps) for Q?
>>
>>2878610
I'd love to know how to get Tenebrae working. Every time I start it up it just gets stuck on the start screen and/or crashes.
>>
>>2878610
Any port that makes Quake shiny and bright as fuck needs to instantly go in the trash.
GL Rendering is fine, but Quake is supposed to be dark and moody.
>>
When I try to run a devbuild of zdoom (http://devbuilds.drdteam.org/zdoom/), the explorer window I opened it from freezes, three zdoom processes appear in Task Manager, and nothing else happens. What should I do?

I'd use a stable release, but the HUD I use requires a dev release.
>>
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Look at this beautiful mission start right here!
Do you guys ever save scum when you're getting fed up with a map?
>>
>>2878683
heh 19 rockets, no launcher, no other ammo. this is another nice mess you've got me into, stanley
(that's dtwid e3m5 isn't it?)
>>
>>2878683
>>2878734 me
also yeah sometimes. but in your situation there i would kill myself and restart with 50 bullets.
>>
>>2878734
Yes, it is indeed e3m5! I somehow got through that mission and then got really fucked by something I forgot, so now I'm taking a break from that and playing hellbound.
Regarding the savescumming, I really hate to do it, but when I'm replaying a mission for the 5th time and always getting to the last 10% of the map then loosing, it can make me mad.
>>
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Guys could I ask you to dump your doom pics? I have around 2 and I really do need more. Thanks in advance, even if nobody posts anything.
>>
>>2878443
I'd use Yamagi for the most vanilla experience.
>>
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>>2878764
>>
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>>2878764
>>
>>2878793
>>2878784
thanks anon
>>
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>>
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>>2878845
>>
>>2878850
>tfw your concerete is set on fire
>>
>>2878845
>>2878850
that looks nice
>>
>>2878683
if a map is long and difficult, i'll break it down into segments and learn how each fight works. then i'll try to beat it properly in one segment.
>>
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The author was a level designer for Epic Games.

https://www.doomworld.com/idgames/levels/doom2/d-f/diabolos

http://liandri.beyondunreal.com/Elliot_'Myscha'_Cannon
>>
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>>2878764
>>
>>2878764
Just use the image database in the OP.
>>
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>>2878764
>>
>>2878959
the best one so far
>>
Arcane dimensions for Quake 1 is released and it's amazing
>>
>>2878990
>>2875390
http://quakeone.com/forums/quake-mod-releases/works-progress/11494-arcane-dimensions.html
>>
>>2879031
yes!
>>
So I looked up Doom 4 music on youtube and found this:
https://www.youtube.com/watch?v=4HJykIOAd2I
>>
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Any .pk3 that replaces the monsters and weapons with Doom 64 weapons and monsters only?
>>
>>2879102
https://mega.nz/#!IYchzRDS!K1WcpE6Y8J1NsLlrEruYZGLGacbm0ePK6ugjeQyehNI

My fixed version of Doom64Stuff, has most of the monsters replaced (except for Doom II ones)

Also includes a fixed Chaingun
>>
Now my calculator can play bdoom!
>>
>>2879091
How is this important?
It's literally a shitty AMV in game form.
>>
>>2877069
Here's some WIP!

The hazy stuff in the edges are two overlays that rotate smoothly in opposite directions by use of shaders so it appears to flicker and writhe chaotically. It looks pretty cool even though the base image may need some contrast adjustment. Then a bunch of offset camera textures with the player himself as the camera, and a totally black overlay that pulses ever so slightly in (low) opacity.
>>
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>>2879180
wrong file
>>
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>>2878764
>>
Are there any good wads based on The Doom Bible?
>>
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>>2879190
No
>>2878764
>>
>>2879190

Nope.
It's a bloody curse, at this point.
>>
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>>2878764
I don't know where this is from, but it's badass
>>
>>2879217

Looks like the intermission to rebirth.wad
>>
https://www.youtube.com/watch?v=TIA-2GQdQM8
>>
God damn Arcane Dimensions is incredible, it's reminding me why I should play Quake more.
Might actually be the best SP mod I've ever played desu
>>
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>>2879340
And here's the pic I forgot
>>
>>2877793
I broke the level. Not exactly sure how, but a sector didn't change height and so I couldn't proceed. Here's the demo:
https://drive.google.com/file/d/0B8xWmOI7IYl3M09rRjZmUmtHWFE/view?usp=sharing
>>
>>2879348
What port are you using?
>>
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>>2879145
Thanks but I can't get it to work with PSX Doom. lots of graphical errors like huge monsters and animation problems. I'm trying to do this https://www.youtube.com/watch?v=bUkS5FD0a0c
>>
>>2879452
There's a mis-tagged action because I changed the sector in the tube to rise alongside the last imp tube in that room, because from where it was being triggered previously you could outrun the floor raising and break it that way. I did this at the last second and didn't realize I broke it. It's fixed now.
https://dl.dropboxusercontent.com/u/73550170/buttghost_kdivr.wad
>>
>>2879348
That does look really fucking nice. Almost reminds me of a thief FM, but with better (generally) architecture.
>>
>>2879528
Broke it again.
https://drive.google.com/file/d/0B8xWmOI7IYl3eU1TcDk1VnlkNHM/view?usp=sharing

Getting the mega-armour secret in the big blue key area after raising the bridge leaves the player in an inescapable area (unless I'm missing something).

I was really enjoying the map until that point too!
>>
>>2879660
I didn't realize a player could slip through there, it's supposed to be unreachable if you miss it and raise the bridge first. Yes, I realize how evil that is.
Fixed, dropbox dl updated.
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