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DOOM THREAD / RETRO FPS THREAD - Last thread >>2907693

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===

[01-13] New versions of Mainframe (/vr/E1)
>>2913298 >>2915828
https://drive.google.com/open?id=0B8xWmOI7IYl3UFdQdlRLT3BQcnc

[01-11] The /newstuff Chronicles #489
https://www.doomworld.com/php/topstory.php?id=4543

[01-10] PrBoom-Plus 2.5.1.4 released
http://prboom-plus.sourceforge.net/history.html
http://sourceforge.net/projects/prboom-plus/files/prboom-plus/2.5.1.4/

[01-09] Doom Retro v2 released
http://www.doomworld.com/vb/doomworld-news/85397-doom-retro-v2-0-released/

[01-08] Gameinformer talks Doom for about 17 minutes
https://youtu.be/L54nkKlVxTI

[01-06] Gameinformer article on Doom4
http://www.gameinformer.com/b/news/archive/2016/01/06/game-informer-february-cover-reveal-doom-2416160408.aspx
http://imgur.com/a/hbZAu

[01-06] Anon map release: A Morte (for Hexen, early WIP)
>>2899061
http://www.mediafire.com/download/a6tq97xjlegcun0/A_Morte.rar

[01-04] Anon mod release: Gun Godz adaptation (alpha)
>>2894957
http://www.mediafire.com/download/u5r34idu4dl3ept/GunGodz.pk3

[01-03] Anon mod release: Custom difficulties
http://www.mediafire.com/download/mp972r695l6ve5h/GZ-customDoomdifficulties.wad

[01-01] Demonsteele v0.9 released: new character, lots of bugfixes
http://forum.zdoom.org/viewtopic.php?t=46787

[12-31] Brutal Doom v20b + starter pack released
http://www.moddb.com/mods/brutal-doom/downloads/brutal-doom-hell-on-earth-starter-pack

[12-30] Anon map release: Engineering Deck (for /vr/E1)
>>2884990
https://www.dropbox.com/s/ibc0uk9iqsq37iu/EngineeringDeck.wad

[12-30] Anon map release: "just a big room with a cyber demon on steroids"
>>2884008
http://temp-host.com/download.php?file=qe66td

[12-29] Anon map release: Wait What
>>2883410
https://www.dropbox.com/s/e8zaqura8kqhjzo/Wait%20what.wad

[12-27] Arcane Dimensions released (Quake)
http://quakeone.com/forums/quake-mod-releases/works-progress/11494-arcane-dimensions.html

===

To submit news, please reply to this post.
>>
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>Doomguy is blasting through the dilapidated castles of hell.
>Runs out of ammo
>Grabs a fucking claymore off the wall and starts slashing.

God fucking dammit that would be cool.
>>
oh and to pre-empt the inevitable, no, there has not yet been any more word on the Berserk mod.
>>
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>Mostly Doom, but all retro FPS welcome

Do you anons like those single level custom made Quake maps? I think they are unearthly beautiful and a joy to play.

https://www.youtube.com/watch?v=NNlJDTUwHC8
>>
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>>2916875
Obligatory picture.
>>
>>2916872
GMOTA, my friend is the closest you get.

>>2916654
>>2916672
So... I was thinking about making a seemingly multi-floor labirinthian tower of sorts (with floors made through silent tp, not actual GZDoom clunky, as they break some stuff), and I wanted to fuck up the labirinth part in a way - make it so that what appears on the map differs from what is actually there - is it possible, and if so - how?
>>
>>2916885
It's close enough.
>>
>>2916880
that is nice. start reminds of Frozen Time a little bit
>>
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Are there any more wads of the same quality as torment & torture?
>>
i asked this in the previous thread but are there any maps based off of mega churches?

it would be so much fun to run around all the giant auditoriums and bookstores/cafes blasting zombies and demons
>>
>>2916903
there's the cathedral map in deus vult 2
>>
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>>2916903
does shopping malls count?
>>
>>2916901
You know a wad looks good when the ugliest looking thing on the image are the enemies
>>
>>2916925
Is that that Blood level ported into Doom?
>>
>>2916903
I've been wanting to make a map-pack based entirely off of churches and cathedrals.
>>
>>2916960
Notre Démon
>>
>>2916970
If I ever make or spearhead it, you'll be in the special thanks section, anon.
>>
>>2916872
>>2916885
>GMOTA, my friend is the closest you get.
Would Burl Tumd count?
>>
>>2916980
It should since you have a sword from the start
>>
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I heard the Temple of the Lizard Men 4 is being made, but there wont be any lewds.
>>
>>2917003

I heard Brutal Doom 2 is being made without the blood.
>>
Shieett finding out about Acs(Named)ExecuteAlways just solved a problem my code has had for like two years.

It's getting to the point where I almost forget I actually coded all this stuff, since things are now working out mostly as they should.
>>
>>2917003
Yeah he said that in the projects thread. Honestly though I think the series gets a bit too much flak for that particular issue, since they're otherwise fine and ambitious projects. One minor but important thing they do extremely well is sound design, which is often overlooked.
>>
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http://mazmon7734.deviantart.com/gallery/55159920/Doom-stuff
The spider mastermind died for this
>>
>>2916901
Ultimate Simplicity and Thunderpeak
>>
>>2917134
>wolfenstein with commies instead of nazis
well, fuck, i need this now
>>
>>2917134
> http://mazmon7734.deviantart.com/art/Curvy-female-Wolfenstein-sprites-576238653?q=gallery%3Amazmon7734%2F55159920&qo=7

topkek
>>
>>2916958
That's from ZBlood, so kind of. But speaking of porting Blood maps to Doom, has anyone seen this?
https://www.youtube.com/watch?v=VO6Me__oHhw

Apparently you can load maps directly from Blood's files into Doom through some hackery. Fucking bizarre
>>
>>2917154
That's because Zdoom was gonna gain Blood Support for some reason, I believe.
>>
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>>2917134
I threw up a little
>>
>>2917134
>Bruiser Succubus
Hell I'd still hit it.
>>
https://www.youtube.com/watch?v=pfmwPDlIZrU
>>
>>2917178
God damn, those Blood reapers scream more than the revenants.
>>
>>2916903
Play Blood, its full of mega churches and cult temples.

>>2917003
>tfw stole all the nude angel textures from this WAD.
Not sure If I'll ever use them.
>>
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>>2917134
kek
>>
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>>2917215
Christ
>>
I sawed the demons, like the demons that you’ve seen. But you have no right to call me old-fashioned. You have a right to quit the game. You have a right to do that, but you have no right to judge me. It’s impossible for words to describe what is necessary to those who do not know what Doom means. Source Port Wars! Modern FPS sensibilities have a face, and you must make a friend of unforgiving monsters and Nightmare! difficulty. Horror and strafing are your friends. If they are not, then they are enemies to be feared. They are truly enemies… I watched a Demon run along the edge of chainsaw. That’s my dream. That’s my nightmare. Running, gliding, along a pool of lava... and surviving.
>>
Is there a Smooth Doom compatibility patch for Valiant? It's either I load Valiant first and don't get SD's visuals or I load SD first and don't get the faster weapons/monsters of Valiant.
>>
>>2917304
Get the moddable version of Valiant.
>>
>>2917304

Get Valiant: Vaccinated Edition.
>>
>>2917215
is that tommy wiseau
>>
Hey guys, i am playing samsara and i am having tons of fun, but i was thinking, in the same way samsara allows you to play as multiple characters from games with similar (if not the same) engine, are there any wads that allow you to randomize enemies and add enemies from other games? Zdoom Wars kinda of does that but i was looking for something a bit different
>>
>>2917382
I think it only works for Zandronum, but there's Samsara servers with a monster randomizer. Some have one that isn't from other games, but there is a randomizer specifically for other games.
>>
>>2917317
YOU'RE TEARING ME APART CARMACK
>>
>>2917382
Samsara Monster Mixer. Very customizable, too: you can set a random mix of monsters, a random "set" of monsters, or blacklist sets you don't want.

Or just use one set for a whole playthrough to pretend it's another game on Doom maps.
>>
>>2917436
>select skill level:
>im fed up with this whorl
>>
>>2917436
>Not "Rip and tearing me apart"
You fucked up.
>>
>>2917459
But anon, I'm getting tired of rip and tear jokes
>>
>>2917410
Nevermind, i was trying colorful hell and it met my standards, not really the crossover i was looking for but its good
>>2917448
Oh nice, thanks man
>>
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>>2917436
>>
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>>2917134
why
>>
Doing some voice acting for a spider demon boss

Retake on the classic "My servants can smell your blood" (none of the original sound was used)
https://clyp.it/zux4usbt

"You cannot defeat me!" (during the combat)
https://clyp.it/e3tk4kzm

After you've killed it:
https://clyp.it/1nzbakez

Doing the sound is fun! The ambiance in the cave map is glorious: custom dripping cave water and the odd blood curdling scream in the distance. Very disconcerting.

Also the Berlin map has Russians playing accordion and yelling. The WW2 section will end with a massive battle between T-34s and the Wehrmacht, supported by Panzer IIIs.

Is there a way to make a monster armored? can I make the tanks armored so only a certain amount or type of damage gets through, yet normal weapons still cause the ricochet sound from its pain state?
>>
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Do you guys know that this exist right? It's a doom based RTS. I think its fun for messing around and you guys should give it a look. Its called Doom wars The force awakens? and here is the link. http://stratagus.com/games/doom-wars/downloads
>>
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Weird question

Are the DOOM demons actually true legit demons? The games outright say they are -- with inclusion of saying you're in hell as well -- Lore-wise I only thought people called them demons because they fit the bill, but when they try to meld with our technology despite being powerful occult creatures, it feels off.
>>
>>2917607
>but when they try to meld with our technology despite being powerful occult creatures, it feels off.
Technology = Powerful
Demon power = Powerful
Technology + Demon power = ???
C'mon, man, it's basic math.
>>
>>2917607
Technically they're all demons or zombies, yeah. The whole 'using technology' has always been backstory implications rather than anything firm, like salvaging Deimos for gear to arm their forces with and maybe suiting up the Cyberdemon or something. Doom 4 seems to be going the route of Demons not only stealing technology explicitly, but the UAC and potential extremists/evil people within intentionally experimenting on and implementing technology into them.

Trust me, this isn't the 'novels', which made the demons turn out to be evil aliens.
>>
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Would it be possible to combine DoomRLA (without the monsters), Colo(u)rful Hell, and Oblige together? Or does DRLA require the monster wad?
>>
>>2917712
It doesn't require the monster wad, that's more like a nice bonus that combines with it.
>>
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>>2917720
Radical.
I'M READY TO ENTER RNG HELL
>>
>>2917725
terrywads
fucking everywhere
all the time
they're in my dreeeeeeaaaamms
end it please
>>
>>2917725
i touch crotch
>>
DOOM WAD IDEA

>Takes place a few hundred years into the future
>Aliens have invaded our solar system
>You're on a colony on Titan
>Aliens have destroyed the colony, and destabilzed Titan's orbit sending it into Saturn
>First episode has you battling through the ruins to get to an escape teleporter

y/n
>>
>>2917730
meh/10
If the originally is going to be show through level design or something then its good
>>
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>playing scythe 2
>find secret level
>its the first level from scythe 1
>almost finishing the level by pressing the last button
>"Oh well, i guess they just pulled an wolfenstein and nothing e-"
>wall opens
>new area filled with monsters and a BFG
>kill everybody
>"that was cool, good way to show someth-"
>another wall opens
>kill all the enemies there too
>"Okay, now it must be the-"
>Big ass area now being revealed
>monsters everywhere
>>
>>2917730
You could have just said "Doom in ruins". It's not like anyone's going to read the story. And it's been done but could be done well again. Or badly. Just make the levels.
>>
>>2917756
>>2917761
The story directly plays into the game though.

Levels get darker and more foggy as you play on.
Story segments are scanable ala Metroid Prime
It uses no Doom assets so once I finish a playable demo and get my shit planned out I'm gonna kickstarter this shit and release it for Dreamcast
>>
>>2917134
> http://mazmon7734.deviantart.com/art/Hdoom-R667-monsters-544196889
>Realm667 HDoom sprites

I say the Spider Mastermind made an excellent sacrifice, I see some great potential going on here
>>
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>>2917759
Man scythe is cool. I think the one you refer to is the super secret level, you know, the one you access by doing a superhuman speedrun of the map with the plasma marines. I always have to changemap into the map32. Fuck time triggers.
>>
>>2917778
You guessed right, MAP30 is also really fucking cool, the only thing missing there is the icon itself to keep spawning enemies

I actually combined that level with samsara's monster mix and i got multiple final bosses on each area, there was even this moment when i had to fight 2 hitlers and the final boss from Heretic at the same time, shit was fucking amazing
>>
Did the Doom Community ever find out what kind of gloves Doomguy/Kevin Cloud was wearing?
Down to the brand-name and everything?

We've investigated all the guns, why not the gloves which held them?
>>
>still no Doom wad that has you hunting for treasure deep in the jungle
>no aztec themed demons and treasure hunting goons
>>
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>>2917160
Seriously? I'm skeptical.
>>
>>2917816
I don't know why, but I think the dev started adding support, but didn't get very far.
>>
>>2917815
what about that lizardman mod?
>>
>>2917134
This is one person who's trying to revive the already dead Terry WAD scene
http://wojti2000.deviantart.com/gallery/
>>
>>2917727
Don't worry, it's ended.
Except for a few people like Wojti2000 who are trying to make it happen again
>>
>>2917552
Cool!
>>
>>2917023
ACS_ExecuteWithResult will run immediately, so if you ever run into weird behaviour with scripts running in the wrong order, try that and *those* problems should disappear too. It also lets you use SetResultValue() to return things to the calling script.

Personally, I only ever use ACS_ExecuteAlways for Zandronum with clientside scripts. WithResult'ing them just has them run on the server.
>>
>>2917816
>>2917819
iirc Randy disappeared for several months (as he is wont to do) and when he came back he said he'd been disassembling Blood and making tons of notes on its data structures etc. then later he claimed the whole lot had been lost in a hard drive crash.
>>
>>2917925
Interesting that WithResult works too. I've never made anything related to or compatible with multiplayer, but it's good to keep in mind.
>>
I'm new to this. Never ever played DOOM so I want to get into it. Read all the information in the OP. Thought I'd play the game unmodified etc so I headed to chocolate-doom.org but the website looks dead.

What should I do? I'd like to clear the original/vanilla game before trying out any of the fancy stuff.
>>
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>>2918014
>I headed to chocolate-doom.org but the website looks dead.
it's not. what did you do wrong?
http://www.chocolate-doom.org/wiki/index.php/Downloads
>>
Where can I find quality Quake meems?
>>
>>2917945
If you want more details on how the two work, look at this file: http://www.hastebin.com/makapehoso.c

If you run script 1, you'll see messages in this order: "lel 1", "lel 3", "lel 2"

This is because scripts called by ACS_ExecuteAlways run in a last-in-first-out manner: last one called is the first one run. This is undefined behaviour, but it hasn't changed in at least 4 major ZDoom versions. Still, it might change in the future, so be wary of that.

If you run script 4, you'll see messages in this order: "lel 4", "lel 5", "lel 6"

This is because scripts called by ACS_ExecuteWithResult will run *immediately*. Otherwise, you wouldn't be able to get a result value from them in time through SetResultValue.

From here down, ExecuteWithResult will be abbreviated "WR', and ExecuteAlways will be abbreviated "A".

If you run script 7, you'll see messages in this order: "lel 1", "lel 4", "lel 5", "lel 6", "lel 3", "lel 2"

Makes sense. Script 7 runs both scripts 1 and 4 immediately with WR. Script 1 calls 2 and 3 through A. 4 runs 5 and 6 immediately with WR. Going down the stack, we run scripts 3 and 2.

If you run script 8, you'll see messages in this order: "lel 4", "lel 5", "lel 6", "lel 1", "lel 3", "lel 2"

Script 8 runs 1 and 4 through A. We go down the stack, hit script 4, and run 5 and 6 immediately through WR. Then we reach script 1, which calls 2 and 3 with A. Keep going down the stack and we run scripts 3 and 2.

=== post was too long, covering script 9 in next post ===
>>
>>2918064

If you run script 9, you'll see messages in this order: "lel 1", "lel 4", "lel 5", "lel 6", "lel 3", "lel 2"

Script 9 runs 4 and 1 - IN THAT ORDER - through A. We go down the stack, reach script 1, which then calls script 2 and 3 through A.
So right now, the stack *should* look like [4, 2, 3], and we *should* run 3 next as it's the last in the stack, but that's not what happens.

From this, we can tell that the stack's read all at once before running scripts. Which is to say, the entire stack was read when it looked like [4, 1] before any scripts got executed, so it runs scripts in the order of 1, then 4. Script 1 adds its scripts to the stack, in the order [2, 3].

Once every script in the first stack-reading is done, it'll read the stack again, and run the scripts in the order [3, 2]. If they added scripts to the stack, this would go on for however long it lasts.

This is probably more than you ever wanted to know about how scripts are run, but hey.
>>
>>2918068
And now that I splurged all of that, I'm tempted to figure out how Delays interact with all of this.

If I had to guess, they work under the same system, although now each tic has its own script stack. So a Delay(40); run on one script would stick it on the <tic+40> script stack. A script run 30 tics later, but with a Delay(10);, would be stuck on the same stack, but since it was added later, it'd be run first.

Which also makes me wonder if Delay(0); actually does something. Hm.
>>
>>2916849
>that anus
lewd
>>
>>2918081
Yeah, seems like it's the same system.

http://www.hastebin.com/ufaneciqak.c

Puke script 1 and the messages come in the order: s3, s2, s5, s4.

Delay(0) does nothing.
>>
>>2917725
nice doom meme
>>
>>2918068
>This is probably more than you ever wanted to know about how scripts are run, but hey.
No such thing as too much knowledge. How WR and A affect the order is pretty damn important and I saved that for future reference.

>>2918081
>And now that I splurged all of that, I'm tempted to figure out how Delays interact with all of this.
I wonder if executing one of the scripts from a custom function would change the order of the stack?
>>
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could someone help me organize this mess?
how do you keep your wads?
>>
>>2918223
iwads/ for iwads
pwads/ for pwads

that's it
>>
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wat
>>
>>2918225
and pk3s?
can I then drag the whole folder to gzdoom.exe?
>>
>>2918225
>>2918230
save files?
>>
>>2918230
>can I then drag the whole folder to gzdoom.exe?

oooooooooooooh god I

>855 files in my pwads folder

I gotta try this now
>>
>>2918232
>CVARINFO error

well ok that was disappointing
>>
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that is why I am asking, how do you make all this to work? I can make folders, sure.
but what about different save files?
will they be created auto in the folder of each wad?
will a gzdoom shortcut on every folder be enough to make it work?
What if I want to combine stuff? Now I play XWeaponsNM + ketchup + Smooth. I have to drag all of them in gzdoom.exe.
>>
>>2918238
Download ZDL. It allows you to choose which files to load, change load order, and to save the whole preset as shortcut.
>>
>>2918226
>>2918226
>>2918226

Anyone know what this is about?
>>
>>2918298
no, sorry, it's been posted a couple of times without explanation
>>
>>2918313
Romero hasn't elaborated more on it himself.
>>
>>2918246
thanx doge. seems cool!
what happens with the save files though?
will they stay in the gzdoom folder?
>>
>>2918332
yeah, that can't be changed
>>
>>2918298
>>2918313
>>2918320
>these hopeful idiots who think he's talking about Doom

Why do you guys continue to convince yourself that John Romero wasn't done with Doom 15 years ago?
>>
>>2918406
boy I can't wait for this custom daikatana level, my hype level is killing me
>>
>>2918406
https://www.youtube.com/watch?v=YUU7_BthBWM
https://www.youtube.com/watch?v=9v_0HD7iOz4
https://www.youtube.com/watch?v=ygp4-kmjpzI
https://www.youtube.com/watch?v=fu7phUkpeUE
>>
>>2918406

now watch as people are going to get pissed because he wasn't talking about a doom map
>>
>>2918226
>>2918298
>>2918406
IF he was making a Doom map nowadays, do you think he'd use Doombuilder or DoomEd?
>>
>>2918486


In the first video >>2918448 posted, Romero touches that very subject. He feels it would be foolish to release a 1993 map in this day and era where "much more complex and amazing maps have been made".

So it's more than likely he would go full Tormentor667 if he ever does another map again.
>>
>>2918486
>IF he was making a Doom map nowadays, do you think he'd use Doombuilder or DoomEd?
100% positive he would use Doom Builder.
>>
>>2918503
Speaking of which https://twitter.com/romero/status/688054778790834176
>>
Where can I find weapon skins?
>>
>>2918406
don't call me a "hopeful idiot" when i was just answering the question
>>
>>2918513
>Misc. Author Info: My previous Doom levels were made in 1995 for The Ultimate Doom (e4m2, e4m6), so this is a warm-up.
>this is a warm-up

Oh shit.
>>
John just did make a new map. He posted about it on social media.
>>
>>2918568
shoo-in for cacoward nevertheless
>>
>>2918513
>>2918570
So can this considered an "official map" or is this past the due date?
>>
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>>2918513
wow, it's real
>>
>>2918513
Damn link isn't working. Could anybody please reupload it if you got the file
>>
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>This fucking map
Holy shit I'm in love.
>>
>directly jumping into the map
>not playing through the rest of e1 first to hype yourself up

Doing it wrong.
>>
>>2918581
https://u.pomf.is/ofdrtc.zip
>>
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>>2918580
well, it finally happened. john romero just made me his bitch.
>>
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>>2918590
You are my hero, anon
>>
>>2918593
Well it could be worse.

There could've been chaingun guys.
>>
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>>2918593 (me)
damn, this level is really hard!

>>2918601
heh, true.
>>
>>2918462

WELL FUCK ME SIDEWAYS
>>
>>2918589
i think that might make it too easy but then again i just died twice pathetically so maybe you're right
>>
>>2918589
pistol start all day every day
>>
>>2918570
the next version of Brad Harding presents Brad Harding's DOOM RETRO will be bundled with this, mark my words
>>
>>2918601
Npe since its Doom 1.
>>
Prediction time: At least ONE person unironically will say Romero has lost the touch
>>
>>2918602
What software do you use to record, and will it work with GZDoom?
>>
>Tfw you just said "Yeesssss!" out loud after finding a big secret.
>>
>inb4 romero comes back with a full Iwad
>>
>>2918602
I like the architecture, but I cannot get out of the first few rooms.
Maybe I'll try it on ITYTD
>>
>>2918646

>This kills the Bethesda.jpg
>>
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>>2918631
ROMERO HAS FUCKED UP! NO DIFFICULTY SETTINGS? LIMIT REMOVING? WHAT THE FUCK... THIS ISN'T MUH VANILLA! HOW CAN I PLAY THIS WITH DOOM V1.0 ON MY 1980's COMMODORE 64 WITH ALL THIS SHIT?
>2016
>BEING ROMERO'S BITCH
>>
>>2918580

Looks pretty cool. I'm going to play it soon.

I feel like a few people are going to be contrarian and say it sucks just because, but at the same time you don't usually see this kind of thing in the Doom general so maybe not.
>>
>>2918593

Hell yes. Looks fun, and has that indescribable feel that Romero levels all have. I'm glad it's challenging and he didn't pussy out.
>>
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Post YFW when Romero reveals that what he means by "warm-up" is that he's been the map designer for Doom 4.
>>
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>>2918669
If that's true, then maybe the average modern FPS player will need to git gud
>>
>>2918656
Thefuck you talking about, there is difficulty settings
130/240/291 monster on skill 1/2/3 respectively, as well as different enemy composition on same plases.
>>
>>2918680
I think he was joking
>>
>>2918680
I was just shitposting anon
>>
Just finished on Ultraviolence, that was a wild fucking ride, I hope he puts up some more maps.
Or a megawad called The Bitchmaker
>>
>>2918680

He was kidding, don't worry my friend.

>>2918669

I don't know anything at all about the development of Doom 4. Do you think the developers for it actually considering hiring him? Is there any reason they couldn't offer him a job? That would be sweet. Maybe he doesn't have enough experience working with modern FPS engines?
>>
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>>2918697
>Or a megawad called The Bitchmaker
>>
>>2918698
A long while ago he was talking about starting work on a new FPS, I don't know if he ever went through with that, or if he's being secretive.
>>
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>>2918513
>Others Files By Author : doom1.wad, doom2.wad
>>
>>2918706
I would believe that didn't work out. This was back in 2012.
>>
>>2918717
M-making video games takes t-time anon! There's still h-hope!
>>
>>2918719

This is true, and there probably is a tiny amount of hope, but still it's most likely not going to happen. Romero's the kind of guy who would post about his progress and the game's development often, even in it's earliest stages.

However, when he said he was beginning work on a new FPS he may have just been referring to it's planning period: coming up with story ideas, writing a design document, etc. That could take some time if he's doing it on his own and plans on assembling a team later.
>>
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>>2918593
>>2918602
this was the third attempt. 25 minutes long so a bit much to webm. here's the demo

http://temp-host.com/download.php?file=sp46ro

>>2918634
it's my own engine. so no it won't work with gzdoom.

>>2918639
i just did this when i found the tenth and final secret :)
>>
>>2917229

When was this? Early 80s?

You've gotta love that smug as fuck look.
>>
>>2918513
>Start up level not expecting much
>Pretty challenging and fun
>Enemy ambushes are set up in a way that they can happen without being blatant about the setup
>Detailing is pretty nice
>Pacing is fun
>Only found one secret
This was nice pleasant surprise and I am glad that Romero can still make such a fun level.

I would like if Romero stuck around to make more Doom levels.
>>
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This is pretty fucking good

https://sketchfab.com/models/4bc5944a2a664e1093f8722b7e32df4e
>>
Do you all really still play with no mouselook / no jump / keyboard only?
>>
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>>2918669
maybe he will not be the direct map designer, but maybe he will release a whole series of maps via snapmaps?
>>
>>2918725
can somebody upload the wad somewhere else, I can´t connect to his dropbox
>>
>>2918736
>no mouselook
yes, i prefer mousewalking from years of habit
>no jump
yes, jumping breaks most maps, they're not designed to take it into account
>keyboard only
i did play keyboard-only at first but not for a long time. the original game had full mouse support, in case you were wondering.
>>
>>2918736
Depends on if I am playing with gameplay mods.
Doom originally supported mouseturning so there's no reason not to use a mouse if you want to
No mods: Vanilla experience
Custom maps only: Still play it like it was intended unless
Map doesn't support jumping: No jumping.
Gameplay mod? Pretty much anything goes since I'm just playing it for fun.
>>
>>2918740
heh it's probably been swamped.
anyway, see >>2918590
>>
>>2918513
i'm really surprised

he's still got it
>>
>>2918735
https://sketchfab.com/models/c8e36476d01742f69bd213a62a028024

Heres a model that a bit more true to the source.
>>
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>>2918513
>think the level is over
>it keeps going on and on
I want to get off Mr Romero's wild ride
>>
>>2918406
>>2918462
looks like these guys got btfo
>>
>>2918736
Depends of what wads i am playing, some pretty much require you to use the mouse and freelook, others need you to jump, i usually like to bind mouse3 as jumping just in case and use space and ctrl for fly up/down since i like to play gameplay wads a lot
>>
>>2918736
>no [freelook]
>no jump
I only enable these if the map specifically says they're required. They're just not DooM.

>keyboard only
Vanilla DooM has always supported the mouse, but yes, I actually do play entirely with keyboard controls. Mouse turning feels "sloppy" to me. I always overshoot or undershoot no matter how I adjust the sensitivity. I play much better with the precision/consistency offered by a keyboard.
>>
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>died a few times but finally got a good start where you had to run through some monsters to grab the chaingun before they start teleporting
>manage to continue the whole level carefully but get there
>start feeling this weird itch and save just in case because fuck doing the whole thing again
>Hell brothers battle happens
>15 HP
>wakemeup.png
I KNEW he was going to fuck my shit up at some point, i just knew
>>
>>2918735
Needs more pink around the mouth, otherwise loyal to the original/10, i fucking wish we had classic alts for the next doom, i don't really hate some of the redesigns but i will never get tired of the old DnD look
>>
>>2918763
That's actually pretty good, I think it's better yeah
Bit too zoomed in tho
>>
Can somebody here share the "Take a break" mod?

The link on the topic's OP died.
Probably ages ago
>>
>>2918775
yeah if you survive the beginning (i noticed the e1m5-esque secret door with two barrels in front, and used it as cover) the rest isn't difficult if you are careful. there is a big teleporter trap near the end but you can more or less run away from it and funnel everything towards you. frankly the bruiser brothers needed to be the bruiser octuplets or something, i arrived there with 100 shells and 30 rockets so they were a bit of a pushover
>>
>>2918513
Jesus fuck, that Baron reveal was the tits.
>>
>>2918802
and covering the teleporter was the cherry on the top, it made the whole invasion segment so much more effective since you couldn't see what was coming for you
>>
hold your horses
romero released a level
>>
>DMGUYDZ64 said:
>A bit harder than i expected but it was fun , Wasted a lot of HP on those damaging sectors :P .

>Linguica said:
>In the pre-bugtest version, all damaging floors were of the -20% variety. Just imagine...

https://www.doomworld.com/vb/post/1544640
>>
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>>2918802
>drop down to the baron space
>see two huge red portals
>baron aggro sound
>mfw
>>
>>2918807
I thought it was a bit sudden since there was no long hallway to it
>>
the wad tries too hard to cornerfuck you with shotguns too many times
other than that it feels like a doom 2 map which is cool but a bit off when compared to rest of episode 1
>>
>>2918820
This is Romero we're talking about. What did you expect
>>
>>2918820
It feels more like an Episode 4 map, but good instead of shit.
>>
>>2918824
yes
>>
http://www.doomworld.com/linguica/e1m8b/index1.htm
http://www.doomworld.com/linguica/e1m8b/index2.htm

linguica bugtested it and didn't take down his notes
>>
If this "warm-up" means we're getting new Doom levels by Romero, then by all means please do. A Romero megawad would be cool as hell.
>>
>>2918838
It would've been amazing if he had contributed to DTWID
>>
>>2918829
cool
>>
>>2918829
how did you find that
>>
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Guys, Romero isn't going to be making more DOOM maps.
He's making a whole new game.
>>
>>2918829
>the top pic
red means "visplane overflow" right
>>
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>>2918853
>He's warming up by making DOOM maps
>He's stated before that with modern computers, a new FPS should be 10x faster than the original DOOM

Holy fuck.
Whatever he's making, it's going to be balls to the wall.
>>
>Quake mapjam 1
>Honey theme

What are they talking about. This theme isn't sweet at all.
>>
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>>2918853
>>2918706
Holy fuck I was right.
>>
Has Romero ever apologized for Perfect Hatred.
>>
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While I have never been a huge fan of the tech base aesthetic, mainly due to playing the first episode so many times over the years it lost its charm. This level though, this fuckin' level. It's like a best of Romero tech base compilation. Once I got back into the mindset of the first episode and some of that Romero trickery it wasn't so rough. Hate to say this kind of shit here but, this is a "Remember the basics of CQC" map. I mean that in the best way possible. Fucked up after the soulsphere by doing stoned retarded shit but got through, even if by the skin of my teeth at the end there, after that.

Those goddamned shotgunners man. Checking every corner with a blast of my own shotgun became habit halfway through.

This made my day.
>>
>>2918862
if he's in charge of every aspect its just gonna bomb again like daikatana did

he needs someone to rein him in
>>
>>2918870
>Implying Ling and several others in the Doom Community won't help him
>Implying he won't post a short demo and ask for Doomworld's advice/feedback
>>
>>2918870
Maybe Romero wants this to be made only by him? You have to remember one of the reasons Daikatana bombed was the team made up of modders with no prior full title making experience.
>>
>>2918862
>>2918853
Someone should've gotten Romero into position for advising the new Doom at the very least.
When you think about it, besides the 'escort your team' bullshit, it probably does what Daikatana did better in terms of progression without being a shitty game all around.
>>
>>2918882
Don't forget the sudden decision to move to a newer engine, a mistake that DNF also made
>>
>>2918860
yes i believe so
>>
>>2918890
Well I feel it's only an issue if there's no talent who can handle the engine. For example Valve got Michael Abrash who worked on the Quake engine and could aid Valve in pushing it even further.
Daikatana team was dry on talent and Romero somehow didn't see that.
>>
>>2918868
why? it's a great map. if anything deserves an apology it is that the rest of E4 afterwards does not live up to the readme's promise ("a new, never-seen-before FOURTH EPISODE that makes the first three episodes look like a walk in the park!")
>>
>>2918870
I think he learned a lot from that, Dai-Katana probably humbled him quite a lot, he flew too close to the sun and he knows that.

>>2918890
Dai-Katana shifted engines once and was delayed a few years.
It's not a bad game, but it's not a good game, it's a mediocre game which couldn't live up to it's hype and it had some issues during development.

Duke Nukem Forever shifted engines like 3 or 4 times, and was restarted from scratch many times, was delayed for over a decade, before it was bought out and a tiny team in a kitchen was paid to hurriedly patch together what they had in a rush. So DNF was the most delayed game ever, it, yet it was also rushed, quaintly, which is why it's the worst shooter of the century. DNF had MASSIVE problems with development.

Dai-Katana cannot compare to Duke Nukem Forever because Dai-Katana had neither as many problems, nor was it even close to as bad.
>>
>>2918909
Idk I thought they were pretty hard
>>
>>2918870
I think his circumstances have changed quite a lot since then. It's no longer the late 1990s, where's he's a fresh young millionaire and one of the hottest game designers in the world.
Like >>2918913 said, Dai-Katana was probably a big reality check.
>>
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ooooOOOOHHHHH
ha YAH! ha YAH! ha YAH! ha YAH! ha YAH! ha YAH! ha YAH! ha YAH! ha YAH! ha YAH! ha YAH! ha YAH! ha YAH! ha YAH! ha YAH! ha YAH! ha YAH! ha YAH! ha YAH! ha YAH! ha YAH! ha YAH!
>>
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>>2918931
LICK-IT-YA-LICK-IT
>>
>>2918513
>i found out about this on fucking facebook
god damn
>>
Considering how spartan Episode 1 was, even with Ultra-Violence, Romero's E1M8 is great but is pretty much nothing like how the difficulty scaling normally would be. Also kinda feels like it wants to be something else entirely; while the original E1M8 focused almost entirely on the Barons for the climactic boss encounter, I guess Romero realized that to modern Doomers the Barons were just a tough Imp by now so their fight feels more like an aside note in a fancy teleporter room.
>>
>>2918725
>25 minutes long
that's basically en entire episode, holy shit
>>
>>2918736
mouselook, no freelook, no jump right here
>>
>>2918968
aside from the two webms i posted earlier, it was almost entirely unseen, and i did spend a fair amount of time wandering around looking for secrets and such. for comparison:

rdwpa, 26:56, one death - https://www.doomworld.com/vb/post/1544647

dew, 29:10, no deaths - https://www.doomworld.com/vb/post/1544691
>>
>>2918725
>it's my own engine. so no it won't work with gzdoom.

Guess I'll just wait until I can play his level using gzdoom.
>>
Poor guy.

His level is going to be picked apart and scrutinized to hell and back.

The pistol start is a little rough on UV but it's doable. other than that i liked it though.
>>
>>2918983
You can play the level in Zandronum and ZDoom just fine. Dunno what the fuck he's talking about.
>>
>>2918984
maybe but so far the reception has been overwhelmingly positive. now admittedly some of that is going to be fanboying but i believe it is a genuinely good level and i am hard to please
>>
>>2918991
>>2918983
he's talking about his recording software, duh
>>
>>2918991
he asked what software did i record the map with. i said, i used my own engine. of course it's playable in gzdoom but gzdoom doesn't have my video output code (and nor should it). sorry for the misunderstanding.

>>2918994
thank you, at least someone didn't misunderstand me
>>
That was a dang good level. Romero still knows level design.

But I dont think Daikatana's faults was the level design
>>
>>2918998
>(and nor should it)

What are these fighting words all about?
>>
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>>2918862
>>He's stated before that with modern computers, a new FPS should be 10x faster than the original DOOM

Holy fuck.

I hope he succeeds with that.
>>
>>2919004
you misunderstand. my video output code is very very minimal and thus entirely un-user-friendly. i am enough of a nerd to be able to remember all the ffmpeg options and am happy to type out three mile long zsh commands to do video conversions but most users would find my code utterly useless. hope that explains. i am not dissing gzdoom at all, i am saying my code isn't good enough for an engine that other people use. again sorry for the misunderstanding.
>>
Don't forget to disgrace the level by running it with Brutal Doom.
>>
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I made an oopsie
>>
>>2919010
>and am happy to type out three mile long zsh commands to do video conversions

why not make a function in .zshrc

beats getting carpal tunnel every time you want to convert to webm
>>
>>2919018
i'd have to edit it every time to fiddle with the parameters. i usually end up finding the previous one from the shell history and tweaking it.
>>
>that text document

What the fuck? I'm not the only one who noticed this right?
>>
>>2919010
My mistake then. So many people on this site are such pessimist assholes that I feel I have to be on guard at all times and expect it. I sometimes forget that the maturity level of /vr/ is way above that of /v/ and some of the other boards here.
>>
How do I get PRBoom+ to not load DOOM 2 every time I run it?
>>
>>2918862
What is with this mentality? Why do people want FAST fps games? There's no strategy, there's no challenge, it's just AVOID BLAST, KEEP MOVING.

Doom was paced well, and anything more frenzied than that is destined to be shit. That's why games like Serious Sam were never massive hits.
>>
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>>2919034
Would you rather sprint around like a maniac killing pop-up targets with ironsights as you fight the evil russians/terrorists/bad guys yet again in another CoD ripoff?

Doom and those that mimic its design properly are games that gain their difficulty by enemy composition and level design blending together to create complex challenges, yeah. Serious Sam just puts you in an area that's either wide-open or has lots of little hidey-holes enemies will attack from as you get swarmed by waves of either the same enemy or a clusterfuck. But that doesn't mean a 'fast' FPS is going to be Serious Sam design. Especially if Carmack knows what he's doing in level design and still has that Doom touch.

The problem then becomes, "How does the player's speed and capability, both character-wise and skill-wise, oppose the level challenges and how do we design the levels around that?"
>>
>>2919034
IMO having to move around constantly to avoid damage is more interesting than being so slow you can't avoid damage followed by "YOU'RE HURT! TAKE COVER!" and wait behind convenient waist-high pile of rubble while health recharges
>>
>>2919034
>Why do people want FAST fps games?

Because most of those retards are people that never even played those original games and they assume that Doom was just like Serious Sam.
>>
>>2919031
prboom-plus -iwad doom -skill 4 -warp 1 1

or use a launcher
>>
>>2919034
>there's no challenge, it's just AVOID BLAST, KEEP MOVING.

I take it you're not a big fan of shoot-em-ups?
>>
>>2919031
If you're running from the command line, you can do prboom-plus -iwad tnt.wad or whatever.
>>
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>>
>>2919051
Shmup, or danmaku?
>>
>>2919059
he actually did it

the absolute madman
>>
>>2919045
wrong John, my friend. :)
>>
>>2919059
JUST
>>
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>>2919062
>>2919070
That wasn't even Brutal
>>
>>2918870

That was a long time ago at this point. I think he's learned his lesson. Also, as others mentioned, the game's development had many other problems are than Romero himself. One story I read stated that half of the development team were pronouncing some of the character's names wrong.
>>
>>2919071
the absolute MADMAN
>>
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>>2919078
just fuck my shit up senpai
>>
>>2919089
Fuck, now i need to replay this level with Wolfenstein enemies
>>
>e1m8b
>with samsara

Ow
>>
Now I need to find out if it plays well with project msx
>>
>>2919091
It's funny because the Duke 3D mod I use replaces every single imp with a pigcop. Which is really fucking unbalanced, really damn fast. But since this map is so reliant on shotgunners, most of the pigcop ambushes are outdoors while most of the indoor ambushes are either the fodder enemies or those goddamn exploding drones in point-blank closequarters.

The map is basically unplayable without extreme caution.
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Someone do it with Hideous Destructor and report back.
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Here's the new article.
http://www.gameinformer.com/b/features/archive/2016/01/15/doom-a-new-vision-of-hell.aspx?PostPageIndex=1

We've got Teleporters, Jump Pads, The Summoner, Colored Skull Keys, and hard to spot Spectres.
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