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ANGRY SKELETON
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DOOM THREAD / RETRO FPS THREAD - Last thread >>3073831

DOOM/II/ULTIMATE/FINAL/64
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~

FAQ/PASTEBIN
http://pastebin.com/vPbiw4NR

SO YOU WANT TO PLAY SOME...
Doom: https://data.desustorage.org/vr/image/1448/27/1448271860636.png
Doom download: https://yadi.sk/d/469ydBaLndVCJ
Quake: https://data.desustorage.org/vr/image/1405/27/1405272990521.png
Duke: https://data.desustorage.org/vr/image/1403/19/1403195896088.jpg
Thief: https://data.desustorage.org/vr/image/1456/09/1456095399293.jpg

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.doomworld.com/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

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

== /VR/DOOM COMMUNITY ==

IRC
irc.zandronum.com #vr (key in faq)

THREAD ARCHIVES
https://desustorage.org/vr/search/text/%22doom%20thread%22/type/op/

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K

COMMUNITY PROJECT
Make a Boom-compatible E1-themed Ultimate Doom map.
Status: https://desustorage.org/vr/post/3019509
>>
===NEWS===

[03-20] The UAC Fucked Up Yet Again updated
>>3078225
http://www.mediafire.com/download/atixtqd84686ptc/TheUACFuckedUpYetAgain.wad

[03-20] TNOTMWOFOLBTIDIDWTSOCSNTITNOTM updated
>>3075836 >>3077167 >>3078141
https://my.mixtape.moe/sifgxq.zip

[03-20] Anon mod release: TennisGun.pk3
>>3077575 >>3077598
https://www.dropbox.com/s/gqwe24q1skoe6da/tennisgun.pk3

[03-20] Refinery 03 (/vr/E1 submission) updated
>>3077303
https://drive.google.com/open?id=0B4A_W_qt7N94VkdjOEFxNWRIZTA

[03-19] Anon map release (unknown title)
>>3074824 >>3076313
http://temp-host.com/download.php?file=kd73sp

[03-17] DUMP 2 closes; final submissions
http://forum.zdoom.org/viewtopic.php?p=893335#p893335
- Filth.wad >>3070390 >>3070967
https://drive.google.com/file/d/0B8xWmOI7IYl3cEpUN3V1c2JzeFk/view
- I SURE FUCKING LOVE TECHBASES >>3070328
https://mega.nz/#!bAAUwb6B!XIx1c0MrAkbbjPvroXsdhF707bty8xXgMtsKv1PDpZg
- For All Kings >>3069449
https://mega.nz/#!3x12nb4R!nKuFDFwuzFOQUGU8AKSMGt-_IJ21Jc6Qzm0NdvHATRs
- DOA >>3068649
https://www.dropbox.com/s/79sl98cksh0hmf4/DOA.wad

[03-16] Anon Map Releases
- TrainV3 >>3069853
https://www.dropbox.com/s/kt5xmyomic1tkai/TrainV3.wad
- ARCH17 (for Quake) >>3067654
https://www.dropbox.com/s/ot42kt54st0re3n/arch17.bsp
- Sentient Penis Driving Car v0.9 >>3065528
http://temp-host.com/download.php?file=wd73ej

[03-16] DUMP Submissions
- Defecation Foundation >>3068290
https://www.dropbox.com/s/y4dg1f6sluy8yz9/Defecation%20Foundation.wad
- DOPADUMP >>3063865
https://drive.google.com/file/d/0B4mwJRa7e5VpWkRwS3kxVW9takU/view
- Dark and Dreary (final) >>3063156
https://www.dropbox.com/s/ry4x8qijhqcjqk5/Dark%20and%20Dreary%20Final.wad

[03-13] Anon Map Releases
- Autism!.wad >>3060465
https://mega.nz/#!p8dxwYgb!DzLGA984kBso09AKxXKsH3Xfa4Xx3OI2thShv6XEUHg
- pincer.wad >>3060250 >>3060401
https://mega.nz/#!i0UGTL5K!FIq5GeLyNtxSxt_qzuXaRZ_dGLMfPNkLA1FUhZicpJo

===

To submit news, please reply to this post.
>>
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1st for oc donut steel
>>
>>3078447
Eye caramba!
>>
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Searching sound on zdoom wiki gives me stuff about actor sounds, sound channels, ambient sound and all that. What I want to know is the exact rules for sound travel though. Specifically, I want sound to go from this room the the "top" of these pillars, without having to lower the pillars. (IE the floor of the pillar is above the ceiling of the room)
>>
>>3078461
make a small dummy sector in three parts:

- one merged with the lower part of the room
- one merged with the "room above the pillar" sector(s - you may need multiple)
- and joined to both a sector of sufficient height to encompass both.

for example if the below room has floor 0 ceiling 128 and the upper is floor 128 ceiling 256 you need a connecting sector with floor 0 ceiling 256.
>>
>>3078454
Thanks doc
>>
Anyone have any experience getting Unreal Tournament up and running under linux? Running Ubuntu Mate 15.10 and will be working on getting it running when I get home from work but google was damn near useless. Not sure if there's an official port or if I have to use Wine or some shit.
>>
>>3078480
Took me a bit long to figure out what you mean with dummy sector, but I figured it out and it worked then. Thanks senpai.
>>
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So I've made three or so maps in Doom Builder, and I feel like I've got a pretty tight grasp on basic level building and all the features there. So what's next? What order should I get into the more advance stuff? I'm thinking about starting with making my own textures, then monsters, then weapons? I'd really like to guide myself through this slowly and safely, so if someone could provide a list of least advanced to most advanced stuff, I'd really appreciate it.

I've started playing through other's wads to see what they've done, but I've only scratched the surface and still diving into it.
>>
>>3078536
Is that thing on the wall supposed to be a look into space or a painting. Because all the wooden textures make it look like a painting.
>>
>>3078454
danke doktor
>>
>>3078503
There was a Linux port by Loki Games back in 2001-ish, and takes jumping through hoops to actually get running on a modern system because it uses oldass libraries.

Wine is the easiest way to go. I think the GOG Games release has it set to use the 3DFX Renderer with a Glide wrapper by default.
I think the Glide wrapper might fuck things up so you'd need to change the renderer to OpenGL.

I'm installing it now to check for you.

I'm assuming you mean UT99 and not 2004.
>>
>>3078454
Appreciations, apothecary.
>>
>>3078530
it's a general term for sectors that aren't part of the visible level but only exist to control effects, or hold monsters for later teleporting, or whatever. sometimes also called control sectors for obvious reasons.
>>
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Just got Doom64ex running on Linux after a lot of fucking around.
>>
That gross Baron edit last thread reminded me that the artist for DOOM 4 "Call of Doom" wanted all of the demons to be anatomically correct.
I'd post the official Pinky design with the fucking nasty dick and scrote if I could find it again.
>>
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>>3078613
>gaming on linux
>>
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Alright, I updated Defecation Foundation. I made it more fair, AND I added in new music. Hopefully it's not as *shitty* as it was before.

https://www.dropbox.com/s/y4dg1f6sl...dation.wad?dl=0
>>
>>3078627
Aaaaaand I fucked up the link

https://www.dropbox.com/s/y4dg1f6sluy8yz9/Defecation%20Foundation.wad?dl=0
>>
Oops. Posted on the old thread.

>>3078205

Did you make this in TEXTURES? If you did, well done
>>
>>3078627
I played the old version. It was tight on ammo, but just barely doable. I'll try this one for you. Not term, by the way. Hope he sees this.
>>
>>3078641
It was just done by stripping sprites from doom- from the hands and the BFG.
>>
>>3078646

Fair enough. This is doable in TEXTURES though.

It's amazing how parts from the BFG can cobbled together to make other weapons
>>
I wonder if term would let me just save this map I worked on for the next DUMP. I'm too late for this one and I don't want to let this map die.
>>
Someone in the last thread referenced term's playthrough of dump 2. I can't find any mention of this on doomworld or the zdoom forums though. What's the situation?
>>
>>3078678
Check his twitch. I wish he announced he was doing this, but I'm glad I checked, otherwise I wouldn't have seen his criticisms.
>>
>>3078620
I don't think anyone would have the balls hyuk to actually put a fully modeled dick n balls in their game.

GTA5 is the only game I can currently think of where I've seen an uncensored ponos. Porn games obviously don't count.
>>
>>3078684
Can't watch it now - does he archive streams?
>>
Hey Term, that test build compiled yet?
>>
>>3078709
It's under his past broadcasts. He might upload it to his youtube, but i'm not 100% sure.
>>
>>3078707
In Dante's Inferno, you fight Lucifer as a final boss and he's fucking hung.

https://youtu.be/Y4eajk8jxJQ?t=104
>>
>>3078716
Cheers m80
>>
well I threw map_name.zip at /idgames, let's see if it shows up anytime
>>
>>3078723
Shit I totally forgot about that game.

If I remember correctly, didn't Cleopatra have some weird shit going on with her nipples?
>>
>>3078738
https://youtu.be/4zQMJB8PSJM?t=1643

She had mouths for nips, apparently.
>>
>>3078620
I've never heard of that before.
Are you thinking about some of really fucking weird designs for Doom 3?
>>
>>3078743
This game had some pretty cool ideas about hell.
Shame the gameplay was ... average
>>
>>3078678
Got to see mine (MAP35). Lots of things I didn't plan jumping for, notably the powerups in the throne room. It's more of an issue if you take them at the start anyway. No goodies to help with the archvile blitz he passed on after he blew himself up.

Jumping over the lava river was not planned for either. Someone in chat pointed out the intended way to cross the river, but I don't think term noticed it on stream. I expect the player to shoot the imps and run down to the other side of the river from the ledge they were on. Both are perfectly fine. I love sequence breaks.

Good choice of skybox and music for the map by the way. I just was focused on making something playable. I wasn't thinking about details like the sky and music. Maybe I'll make some more maps as anon until DUMP 3 comes along.
>>
>>3078625
Not the guy you're replying to, but if you're gonna try and game on linux, Doom is a pretty good choice.
>>
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>>3078723
>Lake Cocytus
>>
>>3078661

Sure. One map for DUMP 2 was something someone started years ago that he finished.
>>
>>3078760
>>3078707
Fuck.
Now I've gotta go hunting down the original concept work for 2012 DOOM 4's Dick Pinky.
>>
>>3078620

I wouldn't do that if I were you. I was the one that originally posted that on here and got banned for it, even though it obviously wasn't porn.
>>
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I really love making hell levels.
>>
>>3078781
what was the source for it?
>>
>>3078684

I didn't announce it because there wasn't really much to announce.
I had finally finished compiling all the maps, a lot of people was asking what I thought, so I decided to give them a quick run-through for my first impressions. They're hardly any in-depth reviews, just quick runs and "oh this looks cool/this doesn't".
If you want to see the second half, though, I'll be doing it again later tonight in about three and a half hours, 10 EST.

>>3078709
>>3078716

Yes. Twitch deletes streams after X days, though, and people have been wanting to see them for longer so I upload to an alternate channel on YouTube now so they don't fill up my main channel.

https://www.youtube.com/watch?v=Bpxp7JYL5oI

Got to about map36. They're just quick impressions, but hey.

>>3078715

All the maps are in, sorted, and working, yes. That was a haul and a half.
All that's left is for the hub mapper to finish updating his map to accommodate for all the slots and for Yholl/Shivers to finish the bo
Once those are done, then I'll be able to do the first public test release--though I hope it's soon, since we're approaching the end of the month fast.

If you really want to see the current build as it stands now, then here:
https://www.dropbox.com/s/tt5ey6ngh4ai3wh/DUMP-2-test0.pk3?dl=0

You'll have to manually go to each map by virtue of map map03 or etc.

Enjoy, mate.
>>
>>3078794

Piss. Forgot to note, none of the updates posted in this thread/the ZDoom/Doomworld thread are in yet. I'll be doing that later today.
Sorry.
>>
>>3078781
What was the guy's site again?
It was his professional portfolio website.
I remember that the Pinky shots were a few renders of it, textureless, front and back.
>>
>>3078790

I forget who the artist was, but it was basically a mix of Doom 3's hell knight and a pinky with a gigantic dong.
>>
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>>3078620
>gross
Because it had a dick or because the dick was gross?
C'mon, I'm always open for feedback. I want to learn to draw better dicks.
>>>/trash/1971035
>>
>>3078801

Can't remember.
>>
>>3078794
>This video contains content from Columbia, it's not available in your country
What the fuck m8
>>
>>3078781
You motherfucker, post it under a spoiler, or post a link to it on imgur.
>>
>>3078806

What country are you in?
>>
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>>3078785

when are you going to finally release TOP 2 you fuck
>>
>>3078819
I'm not scallanio, just another dude who really appreciated the PSX DOOM style
>>
>>3078813
Good old 'Murica of the US of America.
>>
>>3078439
I have been trying to play project brutality.

The game locks up if I pop someones head with a head shot.

What might be causing this?
>>
>>3078794
Blocked in the US. Odd. The music I heard when I watched the archived broadcast on Twitch was all midi. I'm surprised they got you for that.
>>
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>>3078834

Ohoho here we go
>>
>>3078804
I think the penis itself was well drawn, I just don't want that shit in Doom.
>>
>>3078834
Are you using a fully up to date gzdoom?
>>
>>3078834
Check the instruction manual. Project Brutality has some tight requirements for load order. It runs fine for me on the March 18th GZDoom build. If your load order matches the instructions, try updating that.

>>3078836
Come on please no. I've been playing Brutality recently too. It's hit and miss in Doom 2's vanilla levels. MAP15 was NOT fun with the beefed up hitscanners. And now I've reached the Chasm and I want to quit. I haven't moved yet, but I HATE this fucking map.
>>
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>>3078830
It's regulated so that you won't get freedumbs-overdose.
Works fine to Finland.

>>3078836
More fitting for the previous thread.

>>3078834
Try eliminating all non-essential other mods. If problem persists, update your shit and reinstall.

>>3078839
I dunno, man. Demons are pretty rapey. Though I did post it in the main thread mostly because it was so fucking awful at the time.
>>
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>>3078851

What he means is that there's already enough autism in Doom and there doesn't need to be any more.
>>
And yall motherfuckers laughed at me when I asked if there was a Brutal Doom 64 ROM hack

http://www.pcgamer.com/brutal-doom-creator-is-working-to-make-doom-64-more-brutal/
>>
How often does Romero come here?
I wanna know if the Daikatana stream is still happening.
>>
>>3078856
"Following the GZDoom port of Doom 64, BD-64 revitalises the old Doom 64 with new special effects, particles, lightning, gore, new sounds, more weapon animations (shotgun reloads, smoother minigun barrels, etc.) and monsters and stuff cut from the original Nintendo 64 version,"

>shotgun reloads

FUCK OFF WITH THIS SHIT, IT DOESN'T BELONG IN DOOM
>>
>>3078853
Nudity is autistic?

>>3078828
Did PSX Doom have much different visuals besides the animated fire sky, coloured sectors and hilariously butchered weapon-sprites?
>>
>>3078872
>Nudity is autistic?

There are a lot of people that feel very strongly about Doom porn and go to great lengths to let people know how much they totally don't care about it.
>>
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>>3078867

Romero here. Every single post in this thread except you is me samefagging.

Looks like it's just you and me :)
>>
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>>3078870
Are you fucking retarded, or what?
>>
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>>3078878
Fuck off Romero, or I'll make you my bitch.
>>
>>3078879
Yes, a split-second animation to balance out a weapon tied for second strongest in the game is the same as your regular shotgun having a four second-long reload.
>>
>>3078884
>moving goalposts
>>
>>3078885
>Defending lengthy, unnecessary reloads in Brutal Doom
>>
>>3078886
He wants to add the shotgun reload animations from the original games, you fucking sperg.
>>
>>3078872
>Did PSX Doom have much different visuals
Not really, but a lot more goes into the style aside from the visuals. Like the music, reverbs, sound effects, use of darkness, PSX felt a lot more horror-like. The music which evokes the feeling of hopelessness, the dark and dreary aesthetic and gritty sounds are on another plane compared to the original DOOM.

PC Doom felt a lot like a fast-paced arcade-action shooter with bright(ish) levels, rock music and just a whole 90's vibe. The two are quite different, despite being mainly the same game.
>>
>>3078894
Yes, I remember the original shotgun from the original Doom reloading. Just like with the assault rifle, and the grenade launcher!
>>
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>>3078903
Now you're just pretending to be retarded.
>>
>>3078903
talking about the pump animation and ssg reload, stop being dense
>>
>>3078903
I'm not defending Mark here, but I'm sure he means he's changed the DOOM 64 shotgun to behave a bit more like the DOOM shotgun, as in, it has a pump animation, as opposed to just kicking back a few frames like in the original 64 version.
>>
i don't care for the type of reloads where the gun doesn't just fire until you completely run out of ammo but needs to be manually refilled from carried ammo every <some small number> of firings. i realise my preference is unrealistic but it's a game where you run around in space and shoot demons from hell so i don't care about realistic.
>>
>>3078870
Did you not watch the video? He never reloads the shotgun
>>
>>3078840
That was it.
>>3078848
My gzdoom was out of date

Looks like I have the brain problems.
>>
Anyone had any issues with psx-doom? The batch file just starts Doom 2 with no hint of psx doom.
>>
>>3078928
Yeah but it also says "Early Alpha"

Knowing Brutal Doom he'll probably add it in the "finished" version
>>
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unholy windows of the unholy cathedral in the unholy hell on unholy mars

(???)
>>
Anybody still mess around with oblige maps? Currently finetuning two configs for brutal doom and real guns advanced 2: mw2.
>>
>>3078970
is that a map you are doing? it looks pretty good
>>
>>3078970
What style of cathedral are you going for?
>>
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>>3078870
>FUCK OFF WITH THIS SHIT, IT DOESN'T BELONG IN DOOM
>I feel really strongly about optional mod content that I don't like and won't be using, but I really want to tell people this is wrong and they are bad for using it

Chill out, bro.
>>
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>>3078983
Thanks. Yeah, I'm >>3078785

>>3078985
The best kind. Abstract.

more hallways & lighting.
>>
>>3078141
The roaming pinkies in this map are agitating as fuck.
Good job.
>>
>>3078878
>Romero here.

Now you made me wonder what low-effort Doom project will remain dead thanks to a team member wasting time pretending to be John Romero on a chinese imageboard
>>
>>3078441
New World Record:

https://www.youtube.com/watch?v=GPhVDe0Vj-s

Doom 2 N! 23:06 Single Segment

Pretty neat
>>
>>3079093
>23:06

uhhh

>nightmare

oh ok, i thought this was a mistake (uv-max run is literally 20 mins)
>>
Does anyone else find that Putrefier is all kinds of chuggy in some places? I've got a pretty decent 'pooter and up to date GZDOOM but it still seems treacle slow sometimes
>>
>>3079108

Have you tried an older GZDoom build? Putrefier was released before the whole OpenGL thing, so you might want to try anything before 2.0
>>
>>3079093
Calling bullshit,he takes way too many hits at all times and doesn't get damaged nearly as much as he should.
>>
>>3079132

I'm afraid to inform you it is legit. This is the dude who holds the UV-Max world record, and nobody will recognize a broken Doom world record unless you provide evidence via a demo

And this is Zero-Master's proof in case someone needs it
https://www.doomworld.com/vb/post/1575893
>>
>>3078878
how does he have such beautiful hair?
>>
>>3079262
Indian heritage.
>>
Which map is The UAC Fucked Up Yet Again replacing? I'm not on my PC so I can't break the .wad apart and see what level it's supposed to be
>>
>>3079307
It's supposed to be map12.
>>
>>3078541
learn ACS
>>
>>3079093
Hope he does a TNT nightmare run some day.
>>
>>3079132
Sounds to me you don't know how doom's rng system works.

And what >>3079142 says. Speedruns are not recognised as WR unless there's a demo to prove it, and it must be recorded through Vanilla, or Vanilla accurate engines (ie, Chocolate Doom, Competition Doom).

Zero Master always uses Competition Doom when recording.
>>
>>3079308
gotcha - thanks
>>
>>3079307
I learned something useful while watching Term play through the maps yesterday: you can write "listmaps" in the console and it will show you the whole maplist.
>>
>>3079381
well shit, that's neato
>>
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Gentlemen.

Finally got a break from my uni, so I got to work on the Gun Godz port. Get the new Chapter 2 here:

http://www.mediafire.com/download/73dp39bl26euuek/GunGodz_0.6.pk3

As always, all feedback is appreciated.

+Added Chapter 2: Deep in the Sewers
*As usual, 3 levels + 1 secret level
+Added actual Menu Sounds
+Like in Gun Godz, guard enemies sometimes take a moment to notice your unwanted presence.
+Guard enemies are a little more aggresive.
+Fixed some details with the font. Still working on it.
+Maps are now named with the GGL Prefix instead if MAP.
*Changed the Menu background color from yellow to black
-Reduced the fire rate on the Venusian Shotgun
-Reduced the damage on the Venusian Chaingun

+Added the Rat King boss.
[IN BETA]+Added a new placeholder Select animation on the Golden Venusian Pistol
[IN BETA] +Added weapon actor GunGodManual. Summon weapons out of nowhere that kill everything they see. Pistols are nice grunts, shotguns act best as guards, chainguns work best on single targets and rocket launchers offer great support fire. (Slot 6)
[IN BETA] +Added weapon actor Airhorn. Can you hear me now? (Slot 7)
[IN BETA] +Added weapon actor CrownOfGuns.
[IN BETA] +New IMAGUNGOD powerup. Replaces Invincibility Sphere
>>
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>>3079568
>this entire post
POP POP
>>
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so is duke nukem 3d, Nam!, blood and shadow warrior's co-op all fucked or is there a way to do it other then using dosbox?
>>
Is there a brutal doom style gore mod with no gameplay changes out yet? I looked a while ago but couldn't find anything.
>>
>>3079685
Ketchup is the closest you'll egt
>>
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What do the other demons go?
>>
Any good non-90's megawads that play like Memento Mori 2?
>>
>>3079695
The Cacodemon hisses like a cat.

Does that mean they also purr like cats?
>>
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>>3079695
The baron of hell goes:
>>
>>3079780
Slower than a Corvette?
>>
>>3079714
Reverie?
>Inspired from and made in the style of 90's megawads.
https://www.doomworld.com/idgames/levels/doom2/megawads/reverie
>>
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How do I make a 50/50 weapon randomizer?
>>
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>>3079568
The only good thing to come out of Vlambeer's shit is Yung Venuz.
>>
>>3078630
>>3078627
zdoom 281 first demo, dies once early on. i hadn't played this before.
http://temp-host.com/download.php?file=bw22vx
this was pretty good
obviously i went the wrong way at the start, and died for it. it seems nonlinear but it is a false choice.
i enjoyed the accidental infight at the blue key fortress, good use of height differences there
the boss encounter at the end also was impressive due to height and also good lighting contrast
individual parts/rooms are good but the map as a whole is piecewise and disjoint.
you also seem to backtrack a lot through empty places.
the secrets were funny, i shot at a few things that amused me.
shame it requires jumping, else it could be a boom map.
>>
>>3079904
50/50 weapon randomizer what. 50/50 chance that it fires blanks? 50/50 chance that there is no weapon on pickup? 50/50 chance that the weapon will jam?
>>
>>3079916
I want it so that on a certain weapon spawns there's a 50 chance of it spawning weapon 1 and 50 chance of it spawning weapon 2.
>>
>>3079918

actor shotgunmixer : randomspawner replaces shotgun
{
dropitem "shotgun"
dropitem "supershotgun"
}
>>
>>3079916
Use a random spawner. http://zdoom.org/wiki/Classes:RandomSpawner
Like this:

actor ShotgunReplacer : RandomSpawner replaces Shotgun
{
DropItem "Pistol"
DropItem "BFG9000"
}
>>
>>3079928
>>3079931
Thanks, that works.
>>
>>3079685
>>3079687
There is one other, one which name I don't know, but I've seen it on some gameplay vids.
Ketchup does just red blood, I've seen one with the correct colors, blue for caco, green for knights and barons.
>>
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>UACFuckedUpYetAgain

Did I miss something, or is this thing supposed to keep spawning Imps until GZDoom crashes?
>>
>>3078794
Just watched the stream of Fountain of Filth. I assume the switch texture errors are from me not realising that s maintenance tool counts textures only used in switches as unused textures and so removes them. They were restored in an update but like you said you didn't play with the update, so that's expected.

That's the first time I've seen the chaingunners on the left side kill themselves with infighting before the player gets back there after the slime passage. Either that or they walked out somehow - I've never seen one make it to the main passage before either. Odd.

The chainsaw area is a secret because I thought players might not notice there's anything there and just think it's a monster closet. I'll admit it is a bit of a Scythe secret (i.e. a shitty not really secret secret). That's not a dig at the overall quality of Scythe though, just its secrets.

The absence of radsuits was intentional: I aimed to make the player move fast through the slime passage. I wasn't expecting them to go for 100% kills under a radsuit timer.

I don't know what I was thinking with the ambush pain elemental - probably something along the lines of "fuck I wish I could sleep right about now". I might change it to an arachnotron to force the player to backstep and act fast or get plasma'd to death.

There are two big changes in the more recent version:
>Once you get the final key, a door blocks your exit from the fountain area for a minute or so. This won't affect people who like killing things, like yourself, but it does prevent people taking the easy way out and bailing. At least for a minute or so.
>The final surprise in the exit room which you didn't get to is now replaced by one archvile per difficulty level because I'm a dick.

Another thing I noticed is that there's not really enough ammo to stay and kill everything in the final ambush. I might make some ammo teleport in as well around the edge of the courtyard.
>>
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>mfw doom shitters
>>
>>3079943
i think you mean this:

http://forum.zdoom.org/viewtopic.php?p=698284#p698284

it's old though, i don't know if anyone's done the same for ketchup v5.
>>
>>3079972
it's meant to be a scripted battle between marines and invading demons, but in every version i played, it ended eventually. i haven't played the latest update though
>>
Is there some sort of trick or additional map tool to make transparent brushes and/or textures in Quake 1? I've seen a number of mods and maps that have such features, but can't find any information on how it actually works (for Q1 at least, most of the results involve Q2 or Q3A which isn't what I'm looking for).
>>
>>3079093
wew

that recent plutonia nightmare run is still the best thing i've ever seen when it comes to doom
>>
>>3079093
>3:49
heh. he didnt have to kill those pinkies but he did cuz fuck pinkies eh?
>>
>>3080015
>wew
i see this posted a fair bit. is it onomatapoeia for wiping sweat from ones brow?
>>
>>3080009
it means "i am a disgruntled 30 year old who is upset that my favourite 90s fps doesn't have a large modding community like this more popular one, so i will and call every one of its fans babies, shitters, or teenage halo fans pretending to like an old school game for hipster cred, constantly for three years straight"
>>
>>3080015
>plutonia
>nightmare
indeed, hard to top this
>>
>>3080026
Actually it means you shitters are a disgrace to every retro FPS in existence, most of all Doom. You're basically the cowadoody fanbase equivalent of /vr/ and you know it :^).
>>
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I feel like getting poster of this, they seem to be pretty cheap.

Buy/No buy? I think it's pretty timeless.
>>
>>3080024
wew lad

>>3080047
i think it's the same runner. funny how every game seems to have its own speedrun god. souls/bloodborne games seem to have the 100% wrs all by the same guy, too.
>>
>>3080024
a mix of 'whew' and 'wow'?
>>
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>>3080058
Just print it in some printing house
>>
>>3080073

Yeah, I probably will. Cheers m8
>>
>>3080073
>Romero gave his signature a copyright

what
>>
>>3080083
THE ABSOLUTE MADMAN
>>
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>>3080084
>but this thread is clearly full of old-school doom fans
kek, no
>>
>>3080084
>>3080090

>"that didn't work, better try with brutal doom!"

now tell me redditor
>>
>>3080084
e3m8-dis_is_bait.png
>>
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>>3080084
>the mod captures the spirit and essence of doom perfectly
Nah.
>>
>>3080084
BD is a good mod, i played a couple of the older versions quite a lot before i tired of it. in the end, a gameplay mod can be a nice place to visit, but i wouldn't want to live there. i like high resolution, no limits on map sizes, and more information on the hud, but that's about all i need, so i stick with hacking around with the prboom sources.
>>
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You know what this thread needs, revenants.
>>
>>3080010
Oh nevermind, I got it. Ripped apart another map and it turns out most sourceports can just use an 'alpha' field applied to any func_ brush (wall, illusionary, etc).

Wish that was easy to find with Google.
>>
>>
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>>
>>
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To the guy that made the Dakka mod, thank you so much for a solution to a problem I've been having, how to give a player reduced self-damage without screwing up deathmatch.

Giving the player a protection powerup on the exact moment their rocket explodes is genius.
>>
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Oh fuck wait no this is an archvile I fucked everything up I'm so sorr
>>
>Congestion 1024
>Caco District

Why.
>>
>>3080084
This is bait.

I think BD is pretty fun but the novelty wears off really quickly. For the most part, I like Doom because it's Doom. I don't play gameplay mods too often and BD isn't really a top pick for me.

Also, is there any reason to play vanilla BD over something like Project Brutality?
>>
>>3079668
For Duke3D there's XDuke (no idea how it works on Windows 10) and YANG to guide the netplay.
>>
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>>3080073
Did Romero put a fucking copyright-sign to his own name?
>>
>>3080163
Yeah.

Is it a joke or has he actually copyrighted the phrase "John Romero"? We just don't know.
>>
>>3080117
>Plutonia in a nutshell
>>
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This might work out in the end. I have no idea why it doesn't lag at all.
>>
>>3080210
From the thumbnail it reminded me of an anus
>>
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>>3080216
it looks more like a Ribbiks map.
>>
>>3079972

what mod are you using for the blood/monster corpses?
>>
>>3080257
Ketchup and Smooth Doom
>>
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>Legendary Overmind

FUCK
>>
>decide "you know what, fuckit, I'm gonna try learning doom mapping today because why the fuck not"
>look up tuts and shit
>trying to figure out what the fuck to do
>run across DUMP 2
>"oh shit this looks like a great way to try-"
>deadline already passed

yay timing
>>
>>3080279
don't they conflict at all?
>>
>>3080306
it got 60+ maps so yours probably would have got lost in the noise anyway
>>
>>3080305
I know your pain anon.
That is, until I got my legendary rocket launcher that has "Whenever you kill an enemy with this weapon, you gain a stacking 3 times damage boost for a short time"
Clear room with rockets, BFG the fucker. Or spam it with my berserker chaingun because I'm at 20% HP. Berserker at 20%HP +3x damage boost is sick damage.
>>
>>3080310
If you mean "Did you have to sacrifice a goat during a pagan ritual to get them to work together" the answer is no. Ketchup doesn't work with GZDoom 2.2 so I just use 2.1.

Other than that, they each have their own set of menus. Smooth Doom overrides Ketchup's so you'll have to load just Ketchup first, then add and configure Smooth Doom. Assuming you use ZDL like I do.

Anything else I can answer?
>>
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>>3080092
I like this idea
>>
>>3080324
no, that's fine, i just thought since they both replace blood actors there would be a conflict. but you say this is not the case, so, fair enough.
>>
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>>3080345
and here is a variation
>>
>>3080345
>>3080348
i was actually referring to this, i just didn't have it to hand, but fortunately the booru has it. i guess you haven't seen it.
>>
>>3080353
too pixelated for my own taste, but it looks okay
>>
>>3080358
>too pixelated for my own taste

...you don't use filters, do you?

I kid, I kid
>>
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>>3080353
>e3m8
>pain elemental
>>
>>3080381
Huh, you're right
Now I'm slightly bothered
>>
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>>3080381
>>3080391
That's obviously the joke though.
>>
>>3080394
Has Kaiser posted anything new about his work on Blood?
>>
>>3080394
that jump height is quite something, you can leap over people's heads?
>>
>>3080398
jumping over zombies has always been a thing in blood. Otherwise it becomes too easy to get hemmed in by them in large groups in enclosed spaces.
>>
Is there a platform option where the lift doesn't go back down/up after x time? In essence, press button, lift goes to floor and stays there, press button again, lift then goes back to default position. Or do I have to use raise floor/ceiling in sync?
>>
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>>3080394
>that one zombie that gets launched to space
>>
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New Doom thingy about the multiplayer modes

https://www.youtube.com/watch?v=Hr_df-GlX0E&feature=youtu.be
>>
>>3080471
Not too bad, looks good but where is FFA and Duel though?

Gametypes like that are needed.
>>
>>3080415
boom-compat ports have elevator types that will do this http://doomwiki.org/wiki/Linedef_type#Elevators
>>
>>3080473
QUICK, PESTER ID/BETHESDA ABOUT IT UNTIL THEY ADD THEM
>>
>>3080471
>>3080473
Missing imo indeed are FFA, Duel, CTF. Also six maps for multiplayer is quite limited, especially if they're not releasing modtools, since snapmap is for 4player maps only iirc.
>>
>>3080471
Hah, you beat me to it.

Looks rather nice.
>>3080473
Duel can be modded in. I assume FFA can too it's terrible anyways who cares
>>3080478
CTF will be Quake's thing if anything.
>>
>>3080478
CTF, totally forgot about that. I see that as more of a Unreal Tournament thing but having it added would be nice.

>>3080476
Maybe we could ask them about it, get it added. I'm not bothered about duel as that's basically a 1v1 deathmatch wich private games can easily do but FFA needs to be put in as the original Doom had it.
>>
>>3080471
Oh boy, even MORE multiplayer stuff.

Seriously at this point you'd think this game was multiplayer only
>>
>>3080482
>CTF will be Quake's thing if anything.
>ever wanting to see what Bethesda would shit out and call QU5KE

Please no.
>>
>>3080489
How would the Quake/Quad damage logo even look like for Quake 5?
>>
>>3080053
All you really did was prove him right.
>>
>>3078439
is there a quake 3 arena model for the angry skeleton?
>>
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>>3080489
>>3080493
Here is my shitty QVAKE sketch. Except the V would be in front of the quake thing, instead of part of it.
>>
>>3078970
This shit looks cool but I find it weird that the shadows look like the bottom part of the windows aren't there
Or am I seeing it wrong?
>>
>>3080473
game is based on a loadout system, duel would be worthless with loadouts, hack modules, and equipment like grenades. I don't expect them to respect or acknowledge the 1v1 scenes of past doom or quake games. Creating "classic deathmatch experiences" through snapmap is the best you'll likely get, and you'll probably be limited to those premade snap rooms, and I doubt some custom modes made in snapmap will reach any large playerbase, people will want to play the official ranked modes. Some clowns over at a studio responsible for halo and call of duty multiplayer are in charge of multiplayer, those people have probably never heard of duel in their life

>>3080478
there are nine maps
>>
>>3080508
Oh right, nine, the other multiple of three. Still, how season pass/DLC announcement when, because it's obvious.
>>
>>3080505
Could work.

I imagine it being like Quake 4 but instead of the small bumps it would have a smaller version of the central dagger line thing.
>>
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>Soul Harvest
>Souls are weird orbskulls of shit quality
>>
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>>3080505
something like this?
quickly made this, not really happy about it myself yet
>>
>>3080526
That would be pretty cool if 5 was multiplayer only like 3.
>>
>>3080526
exclusive screenshot of sunlust 2
>>
>>3080525
I thought they were soulspheres/megaspheres at first

Kinda wish they were, this looks kind of lame. They could have at least made the skull look like a revenant or a lost soul, like how the megasphere has the Mancubus face.
>>
>>3080528
>That would be pretty cool if 5 was multiplayer only like 3.
It seems like the new Doom multiplayer looks a lot like VQ3, only better graphics and a new powerup - the demon - but it's still too early to tell

I hope that at least it will be as fast paced as the first three, and not a mix of Call of Duty and Quake like the abomination Quake IV was
>>
>>3080482
>spoiler

get the fuck out
>>
>>3080521
>central dagger line thing.
It's a nail, or at least it was in the original Q1/2 logo (y'know, 'cause Quake uses nailguns instead of normal FPS machine guns).
>>
>>3080539
Actually have we seen what soul/megaspheres will look like in the new one?
>>
>>3080471
Nevermind what I just said >>3080540

It looks more like Destiny/Advanced Warfare ;_;

Earlier footage looked better

I hate the jet pack-jump bullshit all "advanced" shooters have these days
>>
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>>3080526
left or right half?
>>
>>3080306
there's always DUMP 3
>>
>>3080554
i've no idea what this is for but i prefer the one with the serif
>>
>>3080554
I'd go with left.
Although something about it bothers me.
>>
>>3080563
The thing bothering you is the no nails. Also, the fact that it would mean quake V.

What if the V is made of two diagonal nails
>>
>>3080547
Why? It adds a layer of speed and airgame to shooters, which had mainly been consisting of "walk around and shoot the guys." I personally love it, it feels like we're slowly slipping back into the feeling of arena shooters, even if it's something as small as this "jet pack-jump bullshit."
>>
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>>3080521
Something like this?

Looks like something out of 40K
>>
>>3080580
rockets for the rocket god
>>
>>3080569
Q3A's logo only had a single line going down the middle that wasn't even a nail.
>>
>>3080584
Aren't there some half-machine technophile nutjobs in 40K?

Maybe a Quake 2 style game in the 40K universe could work. Hell could even be Quake 1, since there are chaos gods and stuff
>>
>>3080586
Yeah but Q3 was multiplayer only. Maybe that's why the logo is different from the other ones
>>
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>>3080569
I'm still not happy about how it looks

It's hard to get a good V with nails

>>3080586
I think you're right

>>3080575
>It adds a layer of speed and airgame to shooters
Ever jumped around in Quake III? Hell, it was almost like flying if you really knew the map well
>>
>>3080592
More importantly, Q3A had no nailgun (replaced by the spinning pointy MG).
>>
>>3079972
It stops when you get the blue key.
Which you, uh, didn't, obviously.
>>
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>>3080598
Team arena did though
>>
>>3080604
It did, but it was more like a slow, projectile super-super-shotgun, not like the classic Nailgun (and renamed Nailgun in Q2) at all.
>>
>>3080612
but the etf rifle was utter balls in ground zero

no seriously the only ground zero weapon even worth using was the prox
>>
>>3080505
>>3080526
>>3080554
>>3080580
>>3080595
The designs are cool but you are forgetting that what they will make for the next Quake could be a reboot of the original so Shamblers and Cthulhu style enemies and levels. The Ranger would return.

Proof is having a reboot of Wolfenstein and a reboot of Doom. Quake I would bet is next.

>>3080589
Warhammer 40k is vast. Any form of game could be made out of it's universe. Specific to Quake though, Quake 1 would be the Chaos Gods and the Forces of Chaos due to corruption and evil and dark magic being used.

Quake 2 with the Strogg would be the Adeptus Mechanicus or Dark Mechanicus due to the flesh and metal being combined and being more machine than man.

Quake 3 could be a arena in Commorragh where the Dark Eldar have kidnapped people and forced them to fight in crazy battles and games.

Quake 4 would be the same as Quake 2.
>>
>>3080621
the Q1 standard nailgun is utter balls too
>>
>>3080629
Quake I would bet is next.

I dunno, we had Shadow Warrior and that was after Quake.

And if I had a choice I would reboot Heretic . There aren't enough fantasy FPS games out there and I will not settle for fucking Ziggurat
>>
>>3080632
yeah but in quake you don't get a machinegun that's almost strictly superior to it before you get the nailgun
>>
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>>3080629
>Shamblers and Cthulhu style enemies and levels. The Ranger would return.

>Shambler is given eyes and visible musculature everywhere, no fur at all
>Grunts and Enforcers are just Doomguys and now shout at you all the time (other than the Enforcer's STOP shouts)
>No Rottweilers because shooting dogs is bad
>Fiends get mid-air QTE takedown prompts
>Hyper-Realism Tacticool Eleet QTE knife swinging to counter Knight swords (Presented in Drecknicolor)
>Ranger is changed from a humorously disgruntled/constipated guy in plain ballistic armor (visibly less advanced than Doomguy's) jumping around shooting rockets at his feet to a hard-boiled tacticool sergeant with more glowy lights and knobs on his full-body armor suit than you can shake an axe at

I'm already afraid.
>>
>>3080642
You forgot
>axe is now an instakill weapon that uses ammo
>>
>>3080643
>implying there won't be a quick-melee button to swing your axe at enemies for instakills

Also
>Vores will no longer shoot homing projectiles because they were too difficult to avoid
>Rocketjumping is nonexistent
>Ogres take on a more Doomesque appearance with cybernetic wiring and technology everywhere instead of just having a bloody chainsaw stuck on their arm and a bag of grenades
>Ranger makes witty quips after shooting enough enemies
>"witty" quips, at any rate
>OBJECTIVE: DEFEAT SHUB-NIGGURATH (or Cthulhu, for mainstream appeal) on HUD for the entire game
>No hub to choose difficulty and episode, no runes
>Chthon is forgotten
>Lightning gun is replaced with BFG9k/10k/42k/whatever number they're at by now because wat's an LG????

Basically not only am I afraid it'll be a modernized, casualized shitfest (like D44M is turning out to be), but also that they'll totally forget the Lovecraftian themes and just make it another Doom because hey, Quake is another id game, right? That's the kinda' games they make, right? The kids won't know the difference, it's fiiiiiiine.

I almost want Quake to just stay dead rather than have them tarnish Q1 with a remake (and also forever ruin what little modding information Google can find for Q1 by just naming it 'QUAKE' and having every single fucking search result pertain to the new game).
>>
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sunlust 27: heh i don't think they fully considered the implications of making one of the green torches pink.

also i guess you are not supposed to be able to reach those three invulnerabilities in the third picture.
>>
Also does anyone have that little image with drawn heads of Ranger, Doomguy, Douk, Serious Sam, etc talking about silly personality traits or whatever, I can't find my copy.
>>
>>3080658
>Rocketjumping is nonexistent
>IMplying rocketjumping won't be a context-sensitive event in order to get attention from the "hardcore" crowd
>>
>>3080642
>>3080658
I seriously doubt they fuck up this badly. Another Quake 4 maybe, which was mediocre in that it was a vaguely changed Quake 3, but not this bad.
>>3080643
The axe is shit anyways.
>>3080658
>but also that they'll totally forget the Lovecraftian themes and just make it another Doom
Quake was barely Lovecraftian, and it was basically Doom. Even then, people slammed it for it.
>>
>>3080679
I don't see how it's like Doom.

You rarely fight more than 5 enemies at once
The weapons are inferior
There isn't a lot of color in Quake compared to Doom.
There's barely any music aside from ambiance.
Bossfights are a joke. Well, a bigger joke.

IMO apart from the 3D Quake was a step backwards in pretty much every other regard.
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>>3080669
no idea what you're talking about
>>
>>3078731
https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/map_name
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