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doom thread / retro fps thread doom is cool so are other retro
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doom thread / retro fps thread

doom is cool

so are other retro fpses

post favorite wads
>>
What happened to the old guy who made these?
>>
>>3217473
he threw a fit and quit when someone else dared to make a thread

then the other guy stopped making threads

so now i guess i'm making threads until someone else does it
>>
oh also reposting what another anon did from last thread

>New nuDOOM general
>>>/vg/142332881

put all doom 4 discussion there, not in /vr/

pls no delly janny
>>
>no news post
>but no tryhard OP

I can deal with this, to be quite honest.
>>
this thread makes me feel empty inside
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>>3217529
have a sandwich
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>>3217521
i'll include more just for you next time, fampai
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Hey guys, since last thread haven't given me an answer, i thought maybe id try this one.

I have Doomrpg and doomrl arsenal working but when i start new game it doesnt give me the option to change class, it just straight starts the game.

there is a switch class in the players options but its stuck on marine and nothing else. im using ZDL Launcher and GZDoom as a source port
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>>3217532
spiritually empty
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>>3217538
have a ghost sandwich
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>tfw mm8bdm has a mod where you play as robot masters
>tfw you can sissy slap everyone as swordman

Sometimes you check something randomly in zandronum and you have a nice fun time.
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Reposting my level set.
https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/baalhdad
I'm currently making some more maps, and have a few ideas/prototypes floating around. E-mail me if you're interested in seeing them or helping me with wad #2. Webm is Map02 from this set.
>>
New to old doom and have been playing doom 1 on Zdoom, is there a way to edit the textures of secrets so that I can find em without resorting to a guide? please help.
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>>3217573
no, they all use the same textures
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>>3217575
welp. guess I'll just keep playing without finding them. I checked the config file and edited some things but I guess the most I could do was change the color by a tiny bit
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>>3217581
think all you did was change their line colour in the automap, which only shows up when you discover them
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two basic questions

any good wads that came out recently? I heard the aliens one was neat

any good gameplay+mapset combinations? I already finished both Syche WADS with demonsteele

I also tried samsara with equinox, playing as the dude from marathon
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>>3217592
oh yeah that's right . Are the secrets important at all? will I miss out on a weapon or something? and do you guys recommend any mods for first time players?
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>>3217603
it's mostly just extra health and ammo, nothing you'll need. usually there will be a texture slightly off or something that breaks a pattern, like a series of pillars with lights and one is the wrong colour

i suppose smooth doom since it just adds some visual interest without altering gameplay all that much, maybe polished skull.

http://forum.zdoom.org/viewtopic.php?f=19&t=45550

https://dl.dropboxusercontent.com/u/85393552/Temp/Polished_Skull-Beta1WIP5.zip
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>>3217609
I'm running through the levels super fast and it's fun , Zipping around I can't be assed to slow down pressing buttons against every tile anon. Like this anon said
>>3217612
it's just health and ammo that I don't need. thanks anon I'll check smooth doom.
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>>3217603
some are more important than others, as they lead to whole new levels

so yeah, try to find them, keep your eyes open for light differences, odd textures/singularities on walls, powerups pointing at something...
and (nearly as important) make sure to listen to what happens around you
be on the ready for door/elevator sounds, try to see where they are and what triggers them

sometimes you can see parts of the secret areas, try to figure what can take you there
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>>3217618
Is it difficult for you to spot the secret in this picture? Because a majority of the secrets in the original games are this hidden.
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>>3217647
THAT'S A SECRET?
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>>3217649
... are you used to secrets with a big colorful aura and a "PRESS X TO ACTIVATE SECRET" message?
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Does anyone have a list of what level packs are compatible with Brutal Doom? I just finished the starter pack.
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>>3217547
Why did I laugh at that?
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>>3217670
BD can be played with anything that doesn't add monsters or weapons (unless there's a compatibility patch)
now, i can't guarantee you that it will be fun or balanced, but at least nothing should break
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>>3217647
Im too fast to notice that
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Is it possible to make presets for ZDL?
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>>3217663
different color part of wall with something placed infrontof it

it might as well glow and give a button prompt
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reposting my dummy actor for swampanon to see
it shoots bullets toward the player, activates gunshot switches, and doesn't afraid of anything.
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>>3217698
i hate him and what he stands for
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>>3217690
that's E1M1, and you'll possibly see it only as you exit it
it's more of a tutorial than anything
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>>3217710
Yeah but the secrets get more complex and confusing.
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what
>>
Asking this again, I hope you guys don't mind.

What's the most accepted way to put the player at the beginning of a level?
Is it okay to put enemies facing away from the player?
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>>3217740
pretty much wherever works, as long as the player isn't in immediate danger

>>3217738
some nerd angrily shitposting again
pay it no heed
>>
>>3217707
He doesn't technically stand at all. He has a convenient little stick that holds him up.
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>>3217740
>Is it okay to put enemies facing away from the player?
depends on context but you're just about guaranteeing that the player is going to take damage, especially if there's nowhere to run

sunlust does this a lot but usually i can run by them, get to a place of tactical superiority, and lay into them
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>>3217748
i hate him and what he sticks up for
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>>3217740
>Is it okay to put enemies facing away from the player?
See first level of Doom 2
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>>3217740
I usually put the player in a small room. They open the door, and there's enemies waiting outside for them. You can of course make good levels where the player is right dab infront of an enemy, as in Scythe 2 Map01, but it should never be a tough monster.
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Something really weird is happening here. I'll go play Plutonia 2 for a while then.
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>>3217756
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>>3217743
>as long as the player isn't in immediate danger
why should that be an issue? Sometimes its fun to put the player in immediate danger.

There's a couple of levels in Blood that do this. It set the pace for the rest of the level: constant fighting
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Is hdoom ded? Will I ever be able to masturbate to all the demons?
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>>3217924
i bet fucking a cyberdemon feels like crunchy peanut butter
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>>3217928
Well anon now I'm just eevn more sad that I wont ever be able to masturbate to my doomguy fucking a cyberdemon while fucking a jar of crunchy peanut butter.
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>>3217447
/vr/ doom template thingy wingy
http://pastebin.com/YtW5G5vu

MODIFY AND USE IT, PLEASE
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>>3217536
Don't bother with the DoomRPG part, it's a clusterfuck
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>>3217949
i got em working on my own already
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I made this flow chart thing for if you should give a weapon an alt-fire. Is it actually helpful?
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>want to buy Doom 64
>haven't found a copy in the wild yet
>prices went higher on EBay/Amazon since the release of Doom 4
I know there's that EX port/enhancement on PC, but I'd much prefer to own a physical copy on N64.
hopefully I get lucky this week since I'll be heading to my local vidya stores (last resort), garage sales, and flea market.
Also I've never asked before, but is the Doom comic book rare?
>>
>>3217994
Having the alt-fire be more useful than the primary but use more ammo is also acceptable.
>>
Holy fuck why is Thy Flesh Consumed so bad? It feels rushed as fuck and "super hard lel" just for the sake of it. It's a blemish on the first three episodes.
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>>3218032
Try playing Doom II next
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>>3218032
I agree. I don't have a problem with the first level so much as, I have a problem with the fact that it's followed up by the second level. The first one isn't SO bad, but the fact that it's followed by the second one makes them both bad.
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>>3218039
>tfw everything after Refueling Base is fucking shit

Thanks id.
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>>3218047
Circle of Death is a great map though
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>>3218054
Oh fuck, forgot O of Destruction.
Yeah, that map's fine too. It's The Factory when shit starts going totally downhill.
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>>3217458
>Hitscan dummy totally works
Hey, that's really cool!
>>3217486
>only 3 actions can be switched by gunfire. Open door (stay open), floor raise to next floor, and floor raise to lowest ceiling.
Oh that's more than enough. Multi-switch doors, more advanced timed puzzles etc. don't need very advanced actions.
>The only caveat is that he always shoots toward the player near as I can tell
Well if the room with the platforms/switches is radial like the inside of a a square onion, that shouln't be a problem.
>>
Does the OP even matter?

I've been coming to these threads for forever, and I read the OP once and then forgot about it.

Just but the pastebins in it and be done, they're the only part that really matters.
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>>3218086
nope
>>
>>3218086
Nope.
>>
>>3218086

Not in the fucking least, I have no clue why people care so much.
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>>3218086
>Does the OP even matter?

Only to the previous OP guy.
>>
>>3218086
nah

i'm starting to think it's like maybe two people shitposting
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>>3218086
Maybe if you were the last OP guy, who got upset it wasn't him.
>>
>>3218086
nah
>>
what new sprites have you made recently

all i've made is a cock and a dog
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>>3218087
>>3218089
>>3218090
>>3218090
>>3218091
>>3218092
>>3218093
>>3218094
Well I suppose that settles it. From now on lets just do it /vg/ style and keep it barebones with just a funny macro as the image, and the pastebins in the post itself.
>>
>>3218096

This is a good idea.
>>
wasn't this the retrofps general once upon a time?

whatever happened to that?
>>
Any maps that remind you of Twin Peaks?

I want some Twin Peaks maps...

Red / Pink tint, woods, waterfalls, blueish fog here and there, soft blue lights for tension, warm colours, log cabin aesthetics, wood mill, etc
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>>3218097
Cool, I'll also put in the IRC channel too.

I'll have a pastebin with the new OP draft in a minute.
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>>3217738
someone should add "we just don't know" to that pic
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>>3217929
next time just remember to make a thread with the copypasta as soon as you hit the limit

it ain't too hard man
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>>3217952
a community shouldn't depend on one dude m8

all ops in /vg/ by example are updated by popular demand, when someone makes a new thread he just adds the news and or updated community stuff like pastebins and links
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>>3218086
not really, but i like seeing a news post
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>>3218065
Yeah, it seems to work okay. Simply having him on an elevator scrolling past door switches could do some fun stuff.
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>>3218113
People will make a new thread if the old thread reaches page 10 without OP guy making a new thread. Before this rash new OP with edgy thread titles got in though, that was a very rare occurence. If you want to make a new thread as soon as you hit the thread limit, /vr/ is just not the place to be.
>>
Here's a new OP draft that's slightly simpler. I tried to put most the stuff that we used to have in it, but keep it barebones.

pastebin.com/GEJMFGfy

Again, this is just a draft, please give constructive feedback.
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>>3218121
generals, by definition, are continuous threads

again, don't depend on OP guy. if you see you can make the thread, grab the copypasta, update if necessary and make it.

Communities are composed of multiple people contributing.
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>>3218130
some of it is too wordy, and some could use some elaboration and search friendliness

http://pastebin.com/cn1RKcsv
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>>3218135
I made some minor edits
http://pastebin.com/iasK2Bae

Also maybe the second post could be just a general bit of news that also gets updated with each thread. A collection of whatever's up in the doom community and anon efforts throughout the threads
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>>3217878
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>>3218141
shit snek
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Skillsaw is a fucking really good mapper, but why does Ancient Aliens feel almost cynical in how difficult it can be? It's like he's been making maps for this fucking game for years now and he's getting really blahzey about it.
>>
>>3218179
I imagine that people map Utlraviolent as somethign they personally find challenging. I haven't tried AA on other difficulties though.
>>
>>3218182
I think I might just play it on ITYTD just to see the really nice architecture.
>>
>>3218184
Nothing wrong with that, difficulties are highly subjective amongst mappers in my experience.
>>
>>3218193
I feel fucking casual as shit if I play on that mode, but sometimes I just want to see the maps architecture more then fight 30 chaingunners and revenents with archviles in the back keeping them coming back you know?
>>
>>3217447
so what's the news?
>>
>>3218203
NEWS
People still fucking make maps for this 23 year old game. We rejoice and are happy.
>>
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>>3217878
Fixed the ear, I made it too bright because I wasn't sure how well it would stand out after paletting it, but I made the dog brighter than I thought.

I could sit here and tweak this pup for hours but it's supposedly better to be done than perfect, though how close to perfect should done be? When is something done? If I just arbitrarily stop then I'm only going to feel compelled to work on it even more if I see someone using it and I spot a problem.

How do you all cope with these issues?
>>
>>3218203
news: people are making things for doom
>>
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>>3218203
ancient aliens, doom 4 release, shitposting, and sweet fucking memes.
>>
>>3218206
>How do you all cope with these issues?

Perfection or GTFO man
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>>3218206
How much damage does Doggo do?
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>>3218206
>How do you all cope with these issues?
Can't speak for everyone else, but I drink heavily.
>>
>>3218221
This. It helps a shit ton.
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>>3218217
About one dog of damage.
>>
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>>3218227
Too much damage
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>>3218206
>>3218212
>>3218217
To add to this, this is just single frame. Where's the animation. Also, the way to deal with it is self-hatred, despair, and a good dose of what this anon said. >>3218221
>>
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>>3218221
>>3218224
who needs sleep when you've got booze
>>
>>3218238
It sounds loser-y as hell, but it fucking helps, man. I won't drink so much that I can't type on a computer though.
>>
>>3218232
Just lower the sprite on the screen, have a generic hand-only throwing animation, and spawn 1 (one) doggo.

Guess I could make the tail wag later.

>>3218221
>>3218224
This sounds like a Bad Idea.
>>
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>>3218250
But it FEELS like a good idea. Would you lie to you?
>>
>>3218252
Dude of course I would lie to me.

Wouldn't you?
>>
>>3217740
It's accepted that monsters can see you, you can hear them alert but typically if its a high damage monster you don't actually want them to be an immediate threat.

It's perfectly acceptable to have a monster "ambush" at start as long as they are pathetic enough monsters: Zombieman, Imp, Demon...

Enough to casually make a player go "OH SHIT" but not enough to statistically cause death.
>>
>>3217740
Fired out of a cannon into the shit. Rolling start.
>>
>>3218269
Shit that sounds hype as fuck.
>>
>>3218261
No, I'm pretty honest. But I get that way when I've been drinking.
>>
>>3217994
I typically don't enjoy wads with an alt-fire because I'm a freak who binds run to right click
>>
>>3218086
Sorta, having resources available on top of a fitting topic title for the image was nice.
>>
>>3218032
you should try heretics shadow of serpent riders episodes
2 free episodes instead of 1 and both blow thy flesh consumed out of the water
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>>3218301
Sounds good. Might try it at some point.
>>
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>>3218086
since this is the only doom community i'm a part of the newspost was appreciated, and it was useful to be able to tell new players to check the op for basic things like iwads
>>
>>3218302
keep in mind they are of thy flesh consumed difficulty level though, both of them have cyberdemon equivalents in the first level
apart from those 2 enemies the rest of the first level in both episodes is pretty fine
>>
>>3218307
Just gonna dance around them. It'll be fine.
>>
>Create master assembly in DoomRLA
>The start of the Snake Eater theme plays

That was a bit of a thrill
>>
>>3218310
If I remember right you don't get very much room for dancing with the one in episode 4
thankfully you can just tome gauntlet cheese them
>>
>>3218324
That's the good shit. It's just cool playing Heretic stuff cause it's so rare.
>>
>Playing Unloved 2
>Music is great
>No idea what the source is from
> Unloved 2 will never be completed and now it is doomed to be generic randomized level FPS
It hurts.

Along with MSX being dead
>>
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>Playing a megawad I generated in Oblige with DoomRPG, DoomRLA + Monsters and Jimmy's Jukebox

It's stupid but I love it
Why are chests so OP
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>>3218397
>OBLIGE megawads

Sounds like you'll be seeing the same shit constantly after a certain point.
>>
>All this talk about the OP post

Come on now, just move past the mistake and correct it next thread. Quality control is a good thing, but if there's multiple people involved of course they're going to fuck it up every now and then.

I must say that intentionally removing all the info is a dick move though.

>>3218397
I prefer using demonsteele-nowthatswhaticallmidi-v3.5.pk3

Much quicker to get going.

>>3218407
Yes, but you can take steps to reduce the repetition. OBLIGE secrets are dogshit though.
>>
Only recently got into DOOM, what's some of the best easier wads you like?
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>>3218465
I'd say all the wads in SO YOU WANNA PLAY SOME DOOM pic from the OP we used to have.
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>>3218470
So are you going to post the picture or...?
>>
>>3218465
>>3218471

It's easier to complain instead of posting it, I guess.
Here, anon.
>>
>>3218476
Ah, didn't know there was a V6, hadn't bothered checking it myself in ages since I got my version. Replacement time I guess and to delete my reply :'^)
>>
>>3218476
>>3218471
Thanks, but you didn't need to ask. I was able to find it in 30 seconds.
>>
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This would probably be a lot more useful if it didn't have the mile wide front sight post in the way
>>
I wish there was a copyright-less set of caster hands around. I have a nice idea for an MP tc.
>>
>let's get rid of all demons, imps, and non-chaingun zombies to up the difficulty
What's your personal mapping pet peeve?
>>
>>3218658
>Maximize Chaingunner and Revenant usage
>>
>>3218658
>Teleporting Revenants
>Teleporting Cyberdemons
>Teleporting monsters next to the player
>Teleporting monsters because that's the only fucking way you know how to make an encounter
>>
>>3218465
Phobos: Anomaly Reborn (Ultimate Doom episode replacement)
>>
>>3218658
all lines invisible on automap

assumption that zero tags work on sector behind linedef

excess of slow lifts

constantly having to stop to reopen doors

assumption that use key presses pass through walk specials

sticky out pillars and stuff to get caught on and kill your speed

hanging bodies that are high enough to walk under but still solid

flats on walls

twisty little passages all alike

textures on planes

masses of copypasted overdetailing

platform hopping sequences

having to awkwardly move around a really thin ledge while being attacked

using ACS when a voodoo doll conveyor would be enough

using UDMF or Hexen map format for a level that does nothing vanilla or Boom can't do
>>
>>3217994
Eh. If it's fun, put it in.

>>3218284
I use right click to jump, left to shoot, by my thumb I have two buttons, the front alt-fires, the rear reloads.
I end up binding zoom/ironsights to clicking the mouse-wheel, whenever that comes up.
>>
>>3218476
>got burnt out from Doom once again due to the frantic pace I was deving for OMGWPNS v5
>come back ten months later and see that it and Endless Survival have made the new infograph

thanks anon who made this! I'm gonna release a new version of Endless Survival hopefully in a couple weeks, it'll work with vanilla Doom (OMGWPNS v5 support will be in a separate PK3) and there'll be code restructuring/bug fixes which should hopefully make support for other gameplay mods easier to code, also new sky for MAP01 and MAP04 and fixing retarded map errors on MAP04

OMGWPNS v6 will take ages with my current life schedule and planned features for it though
>>
reposting the two D!Zone maps i've remade some time ago, now i'm on the way to make a third one:
http://www.mediafire.com/download/q8q5zk98f2w99vt/CWWAD_REMAKE.rar

http://www.mediafire.com/download/oxa95xdppbcngdj/ARSENAL_REMADE.rar

also, another DECORATE test i've made:
https://www.youtube.com/watch?v=NMzYiZ38kyk
>>
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AT_WORK.WAD
at_work.zip (99 KB, 1994-07-01) - Bradley Allen
https://www.doomworld.com/idgames/?id=481

okay it's a My Workplace In Doom map, but before you stop reading, it's pretty good. not just a cramped office full of tiny rooms and cubicles (although these do feature in some quantity), it also has some large open-plan areas with different ceiling heights which give a good sense of space, and avoid feeling like a flat maze, even though the floor height hardly varies throughout.

gameplay is relatively easy, although suffers from the usual problem of maps like this, which is you wake up the monsters before you find any weapons and end up clearing half the map with the shotgun you took off the guy outside the room you started in. indeed in my case i woke up the cyberdemon the text file warned me about before having any reasonable means to deal with it, but the map is big enough to give it the runaround until you stumble on a better weapon. indeed i entertained myself by using it to dispose of several barons (note also the author says "I like killing barons, so there are a few")

despite all that i enjoyed my first time through it. replay value isn't so great though, it's fun to explore and look in all the rooms and occasionally find something interesting, but once known/learned, it's quite a slow play to get to 100% due to having to open so many small rooms with one or two monsters in them. took me 35 minutes to clear to 100%/100% on first attempt, 23 the second time once i knew where to go for weapons/ammo/soulspheres etc. can be exited in less than a minute once you know where the keys are.
>>
Jesus fuck that's the shittiest map I've ever played.
>>
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why does serious sam look like bad 1994 wad?
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>>3218790
That's a bit harsh. It doesn't look that bad.
>>
>>3218790
It looked pretty nice for its time.
>>
>>3218790
That's just arena shooters. Enemies that just spawn in over and over is actually harder to plan for in gameplay and level design than boring static monster placement so in order to have a functional game the levels had to be simplified.
>>
>>3218790
YUUUUGE draw distance and it could handle a shitload of monsters. Both the ai and the models.
TSE is a fucking great game.
>>
>>3218691
>assumption that zero tags work on sector behind linedef

What's wrong with this?
>>
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How do I extract music from a wad?
>>
>>3218864
Shame the level design is mostly just 'walk from one large arena to the next, pick up power-up to spawn next wave'.
>>
>>3218871
open it in slade
>>
>>3218873
I feel that Painkiller was an evolution of Serious Sam. More interesting arenas and such.
>>
>>3218871
Use SLADE to browse the insides of a WAD
>>
>>3218873
TFE was like that, but I found TSE to have a lot more variety and interesting encounters. The bouncy room, the bull run courtyard, the crazy tunnel with radial gravitation, the autistic amount of fun secrets etc

The large field battles had pretty interesting wave compositions that altered the flow of combat as well.
>>
>>3218878
Painkiller isn't really an evolution in level design terms. The most that can be said is that they put a little more detail into the environments, but the layouts themselves just don't strike me as very special at all.
>>
>>3218893
TSE is best Sam game
>>
Oh boy here we go again

I'm probably gonna have to retake these screenshots, damn it
>>
fresh from the other general
>>
>>3218965
I'm gonna take a guess... Dawn of War?
>>
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MAP30.WAD
map30.zip (8 KB, 1997-02-12) - Ian Chipman
https://www.doomworld.com/idgames/?id=7670

to no-one's surprise this is an Icon Of Sin remake. amusingly over-the-top; available resources are extravagant. instead of having to shoot off a moving pillar you have to wait until a series of ceilings and floors all simultaneously move out of the way before attacking.
>>
>>3219065

actually the blade is from a weapon in Hyper dimension neptunia, and the hilt is from Gmod addon just called "melee weapon pack"

This'll be the second time I use Neptunia weapons for GMOTA development
>>
I wonder if anyone has tried remaking king's field in Doom
>>
The download link for the doom bible is broken, anyone has a working one?
>>
>>3219113
nvm, found it
>>
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is doom 3D game or 2D?

I really don't understand how doom engine works.
>>
>>3219131
3d, but mapping is 2d in that you cant have areas on top of each other like a Mario game, although a Z-axis exists.
>>
>>3219131
It's 2D but it looks 3D because computer magic
>>
>>3219131
Four Al's intensive porpoises, its forD
>>
>>3219131
It's 2,5D.
>>
>>3219131
Its neither, its 4d, because time flows in the game.
>>
>>3219131
http://doomwiki.org/wiki/Doom_rendering_engine
>>
>>3219131
It's 2D planes cleverly arranged through tech wizardry to look 3D
>>
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>>3219132
>>3219134
>>3219135
>>3219137
>>3219139
>>3219142
is doom using raycasting? Quake engine is fully 3D world i can see but doom engine is little different. How they managed to make different heights, windows etc.
>>3219141
i am looking it right now. hope i understand something.
>>
>>3219148
ignore this post i get it i think
>>
>>3219148
>is doom using raycasting?
Yes, now you're getting it

Go look at system shock engine to see full 3D level geometry in 1994
>>
>>3218086
I like the newsposts, and the thread titles were ocassionally amusing.
>>
>>3219131
>>3219148
Doom is "limited 3d". A monster wouldn't be able to shoot a fireball at you if you were right beneath a ledge it was standing on, but it would be able to scratch you. There are many other such examples where it's neither fully 3d nor 2d, but it's always more the former than the latter really.
>>
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i can't be the only one
>>
>>3219169
Uhh, you might be anon. I always saw one eye.
>>
>>3219174
to me it always appear to me with two eyes, with left slightly larger than right one

it's driving me insane it has been for 20 years already and I can't unsee it
>>
>>3219148
You are getting it perfectly right.

Heights were handled by each object having a, well, height associated to it, then they used that value to modify the display.
>>
What are the Thief 1 difficulty levels like? Like is Normal actually normal or is it easy?
>>
>>3219195
Difficulty modifies objectives and AI alertness

Normal is normal, hard is hard, expert is for people who know the game inside out
>>
>>3219210
I see. Is Tfix really a vanilla experience? It sounds like candles can't be put out in the original but Tfix has it? Seems a bit different
>>
>>3219212
Install tafferpatcher and newdark (updated engine)
>>
Good mod for a doom 1 replay?

If you don't know any it's fine, I didn't really expect you to, not all of us can have great ideas all the time so it's ok if you don't have a good mod to contribute.

Just don't beat yourself up for not knowing such a simple thing okay?
>>
>>3219216
Aren't both of these for thief 2?
>>
>>3219217
Play Strange Aeons. It's a recent Doom 1 megawad based around Lovecraft dreamworld stuff. Very atmospheric.
>>
>>3219221
Think he means like, a gameplay mod.
>>3219217
Hideous Destructor. For a different perspective.
>>
>>3219227
Oh yeah, sure. Strange Aeons is still recommended though.
Trailblazer was just updated. That's a fun weapon mod.
>>
>>3219218
Oh yeah, taffer is

Tfix comes with newdark, only real issue I have with thief gold/thief 2 is the climbing controls, if Tfix has alternative climbing, then it's SUPERIOR to vanilla
>>
>>3219217
Shut Up And Bleed is a lot of fun
>>
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>>3217447

Strife.

Here is some info about it.
https://www.youtube.com/watch?v=oPrU7LSqiX0
>>
>>3219234
Shame it only works properly in a source port no one uses.
>>
>>3219243
The zdoom version is good too man
>>
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>>3219067

>Icon of sin
>>
>>3219240
I fucking love Strife but I was dissapointed that the Sigil is kinda shit except for its first and final forms.
The plasma cannon was honestly a better weapon.
>>
>>3219254
>yfw fucking pol.wad is the only good use of one ever
>>
>>3219270
pol.wad is a goood map even without all it's humor.
>>
heh
>>
>>3219278
Yeah I think so too. It has a way of progression with the "its happening" meter, and the final fight is just fucking fantastic.
>>
>>3219278
>>3219270
Felt pretty average to be tubuhu
>>
>>3218658
I hate when a map is so over-detailed that I get snagged while fighting. Like I get stuck on a wall detail or a torch or something.
>>
>>3219278
I wouldn't call it good. The layout is very boring, despite some decent detailling here and there. The combat is fairly generic slaughter. That said, the idea is very well executed and the set pieces are well-made and very entertaining. The custom enemy sprites and sounds always make me laugh out loud, especially the nigger caves.
>>
>>3219363
You can have an extreme amount of detail while still avoiding snaggies though
>>
>>3219363
to mappers: the answer isn't removing these things, it's adding invisible walls in front of them that the player can slide by while running
>>
>>3219257

I kind of figured it would be disappointing since it was a religious icon in addition to being a weapon.
>>
>>3219364
I feel that it should've went all in with the sprites and replace all the enemies (besides SS troopers) or at least put more effort into them

As slaughter maps go it's one of the least braindead, but still nothing more than a novelty (hehe cacodemons are jews and imps are negroes with basket balls, classic /pol/ humor)
>>
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I played Rott and its remake for the first time on the weekend.

The remake is kind of meh but I actually am really diggin the original. I beat the first remake episode and the shareware episode on the hardest difficulties (this ain't my first FPS rodeo).

There was no way for me to get winrottgl to work, I can't find all the .dll's I need and Winrott has some really fucked up glitches and a load glitch that makes it virtually unplayable. So it was DOS for me. I had to figure out to patch it up to 1.3, it was weird because the mouse had tank controls on 1 but they must have fixed it.

I have just been playing as Taradino because I don't care about characters and i guess he looks the most like Doomguy.

To me ROTT feels definitely like a Wolfenstein 3d sequel. I don't really know how memorable the levels are going to be for me, but its got speed so thats great. The platformings annoying until you figure out to stop running for walking along pads and stairs.

This game is really mean't to be played on the hardest difficulty, its a blast. I understand however how people don't like it as much, and to me the only superior thing ROTT has over Doom is its music: as evident h as its music features in Doom PWADs.

I feel like EROTT is going to fuck me up.
>>
>>3217670
Try Hellbound, Doom 2 Reloaded, Back to Saturn X, Epic 2, Alt, and Scythe 2.
>>
Doom. I could hammer nails with that baby all day.take a moster bong hit and hammer a few more. The best verion has to be th Ps1 because of the music kinda more creepy than the N64 version. Doom poped my bloodlust cherry
>>
>>3219217
I just boot up -fast when I play something like Doom 1.

>>3219365
>>3219367
Ok to be honest my complaint is just snagging.
>>
Why are there so many "accurate" doom engines out there?
Like what's the difference between prboom, vanilla doom and chocolate doom?
>>
>>3219424
Vanilla doom runs on MS-DOS, chocolate doom is a windows source port closest to original engine (for better or worse) and nobody cares about prboom
>>
>>3219424
Prboom is a limit-removing port that retains demo compatibility with the original dos doom. Many other ports are based on it or are "boom compatibl". It also has a few features from hexen/heretic like scrolling floors and whatnot.

"vanilla doom" usually means the official iwads rather than the engine they're run on. Could mean the original dos engine I guess, but it usually doesn't.

Chocolate Doom is an autistically authentic port of the original dos engine to modern operating systems. It even /emulates/ old bugs. It's the better alternative to dosbox essentially.
>>
I just played through arcadia demade by the way. Damn, that was a pretty cool level. The darkest part of it was kind of confusing though.
>>
>>3218618
Just use it and who gives a shit.
I'm currently working on a daggerfall-esque (no overworld to that degree obviously, but more strife overworld) dungeon crawler rpg that will actually use TES lore and I don't care. I expect lawyers will crawl up my ass as soon as it's released but they can have fun sending a C&D to an unnamed person on an imageboard and trying to get the game off the cloud.
Just use it and if you really want to replace it later then do it later, once the rest of the tc is fleshed out.
>>
>>3219446
I see
Thanks
>>
>>3219453
>Just use it and who gives a shit.
b-but muh indie game

>Just use it and if you really want to replace it later then do it later, once the rest of the tc is fleshed out.
Well I'm planning on using fairly extensive TEXTURES animation and whatnot, but I could just ignore them altogether and work on the core gameplay in my spare time. What I want to do anyway is a take on arena shooters where players cast spells rather than fire guns. Spells would have different casting times and the spell your casting would be announced as some floating runes around your body or whatever. Like if you see your opponent casting a fireball you could throw out a rock wall for protection, but he could then counter with a telekinetic push to crush you with your own cover etc.
>>
>>3219467
To clarify: boom compatibility means compatible with the boom mapping features standard.

The ports worth using right now are these:

Chocolate doom: authenticity, anything that runs on it runs on every other port in existence

prboom: "vanilla +". Handles extreme monster counts well.

(g)zdoom: most advanced mapping and scripting

3DGE: best 3d model support (only port with decent 3d model support at all really). Has some scripting, but it's fairly limited AFAIK
>>
>>3219445
why do you beat up against prboom
>>
>>3219513
Oh and of course Zandronum for multiplayer. Also has most GZDoom features.
>>
Any mapsets that go well with DoomRPG? I'm loving this whole event stuff that encourages you to replay levels but the current wad i'm playing is too easy.
>>
>>3219131
It's like a top-down shooter game played in first person.
>>
>>3219531
Scythe 1/2. Perhaps an obvious answer, but they're great for all non-slaughterish gameplay mods in general. And I like fairly small size of the maps.
>>
>>3219518
I don't, it's completely irrelevant to me
>>
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>>3219531
this
>>
Been playing some Duke Nukem 3D, so far it's not as satisfying a Doom. Duke feels too light, jumps are really floaty. The guns feel off, the shotgun especially feels too weak. The environments are cool tho. I like that there's so much shit to interact with.
>>
>>3219570
Duke 3D is the weakest of build engine shooters in my opinion

Blood > shadow warrior > duke > shit no one cares about
>>
>>3219558
Shit I think I've played that before, what's the name?
>>
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>>3219592
hellcore. it has a lotta buildings
>>
>>3217447

So I'm playing around with the old Zombies! TC, replacing all the dehacked bits with decorate shit and I'm just baffled by the sheer insanity of this shit. Demons are Flannel Zombies, short red pillars are Flannel Zombies. Why ? Crates use the same frames as corpse pile decorations, but in game, they replace spider masterminds...

Decorate... Holy shit I have newfound respect for 90's modders.
>>
>>3219576
Shadow Warrior was boring as shit IMO, Duke and Blood were great however.
>>
>>3219570
DOOM's shotgun = Duke's RPG

The opposite is also true, since you don't really feel the power behind rocket launchers and OP weaponry in DOOM imo. Duke's shotgun was going to have more visual effects like bouncing enemies off but they watered that down in the final release.
>>
>>3217529
Hey, I like simple things, for the rest there's always desustorage.
>>
>>3219576
>shit no one cares about
Redneck Rampage?
>>
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Just played some DOOM because people agree it's got better level design than 2. What's the general consensus of Doom 1 Episode 2?

I was playing E2M6 and that shit darker than Doom 3 and it had strobe lighting. I almost had to stop and take a break due to the fatigue until I found some nightvision goggles near the end.

Episode 1 was pretty good and typical of Doom. The last map got all Hellish with pentagrams and portals but the ending was so abrupt, the multiplayer server would load E1M1 instantly and I thought it was a glitch until I looked it up (didn't trigger the ending message.) So you were stuck in hell but Episode 2 starts in some warehouse with a bunch of UAC crates? The map design in Episode 2 also felt like it diminished the fun.
>>
>>3217994
Cool, all the weapons from Dark Forces pass this test.
>>
>>3219286
https://en.wikipedia.org/wiki/Heh_%28god%29
heh
>>
>>3219658
EP2 is uneven in quality, but the level/episode theme is the best in the series.

Deimos Lab is one of my favorite levels in the game by the way.
>>
>>3219664
hauh hauh
>>
IMO what makes this game so great compared to Duke Nukem3d for example is that there isnt a ton of menus and sliders to use

in DN you have look up down, jump, steriods, jetpack, holoduke, swimming, etc.

In doom theres just you and weapons. and a lot of strafing. And I like it
>>
>>3219658
The track for E2M6 is one of my favorites in the series. At least the OPL version.
That haunting reverb intro is something that is lacking on all midi versions..

https://www.youtube.com/watch?v=NZBbqrWAYO8
>>
>>3219674
hey that OPL version is pretty good
>>
>>3219656
Yeah redneck rampage fucking sucks

>>3219638
well it has its problems, but I'd rate it higher than douk for contrarian points :^)
>>
>>3219684
I grew up on the Soundblaster version, so for me thats always the "real" version. The MIDI counterparts never felt quite right. The intro to E1M2 is great and E1M6
https://www.youtube.com/watch?v=rQQrp6eaLpA
https://www.youtube.com/watch?v=vb32lZd7r6Y

There are a few though that sound better on MIDI, like E2M4
https://www.youtube.com/watch?v=mslTeMbw0BI
or Gravis Ultrasound E1M3
https://www.youtube.com/watch?v=yhEN9lCkJvI
>>
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Is there any mod that adds headshots separately? I know it's a feature in Brutal Doom, but I don't want it's other changes.
>>
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>>3217698
What is this wad called? I'd like to try it out.
>>
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>>3218895
I feel like the thing that kept me going through painkiller was mainly the monster designs. The idea that there would be all-new cool designs each level kept me blasting through the whole game, even if parts of it weren't terribly fun.
>>
>>3219709
How do I emulate this with Zdoom?
>>
>>3220050
In Sound options you can change the sound to OPL emulation
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