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DOOM THREAD / RETRO FPS THREAD, PORTABLE EDITION - Last thread >>3260638

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/GnWMDhg0

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
Quake pastebin v7.1: http://pastebin.com/cpjZmazY
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: https://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

TUTORIALS/UTILITIES
https://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

Let's make proper OPs since now on together!
>>
>>3267183
===NEWS===

[06-03] Serious Sam Style Pickups >>3264293 >>3267169
https://www.doomworld.com/vb/post/1623462

[06-02] Anon mod update: IMPatience >>3262767
http://www.mediafire.com/download/fx088pzzk96a5nc/Impatience_46.rar

[06-01] Quake 3 Revolution skins, ripped by Anon >>3261884
http://www.mediafire.com/download/emnkw4cr77ba55h/q3rskins.pk3

[06-01] Anon map release: Peaceful Revenant Realm >>3261065
https://www.dropbox.com/s/eqzgrxuhrz1axs2/peacefulrevenantrealm.wad

[06-01] DUMP 3: BFG Edition has started
http://forum.zdoom.org/viewtopic.php?f=19&t=52276
https://www.doomworld.com/vb/post/1620117

[05-31] Anon mod update: Monster factions >>3257710
https://drive.google.com/file/d/0BxbbtKR5bll_ZWNWS0ktN0RVS3M/view?usp=sharing
https://drive.google.com/file/d/0BxbbtKR5bll_TVB4TGN6U0ZYX2M/view?usp=sharing

[05-30] Sprites for DUMP 3 or whatever >>3255863 >>3257036
https://www.dropbox.com/sh/edgbafk8ctzr71q/AACyhFoHLiGIq57Vn6vRXNUQa?dl=1
https://www.dropbox.com/sh/pyllolwsc9fohjv/AADv4BwWr8tXAMI_qGNEJnbsa?dl=1

[05-29] Anon map release: emthree.wad >>3252963
https://drive.google.com/open?id=0B4A_W_qt7N94VkdjOEFxNWRIZTA

[05-29] Anon mod release: Scattergun from Angst Rahz's Revenge >>3252653
http://www.mediafire.com/download/cisxalmb3troe89/ANGST_Scattergun.zip

[05-29] ZDoom forums suffer brute force password attack >>3251591
http://forum.zdoom.org/viewtopic.php?f=3&t=52195

[05-27] Anon's first ever WAD >>3248748
https://my.mixtape.moe/nfllhf.wad

[05-27] /newstuff #499
https://www.doomworld.com/php/topstory.php?id=4591

[05-19] Anon mod release:
https://www.dropbox.com/s/2ptiz7sqr1z607q/plasmaBurst.pk3?dl=0

[05-19] Midi covers by anon >>3224369
https://www.dropbox.com/s/2mrl1rjc7ubdfhn/DEFENDERS.mid?dl=0

[05-19] Anon made speedmaps >>3223012
http://s000.tinyupload.com/index.php?file_id=81941233607651924415
http://s000.tinyupload.com/index.php?file_id=21678336224653867121

===

TO SUBMIT NEWS REPLY/BACKLINK TO THIS POST.
>>
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>>3267194
Nice post
>>
>>3267194
DO NOT PET
>>
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>>3267201
Fuck, forgot to write the filename

>Cacodemon playpen
>>
>>3267207
What if Cacodemon Garden mod that plays like the Chao Gaden from SA2?
>>
well who's up to turning this >>3267195
into a theme song replacer wad for PB?
>>
>>3267187
>Serious Sam Style Pickups
Isn't this already in zandronum with an rcon?
>>
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Any tips for MAP05 (Last Refuge of the Anazasi) of Ancient Aliens? I manage to evade the Cyberdemon and get all the keys at the beginning just fine, but once I get into that weird valley thing with the shitload of Mancubi I get killed so fast I don't even have time to make a plan of action.
>>
>>3267214
nope
>>
>>3267223
What I did is, I ran in circles around the area, keeping the mancumbi in the center, only slowing down a little when I got infront of the waterfall. The arachnotrons behind it tried to attack me, but I evaded it in a way that it hit the mancubi, and they started to infight. Do this until either all of the arachnotrons in the waterfall or the mancubi are dead. Then you can finish whoever else is left with rockets or shotgun blasts.
>>
>>3267240
really? I could have sworn I played on a server that had them a year or so ago
am I thinking of odamex or something?
>>
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>>3267257
Thanks, I'll try that.
>>
>>3267210
Combine it with a new Doom mapset that has a hub and I think you came up with mod of the year.
>>
The Nightmare level on Scythe 2 really makes up for its name. Its downright sadistic
>>
>>3267454
Or, I guess if you want to make it compatible with other map sets... Would it be possible to have an item that you could toggle on or off, that when you have on, would take you to a different map when you reach the exit than the exit's supposed too?
Like how the Chao Key takes you to the Chao Garden instead of the next stage.
>>
Fellas I just tried playing Quake 4 again.

Don't play Quake 4 again.

Player character is slow as Hell, there's no way to dodge anything, there's no way to escape anything.

How did it go from Quake 3 to this?
>>
>>3267497

Play the Quake 4 mod for doom. Suddenly it's good
>>
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>>3267183
For all those confused.
>>
>>3267507
My friend, why is this Doom 2 wad over 400 megabytes and an exe
>>
>>3267509
I honestly wouldn't have been surprised if it was real, seeing how Tiger handhelds were all over the place at the time.
>>
>>3267497
You become faster after you get stroggified
>>
>>3267509
Ninja Gaiden mod confirmed?
>>
>>3267535
>Already uninstalled
Mmmmmm
>>
>>3267512

I don't know where the fuck you're looking.

http://forum.zdoom.org/viewtopic.php?f=19&t=50069

This is the mod I'm talking about
>>
>>3267538
Game still sucks anyway because of dull level and enemy encounter design. At least you'll have more time to spend playing Quake 1 instead.
>>
>>3267540
http://www.moddb.com/games/doom/addons/quake-4-weapons-volume-3
http://iddqd.ru/mods?find=Quake%204%20Weapons

Thank you.
>>
>>3267497
It actually went from Quake 2 to that. It explains much of what was wrong with both games.
>>
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Anyone have the video of portals in vanilla doom?
>>
>>3267545

Turns out googling "quake 4 weapons doom mod " doesn't help because of the weird name he gave it. Fucking hate that shit.

The important thing is you got the right mod now. You enjoy that anon
>>
>>3267553
are you talking about linguortals or what
>>
>>3267568

Is there any other way to implement portals into vanilla DOOM maps?
>>
>>3267572
nope, and it's also really guaranteed to work in chocodoom (which isn't an issue for you is it)
>>
>>3267568
I was, yeah. Couldn't remember the name of them though.

https://www.youtube.com/watch?v=bwjeu1C2-Ok
>>
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whoops. forgot my name was still up. I don't plan on using linguortals rekkr or anything. Just wanted to show a friend.
>>
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>>3267509
i still don't get it
>>
>>3267650
fancy
>>
New maps (Thanks to Oblige Level Maker)
>>
>>3267684
best part is how it works in vanella
>>
>>3267673

There isn't an actual DOOM Tiger handheld game, the image in the OP is a photoshop of a Ninja Gaiden game.
>>
>>3267554
Q4LFM:DE
>>
>>3267695
>the buttons
>rip
>tear
my sides
>>
>>3267696

Yeah, a weird ass name. So googling quake 4 doom mod won't bring the result you'd need.

I still can't believe that guy made the mess that is AEOD and then went on to make some pretty fucking QUALITY and focused mods
>>
>>3267704
I unironically liked AEOD.. but then one of the weapons got nerfed to shit
>>
Why are there medieval helmets all over the place on Phobos
>>
>>3267728

And how does the Doomguy wear all of them?
>>
>>3267728
just pretend they aren't helmets
>>
>>3267734
just stacks em
>>
>>3267735
Should I just imagine them as armor spheres from Monster Hunter or something
>>
>>3267728
The manual will tell you it's "spirit armor" or some shit. They're only helmets though, so who knows how it actually repairs the body armor.
>>
>>3267736
he can't look up because otherwise the helmets would fall off
>>
>>3267737
then keep on doing dat anon, you're on teh right track.
>>
>>3267739
Maybe he just fucking breaks them in his fist like he does with Argent Cells in DOOM 4.
>>
I've played Doom, Doom 3, Doom 64, all the Quakes, all the Unreals, Tribes, Dukey, all the Soldier of Fortunes, what big dumb shooter with fast moves should I get?
>>
>>3267748
Blood
>>
>>3267748
Blood, Redneck Rampage, Shadow Warrior, Serious Sam and Painkiller?
>>
>>3267748
Rise of the Triad
>>
>>3267748
doom 4
>>
>>3267748
What about Strife (the FPS, not the moba)
>>
>>3267748
Powerslave
>>
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the fuck am i doing
>>
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Best port to play Quake coop?
>>
>>3267789
Looks like you're shooting demons in HDoom's hottub map.
>>
>>3267792
EzQuake
>>
>>3267789
Shooting demons in a bathhouse with Brutal Doom turned on?
>>
>>3267789

Playing with the BFG Edition IWAD for some god forsaken reason.
>>
>>3267797
and i'm doing it with brutal doom. the worst part is how i have to use classic mode, or the game goes OH FUCK SKELTEONS on me.

>>3267803
appently so
>>
>>3267806
i accidentally chose it on rocket launcher, oops
>>
>>3267545
So, it's an installer over 400MB in size that creates a new directory ( Program Files(x86)\Alpha Entertainments\Quake 4 Weapons Mod (Volume 3) )exclusively for this mod, covers the full screen, displays the usual info in the format of those license agreement sections (wherein the author lists off his retro consoles or something), displays an actual license agreement, and forces the mod info open with your default txt program.

In the installation directory are some BMPs of a dog starting a chainsaw which was drawn on lined paper with pen and crayon by a child, the Quake 4 logo stretched vertically to fill a square, a version of GZDoom from 2010, a launcher that plays various WAVs of Quake 4 music and executes one of 5 bat files, 16 wads and pk3s,

I started the game and was greeted by high resolution textures, 640x480 resolution, filters, arrow keys no strafing, no mouse look, firing weapons moves your view up anyway, all the guns are true colour ripped at 35FPS at 4:3.

Constant stream of errors in the latest GZDoom.

Don't download this.
>>
>>3267827
i don't have a moddb account anyway, and that piece of shit is members only, heh
>>
>>3267845
Neither do I. Did you click Download Now under the embed widget and then Click to download Q4Weaps_vol3.exe ?
>>
This is also a Retro FPS general, so i thought i'd post this:
https://www.youtube.com/watch?v=Rc4dbnGUAWA
GoldSrc Miami is best Miami.
>>
>>3267878
Oh, now it's working. thanks anyway.
>>
So I finally decided to play through quake, and naturally chose the hard difficulty, and holy fuck, how is this fair?
>>
>>3267890
It's kinda like Blood: it only becomes fair if you know the AI well. And your glitches too
>>
>>3267890
E1M3 on Hard/Nightmare is a pretty ridiculous spike in difficulty but episode 1 levels don't get much harder than that. The other episodes have a more balanced difficulty curve.
>>
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ALRIGHT NIGGAS, I NEED A NICE CO-OP ORIENTED MAPSET TO PLAY WITH MY BRO WHEN HE GETS BACK FROM HIS MOM'S GAY WEDDING

WE'LL PROBABLY RUN SAMSARA SO IF THERE'S ANYTHING MADE WITH THAT IN MIND THAT'D BE IDEAL
>>
>>3267960
>MY BRO
Did you ever kiss?
>>
>>3267960
>MOM'S GAY WEDDING
I hope you realize at this point, now that the euphoria has partially worn off, how big this shit you just spouted really is.
>>
>>3267960
Post pics of the lesbian milfs
>>
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>>3267967
BALLS DIDN'T TOUCH SO IT'S NOT GAY
>>3267968
I'M JUST HERE FOR THE WADS BRO
>>3267970
DON'T GOT ANY SO HERE'S A CUTE BUNNY INSTEAD
>>
>>3267979
Stop spouting shit man
>>
>>3267979
>BALLS DIDN'T TOUCH SO IT'S NOT GAY

Understood. My apologies.
>>
>>3267960
>WE'LL PROBABLY RUN SAMSARA SO IF THERE'S ANYTHING MADE WITH THAT IN MIND
Good luck finding any mapset made specifically with a gameplay mod in mind.

That being said, play Scythe and Scythe 2.
>>
>>3267187
/newstuff 500
https://www.doomworld.com/php/topstory.php?id=4593
>>
>>3267960
200 minutes of /vr/
>>
>played doom with friends who wanted to try it out.
>play dump 1 with them
>"This is really repetitive, every level is a labyrinthine."
>fucker literally plays cs:go all day.
>other dude is just "running around just shooting at whatever."
>5 levels later they leave out of boredom and watch ant-man.
>mfw.
>>
>>3268046
I have a friend that's thinking about giving Doom a try as well, I hope I have better luck.
>>
>>3268057
>>3268046
I wish I had friends to play doom with.
>>
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>>3268010
Scythe 2 was btichin, Scythe 1 definitely will go on the list. Thanks.
>>3268030
This ought to be a good time. Speedmaps are usually simple enough to work well with co op shit that gets fucked up by fancy triggers and transforming levels.
>>
>>3268046
>>3268059

Same, I wish I had friends that wanted to play Doom.
I assume you mean IRL friends.
>>
Anyone know if any progress is being made with any Doom 4 weapon mods for Doom? Zion is kinda crap.
>>
>>3268064
>I assume you mean IRL friends.
I have neither.
>>
>>3268064
>tfw your bf doesn't share your enthusiasm for doom
>>
>>3268046

Well, at least they gave it a fair shot.
DUMP's maps aren't really super-quality, so a lot of folks probably will get turned off by something or another.

I should catch up on Agito, I stopped watching about episode 10.
>>
>>3268072
actually, i would say otherwise

i've been surprised by how much fun i've been having with both dump 1 and 2
outside of a few questionable levels (the end boss in dump 1's secret level, the invasion levels in dump 2), it's really quite enjoyable
>>
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This foreshadowing is so subtle that I didn't notice it until I closed the game and spotted it among the screenshots I took
>>
>>3268067

Well, there's D4D by DBThanatos, which has not been released yet

And there's also another attempt by Xaser called "Argent". This one is playable
http://forum.zdoom.org/viewtopic.php?f=19&t=52363
>>
>>3268102
I'm getting a "Script error, "Argent.pk3:actors/weapons/pistol.txt" line 39:
Invalid parameter 'a_weaponoffset'" error when trying to run it. Getting the same thing in all the GZDoom exes I have GIT or otherwise.
>>
>>3268117
>GIT or otherwise
You're still not up-to-date. A_WeaponOffset is a very new feature.
>>
>>3268124

What I wanna know is this new feature even worth the hassle, it always blisters my nuts when I see mods get updated with some new arbitrary feature that forces people to update their source port with little to no improvement to gameplay.
>>
>>3268124
Well now I've used the very, very most recent GIT build of ZDoom is works, should've seen that coming.
Argent, even if it's very early in dev, seems pretty good so far. The guns basically feel like how they do in Doom 4 to a degree. Can't wait till the secondary fire modes are added.
>>
>>3267551
I like Quake 2.
>>
>>3267748
Blood and Doom 4
>>
>"Realism" mode in Brutal Doom
Well that was the most disgusting experience I've ever had
>>
>Brutal Doom
Well that was the most disgusting experience I've ever had
>>
>>3268223
That was second most actually
>>
>>3268223
Beats HDoom
>>
I'm still using skulltag.
Am I doing something wrong?
>>
>>3268236
Why not use zdoom then, if you only can into singleplayer?
>>
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>>3268227
Seems pretty cute to me.
>>
Why is it impossible to find quake 1 weapon mods?
>>
>>3268242
Are HDoomfags as bad as BrutalDoomfags yet?
>>
>>3268257
Because quake 1 modding is too hard, and nobody bothers with it.
>>
>>3267183
Long time quake player trying to get back into Doom. Quaddicted was great as it had a 'quake injector' that let you search for maps based on community score, but Doom has no such thing except maybe the caco awards.

What do you guys think the best 3 wads are? (seems like you guys mainly focus on delivering megawads/30 map wads so maybe go for those).

Also, are there any essential mods I should try out? Smooth doom looks good.

Using ZDoom if that makes sense?
>>
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I'm almost done with Doom 2. This is my first time playing 1 and 2 from start to finish. Should I bother with playing No Rest for the Living, or just skip straight to recommended megawads?
>>
>>3268273
Back To Saturn X is the current megawad darling as of now. There's two episodes, and it's quite good.

>>3268286
No Rest For The Living is worth a play.
>>
>mfw I just learned that you can jump in Heretic

I always got the Dragon Claw in the third level by using the wings or running off of a ledge.
>>
How do I not suck at Shadow Warrior? I keep dying to enemies in the first level because I keep trading hits when I hit them with my sword.
>>
>>3268310

If memory serves right, punching is better overall and gives you health back when landing blows.

use that instead.
>>
>>3268257
>>3268260
there is one on modDB, i think
makes some of the weaps more doom-like

i think it's just graphics, but it's still cool
>>
>>3267789
That room looks good, graphically. Almost like something from Hotline Miami.
>>
>>3268301
No, according to one website though, Vavoom is. The website in question is the Vavoom website.
http://www.vavoom-engine.com/
>>
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>>3268356

Their wiki's looking pretty good.
>>
>>3268362
Obviously Vavoom is too advanced for MediaWiki.
>>
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>>3268362
Vavoom is so advanced we can't comprehend it.
>>
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>>3268367
>>3268368

Man, this wiki has all the information I could ever need.
>>
>>3268375
You have Adware, anon.
>>
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Anyone up for Quake Coop?
>>
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>>3268362
>>3268375
>>
>>3268379

http://www.vavoom-engine.com/wiki/index.php?title=Special:AllPages&from=100_Dogs_Confiscated_From_Burien_Issaquah_Residences&to=Wait
http://www.vavoom-engine.com/wiki/index.php?title=Special:AllPages&from=Walnuts_In_Forest_Dark_Honey._Healthy_Baby_Flavorful_Walnuts.&to=%EF%BB%BFWe%C5%BA_za_darmo_%C5%9Bruby_animacje_za_darmo_-_mo%C5%BCliwy_spos%C3%B3b

Nah, I'm pretty sure it's the wiki.
>>
>Atari is only willing to license Blood for a stupidly expensive fee that not even Devolver Digital is willing to pay
>Yet they do jack shit with the rights and have actively shot down attempts to release source code or have it ported to modern Windows

Are they they the worst company on Earth?
>>
>>3268381
I-Is it okay if I only played it once, and live in asia?
>>
>>3268393
look at one of the last thing they released, you'll have your answer
>>
>>3268393
Atari is less Atari itself and more Infogrames wearing the Atari logo as a mask. They brought Atari so they could use all the IP which they have done, and pretty much every "reboot" or "revisit" they've done with Atari's old properties like Asteroids, Haunted House on the 2600 or Alone in the Dark are pure trash. Blood is not in the hands of a good company in the slightest, more like it's in prison waiting to be freed by someone with lots of money.
>>
>>3268403
What sourceport you got?
>>
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>>3268301
Not even slightly.

>>3268309
>>3268330
>Malware
Stop posting.

>>3268319
>No, but unlike GZDoom and Zandronum which are more "advanced"
They are, I challenge ZDaemon to do Decorate, ACS or Polyobjects.

>because they tack on any and every feature to the engine they can think of,
Clearly you're not aware of Grafh "[NO]" Zahl and his curious behavior and pecularities.

>ZDaemon's feature list is carefully and expertly curated by it's developer's so that rather than the tangled mess of vines, weeds, and other sundry vegetation that playing in GZDoom or Zandronum is, playing in ZDaemon is like taking a relaxing stroll through a well-cultivated garden.
You're hilarious, ZDaemon is a multiplayer client with ZDoom features stuck in the early 2000's, it's hopelessly limited in what it can do. If I wanted a more true to vanilla experience with a Doom multiplayer client, I'd want something based on Boom or PrBoom, with an extended base for .DEH if necessary.

ZDaemon is a plain lawn, GZDoom is a large greenhouse with all manner of variety (Zandronum is a slightly smaller greenhouse with WiFi)
>>
I downloaded Shadow Warrior Complete from GOG, got a WASD cfg since my own edits caused the menu to become unresponsive, and it controls like dogshit with a modern shooter's FOV.

I got the source port SWP and it crashes with no message at the main menu.

I got the source port JFSW and it doesn't do a damn thing.

How am I supposed to play this festering cunt of a video game?
>>
>>3268545
Get Shadow Warrior Classic Redux.
>>
Hey guys, this is my first map. I took up GZDB about two weeks ago and just made this thing as I went along, learning about new stuff.
Some textures are probably not properly aligned, I am aware of that, but I have problems with properly structuring it and enemy placement. Some feedback would be really cool.
Also note that it plays completely different between Easy and Hard and that the latter contains some rather nasty traps.

https://www.dropbox.com/s/o2dujoye1feg67y/FIRST.wad?dl=0
>>
>>3268573
OH BOY WHAT A MAP.

I'd say your biggest issue is the layout and the overall appearance of the map. Everything looks like the exact same and the entire map is a tight corridor.

Making the map more dynamic and less ugly should be something you should focus on.
>>
>>3268573
Atleast it isn't
>Holy shit!!!
>>
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Have been listening to bit of The Police lately.

So far so good for DUMP3 library-map. 1768 vertices, 477 sectors, etc.

Still haven't placed enemies, though, heh.
>>
>>3268620
Yeah, for some reason I don't "get" layout. I also couldn't find any tutorials on that. Doomworld has a long ass essay on enemy placement (which I found after making this map lol), but nothing for map layout.
>>
Rewriting all my ACS for multiplayer/zandro compatibility sure is "fun"
>>
I want a Hotline Miami kind of mod for Doom 2. NOW.
>>
>>3268732
there's like 3 such projects in the works but the most actively developed one kind of sucks
>>
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...are you fucking kidding me with this level design?
>>
>>3268752
a
maz
ing
>>
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>>3268752
Worst part of TNT right there. Turn on god mode, finish the level, and play the rest of the wad normally. It gets better. I think this pic was referencing that room in the TNT box, at least the chaingunners.
>>
What are some maps that just scream 90's? Maps like Doom Center and whatnot
>>
>>3268760
The on thing BD does right, makes moments like that semi doable by removing hitscan
>>
>>3268769
myhouse.wad
>>
>>3268784
Brutal's projectiles are still pretty fast. It's Demonsteele that really nerfs hitscanners.
>>
>>3268752
>that one chaingunner on the ledge
>>
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I know someone told me it's dead, but I made an E1M8 replacement for the community project anyway.
Now who do I give this to?
>>
>>
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My motion detector with the UDV hud mod doesn't seem to work even though I have the B patch for Project Brutality installed. Any ideas?
>>
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>>3268824
It's not compatible with the enemy multiplier which will only spawn vanilla enemies. The compat patch is only rigged to show PB enemies.

You can have high quality enemies and radar, or high quantity of enemies without radar if you're insistent on PB. I tried the same combination but with Brutal Doom but that doesn't work either. The multiplier would have to be created specifically for Project Brutality.
>>
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>>
>>3268186
Well that's just wrong.
>>
>>3268482
i don't get the user content category for anything other than odamex
>>
>>3268857
Fuck. Oh well.

>ernst trans
Captcha stop pushing your bullshit headcanons into Radiant Historia
>>
So I tried Dump 1 and 2, and the levels themselves are cool but it seems every map has 500 enemies and floors made of lava at the turn of every corner.

I tried that 1994 map compilation and it actually seems a lot more fair in comparison. Did people back then make easier maps because their toaster computers couldn't handle as many enemies on screen or because they were less assholes around? It seems these days whenever a human being can get a hold of a level editor, their main goal is to make it as bullshit difficult as possible.
>>
How are those D44M weapon sprite mods coming along?
>>
>>3268902
Probably less people trying to make Kaizoshit, and more people just trying to make levels that played like default Doom.
Although hardware requirements are also a possibility.
>>
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>>3268784
>by removing hitscan
>>
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>>3268812
Well it's ready for playtesting. Only UV has been finished. Please tell me what you think.
DL: https://drive.google.com/file/d/0B4mwJRa7e5VpbmhNMExkazVsUnc/view?usp=sharing
>>
>>3268868
Fuck you, it's a fun game.
>>
>>3268902
>So I tried Dump 1 and 2, and the levels themselves are cool but it seems every map has 500 enemies and floors made of lava at the turn of every corner.

hey, my map only had 253 enemies and one hurtfloor

(it was still apparently on the "fucking hard" side)
>>
>>3268902
People were taking more inspiration from the default Doom games, nowdays people are taking more inspiration from custom wads that are way harder, because they in turn were taking inspiration from Plutonia and stuff.

System requirements probably play a part in it too, but there's definitely been power creep in custom map difficulty levels.
>>
>>3268925
hard maps with few enemies are my favorite. it's a guarantee for no super big levels and no big mobs. both things I'm not the biggest fan of.
>>
>>3268903
The only one I've tried is "Zion".
Seemed ok, not just a sprite replacement though, it also changes the UI, has weapon mods and it feels to me like there's some balance changes here and there (and yet doesn't feel all that balanced, the shotguns are pretty OP). I also can't figure out how to use the weapon mods, apparently you have to find a certain random drop or something.
>>
>>3268925
okay scratch that it had two
>>
How do you play Doom on linux?
>>
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https://www.youtube.com/watch?v=Pbh3ZYuTBDY
This still unnerves me
>>
>>3268959
two ways

1) compile it yourself nerd - this route leads to insanity with the zdoom family, largely thanks to fmod ex
2) look at http://wiki.zandronum.com/Install_Zandronum_on_Ubuntu if you run a debian based system. this is just for zandronum, but the drdteam repo has zdoom and gzdoom as well, among a couple others (ODAMEEEEEEEEX), and the instructions work just as well, swapping out zandronum for (g)zdoom
>>
>>3268963
I always hated the beginning to this track. Never really had much time to listen to it cause demons would instantly overwhelm the music.
>>
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So here is a screenshot of a map im working on for DUMP 3, ClusterBlu, features a slightly bizarre level design and a scrolling fireblu texture as the sky.
>>
>>3267223
lob a couple or rockets through the waterfall then run in there and mop up whatever's left

then use the switch as cover, let the enemies mob around the entrance and plaster them with some more rockets

easy peasy
>>
>>3268889

Zandro content is full of so many particle effects and shit that it's basically Michael Bay tier

Dunno about the Zdeamon content bit

Zdoom users are spoiled for choice, so much content out there you'll never play it all
>>
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>>
>>3269026
praise be to FIREBLU
>>
I just beat ancient aliens and now I feel empty inside.
>>
>>3269095
are you at that point where you no longer feel like putting in the effort to breathe
>>
>>3269095
kill time until btsx e3 and then you can die in peace
>>
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>>3269094
FIREBLU MASTER RACE
>>
>>3269085
LUCKY FOR YOU, I'M A BONE LOVER
>>
>>3269108
Why, anon?
>>
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>>3269130
Because the udmf format makes me able to do all of this.
>>
>>3269108
We should made the fuzz effect replace the monster sprite with FIREBLU
>>
>>3269139
Im not THAT evil, besides, I wanna have nightmare monsters, because I liked the idea from psx doom.

They have 2 times the health and move 2 times faster
>>
>>3269108
looks like some acid trip
>>
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>Playing Demonsteele
>Add Ketchup V4 because I don't think there's enough gore
>Kill an enemy
>Instead of blood, FIFTY TINY UNKILLABLE GOLDEN REVENANTS spawn from his corpse
>This happens to me multiple times before I realized what was happening
Doom never made me feel like I was actually in hell until that exact moment.
>>
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>>3269185
>FIFTY TINY UNKILLABLE GOLDEN REVENANTS
>>
>>3269185
Is it Demonsteele or HDoom that gives the
>Playing Brutal Doom
message?

>>3269191
Full pic related. Kurashiki's art is great.
>>
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>>3268923
I like the clean dense level design. Feels good. The last fight was okay; did more damage to myself with the rocket launcher than the monsters did. Only got 50% secrets. I assume the 97% monsters is because of the end-level room.

Good replacement.
>>
>>3269198
So daemonsteel just hates certain mods ?
>>
>>3269218
Both mods hate Brutal Doom. Ketchup is Brutal Doom's gore by itself.
>>
>>3269220
So the coding for ketchup is enough to trigger that punishment
>>
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>>3269185
>>3269191

>>3269198
HDOOM
>>
>>3269185
so why does it do that?
>>
>>3269237
Basically it is just there to force players to unload it because the mods just aren't compatible. Both replace enemies and both replace weapons, so they will inevitably conflict. Ketchup replaces enemies, so that's why it doesn't work either.
>>
>>3268812
Surely it'd be close to having enough maps for a full E1 by now, right?
I'd go back and finish what was going to be my second submission but I'm a busy college student and, besides that, honestly can't be bothered trying to make interesting gameplay situations out of Doom 1's limited roster.
>>
>>3269247
I'm not very familiar with the capablities of G/ZDoom modding, but just out of curiosity, would it be possible for a gore mod like that to "passively" run a script that spawns gore when enemies are killed, instead of replacing the normal enemies with gore-spawning ones?
>>
>>3269223
Well that's actually kind of a shitty thing to do. Even if you don't like Bwootal Dwoom, it's still a gateway wad that ends up getting people deeper into doom modding, and actively trying to rig your mod to spite people who play it is kind of petty and bitchy.
>>
>>3269248
Dosbox edmap on your phone and map while you poop or ride the bus.
>>
>>3269263
except who the fuck would expect brutal doom and demonsteele work together

they both change EVERYTHING about doom short of the levels, and to presume they'd work together is ridiculous

ketchup though is a bit too far (since ketchup's shtick is exactly that it works with other mods), but brutal doom? nah

>>3269262
no, there's no ACS script type for monsters dying, which has been my bane for a long, long time
>>
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Still not done with this piece of shit. At least most of the areas are fleshed out, now...
>>
>>3269276
Good point.
>>
>>3268101
Am I supposed to be seeing a face here?
>>
>>3268258
nope
and never will be :^)
>>
>>3268101
wad?
>>
>>3269297
alien vendetta

the most overrated must-play megawad IMO, it's decent in the most bland way possible
>>
>>3269276
>there's no ACS script type for monsters dying,
That's really silly, you'd expect that to definitely be a feature.
>>
How do you reset the doomseeker/zandronum configuration? I set my Doom game to fullscreen and now every time I try to play, I have to reset my computer.
>>
>>3268760
This image is completely accurate. It's amazing.
>>
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Well they're not wrong...
I know it's technically not allowed but this is the best place to put it
>>
>>3269301
no but letterboxed resolutions are!!!!!
>>
>>3269276
>ketchup though is a bit too far (since ketchup's shtick is exactly that it works with other mods)
Thing is, it doesn't.
It really, really doesn't. And the fact that it actively advertises that it does is simply Mark being a dumbass.
>>
>>3269263
not really, considering a lot of people have it on autoload for some reason or another and don't know that ketchup breaks things
>>
>>3269263
>Even if you don't like Bwootal Dwoom, it's still a gateway wad that ends up getting people deeper into doom modding, and actively trying to rig your mod to spite people who play it is kind of petty and bitchy.

That sure is a lot of assumptions.
>>
>>3269301

Isn't it technically possible with A_Radiusgive to give enemies an item that when they "drop" it, it bursts to the mega gore splatter show?
>>
>>3268918
ikr?
https://www.youtube.com/watch?v=3c92k0_YSg8
>>
>>3269325
yeah A_RadiusGive helps, but you need zdoom 2.8.1+ for it because of RGF_NOSIGHT

and a better way would be to just give them an item that waits for them to die, then does the blood splattering

granted, you're going to have a "while (GetActorProperty(0, APROP_Health) > 0) { delay(1); }" running on every monster, and you'll have to give it repeatedly for monsters that spawn in, and it's a bunch of hacky bullshit like everything else in the fucking engine, but it's *something*

it's just that that something is *shit*
>>
To be fair, I believe Ketchup shouldn't be triggering the golden skeletons.

Most people who moved on from BD are using Ketchup as 'alternative', even if it was made by the same person. Sure, it really, really shouldn't be expected for both mods to work at the same time without flaws, but why the skeletons?

(If I'm missing something vital like the anti-BD script intentionally made to obfuscate anything from Mark let me know)
>>
>>3269342
Ketchup replaces the monsters

A lot of people load Ketchup thinking it's gore-only when it replaces the monsters

Monster replacements break things
>>
>>3269348

But again, why the skeletons? Aren't they supposed to be activated when the script detects a certain line in one of the BD weapons?
>>
>>3269380
It has a script that runs if a BD-specific Thing can be spawned to make the skellies. Evidently, said item is present in Ketchup, triggering the script. To be honest, I dont see why you'd want it anyway, DemonSteele has enough gore IMO, I find that in enclosed spaces the gore ends up covering switches.
>>
>>3269380
when it detects the brutal blood, actually

so it activates on both brutal and ketchup
>>
>>3269386
>To be honest, I dont see why you'd want it anyway

I'm not the original poster, to be fair I haven't even played DS yet.

Now....

>>3269386
>>3269392

...If said line is present in both Ketchup and >BD, then I'm willing to admit we've hit a dead end and nothing else can (or should) be done about it.

Whatever happened to MikeGore, anyway?
>>
>>3268923
That's a lot of shotgunners. I'd brighten some of the cubbyholes you stuck them in. They're a little hard to see, and that's in hardware. Software? Forget it. What I saw of the level was pretty good, though. It was just the hitscanner army that annoyed me. Demo below. Multi-minute files look awful compressed to 3 MBs, so I used mixtape. Figured you didn't intend for me to jump to that armor.

https://my.mixtape.moe/zfwyxb.webm

Bulletpoints:

-Light up the shotgunner murder holes, such as the one I died at.

-I like how fast the map plays overall. Ducking and weaving through the imp/demon clusterfuck was fun.

-Too much ammo? I like maps that are generous, but maybe there's a little too much here. Maybe it's a consequence of all the hitscanners.

-The attempt at moody lighting works well.

-reduce the opening number of shotgunners. I don't think I handled that very badly and I barely survived even with the 50 health lying around. Looking at it again, maybe you could space them closer together, so a player could step to either side and kill a bunch of them in one shot.
>>
>>3269397
>Whatever happened to MikeGore, anyway?
Went the way of all of Mike's projects.
>>
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I kinda don't wanna use too many teleports here, since I kinda wanna connect up the stage in conventional means as well. Perhaps as ways to zip about.

>>3269419
What a tough guy.
>>
>>3267650
I didn't notice the chain straight away, I'm impressed anon
>>
did anyone ever make some sort of decent DBZ mod? or something similar where I can shoot pretty lights from my hands?
>>
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>>3268310
Honestly, your melee attacks are just not useful. Shadow Warrior's big dynamic I gathered is overwhelming firepower - so many enemies can do huge amounts of damage and there are so many chances to instantly die from an errant rocket or landmine that your main defense is just going nuts with guns and explosives.

Bread and butter should be the Riot Gun and the Rocket Launcher, with the Uzi and maybe Shurikens if you want to save ammo against weaker enemies, and the higher tier weapons for crazier firefights or to wreck enemies fast (except for the sticky bomb, which I never found much use for).

Sword should be used only when you're flat out fucked for ammo or if you've softened up an enemy bad enough to finish off with it. I never used fists, so I don't know if they're better or worse.

By the time you're at the later episodes and the expansions, you may well be using rocket launcher and grenade launcher as your primary weapons.
>>
>>3267754
>>3267748
nailed it, I'd add ROTT too

the remake of Shadow Warrior is pretty badass too for a modern FPS, I've been looking forward to the sequel more than D44M
>>
>>3267183

Someone needs to hack one of these things with a raspberry pi to play actual doom.
>>
>>3269348
>what is ketchup V5 nogibs splatteronly
answer: honestly kind of shit as the blood is always red
>>
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>>
>>3269476
Try the splattersonly version of nashgore, it's basically a more satisfying version of droplets.
>>
Tell me, /vr/!
What is the most fun gameplay wad?
I've played Hideous Destructor, GMoTA, Fractal Doom, Demonsteele, Project MSX, and more!

What is the best gameplay wad around, though, at least in your opinions?
>>
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So, I saw people bitching about Plutonia yesterday so I made a lift trap in my DUMP 3 level modeled after a trap in Plutonia MAP03. After sleeping on it, I decided it was a little too close to the original so I ripped it out and replaced it with this instead. It keeps the spirit of the original lift trap (chaingunners), but isn't an exact copy. They'll be blocked by a shutter door until the player springs them.
>>
>>3269524
Trailblazer
>>
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>>3269530
Here's the pic that inspired it. Too bad putting a skeleton in the back makes no sense. I think the chaingunners would shred him, so I used an archvile instead.
>>
>>3269524
I like Demonsteele.

Lately, though, I've been playing some oooold oooold gameplay mods, reminding myself of the old 90s days of weapon mods, with Dehacked and early Decorate.
>>
>>3269541
You mean like Xaser's power weapons
>>
>>3269530
>>3269536
you brilliant madman
>>
>>3269536
You should try to make it look even more like that picture if possible.
>>
>>3269530
which part of pl03? i guess the bridge with the four adjacent platforms?
>>
>>3267183
>no DOOM button
>>
What is your favorite customers monster sprite?
>>
>>3269403
>Too much ammo
>>3269209 here
By the end of the level I agree, but most of the way through it's pretty even handed. I had to fisticuffs my way through a bit of it. I took a different route than you though.

The murder holes are a bit mean too, yeah. I did better with the start than you did, but that's mostly chance.

Better than the original e1m8, though. I didn't absolutely love Romeros new one either, but it was pretty okay. This one feels better room-to-room imo.
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