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JUST LIKE THE DEVELOPERS INTENDED
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DOOM THREAD / RETRO FPS THREAD - Last thread >>2729409
(We mainly talk Doom, but Unreal/Duke/Quake/Marathon/whatever are also welcome! Let's post like gentlemen)

===WEBSITE/COMMUNITY===

http://doomwiki.org/
The OFFICIAL Doom Wiki, actively maintained and supported by the Doom community. Want to learn more about Doom? Check this site first!

FAQ/Pastebin, updated semi-frequently
http://pastebin.com/vPbiw4NR

IRC (Password is in the FAQ.)
irc.zandronum.com
Channel: #vr

Doom Thread Archives
https://warosu.org/vr/?task=search2&search_op=op&search_text=%22doom+thread%22

Image Database
http://vrdoom.booru.org/?page=post&s=list

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

===WHERE DO I GET WADS?===

So You Want To Play Some Fucking Doom? (v5)
http://vrdoom.booru.org/index.php?page=post&s=view&id=148

Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.doomworld.com/idgames/
/idgames torrent (as of 2013-11-25; 12GB): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

## Our WADs can be found here! ##
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K

## /VR/DOOM COMMUNITY PROJECT ##
Famous monuments, landmarks, or places of interest
https://warosu.org/vr/post/2619435 - Announcement
https://warosu.org/vr/post/2619669 - Rules
>>
===NEWS===

[10-16] The /newstuff Chronicles #485
https://www.doomworld.com/php/topstory.php?id=4506

[10-15] Quake Live Q&A / developer interview
http://esreality.com/post/2776781/ql-steam-switch-q-a-with-syncerror/

[10-12] SUAB v0.4 released
https://youtu.be/T79clHGoV4I

[10-04] Anon map release: "i spent 2 hours making a short map"
>>2718745
https://www.mediafire.com/?p0196ndn2pl6lwb

[10-02] The /newstuff Chronicles #484
https://www.doomworld.com/php/topstory.php?id=4498

[09-26] Quake Live beta almost complete - keys available
>>2703896
https://twitter.com/SyncError/status/646877259534499841

[09-26] Monument (final version) released
https://www.doomworld.com/vb/post/1401888
https://www.doomworld.com/idgames/levels/doom/Ports/m-o/monument

[09-25] The /newstuff Chronicles #483
https://www.doomworld.com/php/topstory.php?id=4495

[09-25] Ultimate Doom II: An in-progress expanded remake of Doom II (Note: nothing to do with Ultimate Doom!)
http://forum.zdoom.org/viewtopic.php?t=46911

[09-24] Public Service Announcement: Do not compile GZDoom with both FMOD and OpenAL, it will break.
http://forum.drdteam.org/viewtopic.php?f=24&t=6698&p=57351

[09-22] WadC v2.0 released
https://www.doomworld.com/vb/post/1419243

[09-21] DoomRL Arsenal v1.0 released
http://forum.zdoom.org/viewtopic.php?f=19&t=37044

[09-20] Developer Opinion - Gun Feedback
https://youtu.be/tf-xxGkkWPs

[09-20] Anon's birthday cake >>2691441 >>2691447

[09-18] 50 Shades Of Graytall released (late news)
https://www.doomworld.com/idgames/?id=18205

[09-18] The /newstuff Chronicles #482
https://www.doomworld.com/php/topstory.php?id=4489

[09-16] Doomworld now available via https
https://www.doomworld.com/
https://www.doomworld.com/vb/post/1420875

[09-14] Icar2015: a 11-map set for Icarus, by Eternal
https://www.doomworld.com/vb/wads-mods/74589-icar2015/

[09-13] Strange Aeons v3.5
>>2679170
http://forum.zdoom.org/viewtopic.php?t=49369

===

To submit news, please reply to this post.
>>
Doing a search for "Doom" on DeviantArt was not a good idea.
>>
>>2742574
Doing a search on DeviantArt is never a good idea.
>>
>>2742574
haha i think 90% of the time went into the middle finger.
>>
>>2736850
How close are you to finishing your map? I really wanna see how it turns out
>>
>>2742601
How did your post number skip 15, when there hasnt even been 15 posts since the last one ( in any thread).
Somethings fucky.
>>
>>2742574
He should see a doctor about those square elbows.
>>
>>2742604
Dubs prevention maybe? Although I thought that didn't work on 00s.
>>
>>2742606
Even if you skip the dubs, archive says we're missing a bunch of numbers.
>>
>>2742619
kek
>>
>>2742486
>From their point of view the extra zdoom features you're using have to be make up for the zdoom shit you're putting them through
i cheerfully admit to this. if i must suffer using zdoom, it had better be worth it. (i will point to DRLA as something that is "worth it".)

>>2742493
>if someone had to choose between using a source port they hate or not playing my maps, I would really much rather they just not play my map
if you make a map could you make this clear in the text file or announcement post, to avoid frustration? thanks in advance.
>>
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>>2742576
Bullshit, doing a search for Hexen got me this awesome art.
>>
>>2742645
its great how the poeple who care enough to make art for hexen actually put effort into it
Just like Hexen on pixiv
>>
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>>2742645

That's some cool shit
>>
>>2742574
>Doing a search for "Doom" on DeviantArt was not a good idea.

I don't know who would even stand doing a dA search looking for Doom art

(I just did, and holy crap the things I've seen)
>>
>>2742234
>>2742246
That sounds neat.

But are there easily editable resources?
>>
>>2742697
10 bucks top 10 pics in there are project brutality/brutal doom sonichu levels of fanart.
>>
>>2742709

Nha, that ain't precisely the matter at hand.

There's a lot of stuff in the "Doom"; in fact, the top 10 pictures include Dr. Doom, the rapper named MF Doom and other assorted art. Only a single picture of a Doom 3 Doomguy fan art

The kind of stuff you think it might show up doing a search is actually in the "recent" section
>>
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>>2742712
>>2742709
>>2742697

somewhat related, some bitchin DG cosplay the goddamn doomguy reblogged on his tmblr' a few hours ago
>>
>>2742697
>I don't know who would even stand doing a dA search looking for Doom art

I'm fairly sure that's what imx-doomer does on a regular basis. Otherwise I can't explain how he manages to find different stuff to post every single day

>>2742707

There is, the problem is that most of those resources are a little bit hard to find and compile; there's a good bunch of obscure games with textures that I've never seen them being used by the Doom community (and they should)
>>
>>2742718
Games and resources like? How do you even extract textures from those games?

Afterglow is the closest to a resource site when it comes to textures, but those are are all similar to what you now from id. And I'm looking for a more modern urban sort of texture deal, since I wanted to make a 1024x1024 map set on a floor of an apartment complex.
>>
>>2742724

you can try your luck by looking at the resources forum in the zdoom forums every now and then. i know of a couple of resource threads with a good bunch of texture rips from other games
>>
>>2742727
So forum diving them. A shame no one went through the trouble of centralizing the resources by building an archive. Or did someone?
>>
>>2742574
it was a very good idea for me
>>
>>2742714
There's so few good Doom cosplays.
>>
>>2742864

I totally expect the new game to boost the interest in Doom cosplaying
>>
How do I git gud /vr/?
playing a shooter with a keyboard and no mouse is weird
>>
>>2742890
you can play vanilla doom with a mouse, no need to handicap yourself

romero played with a mouse didn't he
>>
>>2742890
you can change the controls and such in DosBox to have more modern controls
>>
>>2742858
"are you not entertained? is this not why you are here?"
>>
>>2742916
Reposting this here because I didn't realize there was a new thread. Whoops
>>
>>2742909
kek
>>
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http://www.doomworld.com/idgames/levels/doom2/Ports/megawads/prcp

What a map, not for early morning Dooming.
>>
http://webmshare.com/wja70

Heh.
>>
>>2742890
practise practise practise.

or just use the mouse like everyone else.

but either way, practise practise practise.

---

it's worth noting there are a few extremely talented keyboard-only players. for example:

Ryback
http://doomedsda.us/player34lmps.html

gggmork
http://doomedsda.us/player221lmps.html

vdgg
http://doomedsda.us/player229lmps.html

SAV88
http://doomedsda.us/player305lmps.html
>>
>>2742920
please go ahead and post the link. i'm not sure why it's even a question. :)
>>
>>2742992
I haven't really done all I wanted to do, sorta why I wanted to hold off, but okay then.

https://copy.com/qubXHv3WPk8Qv3NH
>>
>>2743012
>I haven't really done all I wanted to do, sorta why I wanted to hold off
i think you should have said this before. "i have fixed the hud but i would prefer to finish some other things before uploading a new version. please say if you really need the fixed hud or can wait for a bit". without any other stated reason for withholding the link, it came off as a desire for an ego massage by having someone ask for the link explicitly.
>>
>>2743037
Yeah I know. I'm a bit on the tired side, sorry about that.
>>
>>2742890
Doom had native mouse support.

You couldn't look up or down, but you could turn, and that makes shit so much easier.
>>
>>2743012

I forgot to mention, the Ammo hud's moved to the Strife ammo/weapon hud, so you'll need to bind a key for it.
>>
>>2743037
>it came off as a desire for an ego massage by having someone ask for the link explicitly.

Asking for a link is an "ego massage"?
You're weird, dude.
>>
>>2743195
we're on 4chan, where the very concept of having a name is an ego massage or grab for attention
>>
>>2742626
>if you make a map could you make this clear in the text file or announcement post, to avoid frustration? thanks in advance.

Okay. I will continue to specify them, as I always have, as "for ZDoom". If you don't like ZDoom, I trust you to not download it and have to deal with it.
>>
>>2743291

Anyone have the link of a video of this gif with some funky music playing in the background?
>>
>>2743301
Just use GIFSound and mash in "Stayin' Alive", really
>>
where were you at autism-fest a.k.a "prop hunt"?
>>
why is a 2 hour short map made by an anon in news? (soz, been away)

Wouldn't it be better if /vr/ made about 2 hour map collection again?
>>
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https://www.sendspace.com/file/zkj5su

Some textures I ripped from the PC version of Nightmare Creatures and a bunch I dumped from the N64 version until the emulator crashed from some sort of RAM error.

It's like a Bloodborne setting.

http://www.abandonia.com/en/games/26808/nightmare+creatures.html
>>
>>2743303

No it was like some kind of techno music or something.
>>
>>2743320
How does the ripping process work? Do you just have it dumped from your RAM?
>>
>>2743318
i try to put any and all anon map/mod releases in the news post to encourage creators and promote their works.
>>
>>2743341

I know what video you're talking about.
On my phone atm though, will post once I'm home, if nobody else gets it.
>>
>>2743349
The N64 one uses a custom video plugin that dumps all loaded textures in 64px squares, the PC one I went in with TiledGGD and spent a few hours looking for a palette, the textures (and figuring out that it was 4-bit and not 8-bit), and then figuring out which of the hundred or so 16-colour palettes were right.
>>
>>2743356
Oh, that reminds me.

Last year, before I lost interest, I tried recreating the first Venice level of Tomb Raider 2. The textures are freely available, but it was the scale that was giving me problems. The feeling regarding size in the level felt off.
>>
I'm probably late to the party here, but I just cloned the demonsteele git and made the demonsteele.pk3, the demonsteele-ssh pk3, and the jukebox pk3. Upon running them, in both gzdoom stable and a recent gzdoom git version, it seems that on the first map of a set a skeleton pops up immediately after loading, but only with Hae-Lin. Even in Ultimate Doom. The hell?

On a related note, kind of wondering why there's no makefile or batch file options for building the jukebox pk3.
>>
>>2743412
what do you have on autoload
>>
>>2743412
you have something in your skins folder which demonsteele is not compatible with. please remove it to continue.
>>
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>>2743359
Judging by screenshots of Tomb Raider 2 and some textures from TRSearch, they're supposed to be seen larger than they would in Doom.

In Doom the player is 56 tall, but these 64 pixel textures are taller than Laura in TR2.

Work out the ratio of Player Height to Texture Height in TR2 and then apply it to Doom.
>>
>>2743426
By 56 do you mean the height of the complete player object or the view height which would be slightly lower?
>>
>>2743431
total
view height is 41
>>
>>2743424
>>2743425

I have various old skins and a cross-hairs file. That's it; my autoexec headers are all empty. Moving my skins folder away as a test still causes this behaviour.

W_Init: Init WADfiles.
adding ./gzdoom.pk3, 608 lumps
adding doom2.wad, 2956 lumps
adding /home/anon/.zdoom/brightmaps.pk3, 499 lumps
adding /home/anon/.zdoom/lights.pk3, 4 lumps
adding /home/anon/.zdoom/armory/Folded1000Times/te13-DemonSteele.pk3, 5591 lumps
adding /home/anon/.zdoom/armory/Folded1000Times/te13-DemonSteele-ssh.pk3, 2 lumps
adding /home/anon/.zdoom/armory/Folded1000Times/te13-MetalJukebox.pk3, 340 lumps

I am definitely not trying to load any BD assets.
>>
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>>2743359

Hey good luck man!

I tried to create a Tomb Raider 1 DOOM wad, with maps based on the level concepts instead of directly transferring them. But I had to scale every texture, as your problem is, and it was too demotivating to continue.
>>
>>2743445
then i'm afraid i don't know. sorry i couldln't be of more assistance.
>>
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>>2743359
>>2743447

Oh sorry, misread. Still... one day we have a Tomb Raider DOOM wad

I would've completed a Dungeon Keeper DOOM wad, I had the sprites of the monsters/heroes and sound files, but not the dungeon textures, I couldn't get them anywhere!
>>
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just dumping various TR bits
>>
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>>
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>>
>>2743412

Hi!
SSH has been integrated into the main branch of DemonSteele, and no longer requires separately loading alongside. Loading both at once may slightly break things.
Please try just DemonSteele by itself and let me know if the issue's still occuring--I'm worried loading both may have slightly futzed your cvars now.

>On a related note, kind of wondering why there's no makefile or batch file options for building the jukebox pk3.

There doesn't need to be, really.
There's nothing really different on the git builds that aren't in the release builds.
>>
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tis it.

Still, I loved a lot of the TR textures, and might re-use some of them (or recopy) for other projects
>>
>>2743463
https://keeperklan.com/threads/2778-Dungeon-Keeper-DOOM-edition?p=40713&viewfull=1#post40713
>>
>>2743483
NHB I get the same Revenant spawn with Hae-Lin.

GZDoom.exe lights.pk3 Folded1000Times\pk3 Folded1000Times\metal-jukebox-pk3 gz-qtilt.pk3

Config
dst_infinitesouls=1
dst_cl_toasterzdoom=0
dst_multiplierhealth=0
dst_enemymultiplier=5
dst_runmod=125
dst_nodamagepenalty=0
dst_omenstart=1
dst_backpackstart=1
dst_2brutal=0
dst_doomhealth=0
dst_gunsouls=1
dst_arrogantweapons=2
dst_infinitemeter=1
dst_nospecials=0
dst_nochaingun=0
dst_noshotgun=0
dst_noshotgunlimiter=0
dst_runninginzdoom=1
dst_runninginzandro=0
dst_debug=0
dst_cl_classcheck=1
dst_cl_noannouncer=1
dst_cl_nopoints=1
dst_cl_nobeeping=0
dst_cl_autoswitch=0
dst_cl_toaster=0
dst_cl_norecoil=1
dst_cl_nomusic=1

I assume everything from DemonSteele is dst_
>>
>>2743487

Yeah, that's me. I actually found a Minecraft video of someone who HAD the DK1 textures I needed for his project, but he wouldn't answer so... no luck there :(
Even if I had them now, I think that time has passed. Although, you may never know
>>
>>2743496
Did you run the programs from cmd so that if there's an error it stays up instead of going away immediately?
>>
>>2743501

I can't even remember what I did before, even if that post could lead me there. Thanks for the help, but I'm not going down that route right now.
>>
>>2743463
didn't someone already make a TR inspired doom wad?
i remember that you'd start with akimbo pistols that shot like a mcahinegun
>>
>>2743510

There was "Tomb Doom", which may have had double pistols. But it was a wad inspired by TR instead of a direct translation of TR to DOOM.
>>
>>2743483
I noticed ssh only has 2 txt files, but I did try running it without it and got the same result.

> There's nothing really different on the git builds that aren't in the release builds.

I'm not sure I follow, unless there's some other place the file is being hosted that I missed. The directions on the github page point to running the batch or make file. Last I tried, I don't think it built the jukebox on Windows using said file, and the makefile definitely doesn't.

Writing the above made me realise the culprit -- it appears to be the jukebox pk3. Running without that produces no skeletons.
>>
>>2743447
>>2743463
>>2743467
>>2743472
>>2743475
>>2743480
These all look pretty good and on point too. If you aren't going to do anything with them then possibly slap on an ending/some endings to the level/s and I'd play that shit.

Looks good anon.
>>
>>2743493
>>2743516

Well, that's interesting. Did a check in Zandro and GZDoom--works fine in Zandro, in GZDoom it spawns a li'l Revenant.
What's happening is that on load, DemonSteele does a check to see what's being loaded by spawning specific items within specific wads, which lasts for one tic and then removes it afterwards.
For some reason, in newer ZDoom/GZDoom builds, Thing_Remove isn't activating, so this item...isn't being removed.

Hm. I'll have to redo the code.
Thank you very much for bringing it to my attention, I was completely unaware of this.

>I'm not sure I follow, unless there's some other place the file is being hosted that I missed.

Ah, I'm a dumbass, I completely forgot to take that into account. There's probably people that are getting the files solely off the git page.

I'll throw up a compile for the jukebox later today, thank you.
>>
>>2743524

It's not worth to finish the maps, I wouldn't feel happy with a rushed version.

I might be working on a better project, but its a difficult moment right now, I don't know if I want to go through with it due to busyness
>>
i need a wad with new creative demons, the level of what doom 2 did to ultimate doom.

not realmshit
>>
>>2743535

good luck
>>
>>2743525
>in newer ZDoom/GZDoom builds, Thing_Remove isn't activating
sounds like a bug in zdoom
>>
>>2743540

does it not exist?
>>
Reminder:

You can run a directory like a PK3 so you don't need to compile DemonSteele etc over and over
>>
>>2743535
The only thing that monsters from Realm667 have in common is "overuse".

The Doom 2 monsters are realmshit.
>>
>>2743547

doom 2 monsters are highly-detailed original additions to the gameplay that adds new dimensions to map design. Realmshit is dupeskins "lets spam plasma balls everywhere"
>>
>>2743525

Glad I was able to help. Not that it matters any more since you're merging ssh anyway, but the build command for it didn't seem to work -- it complained of a duplicate file-name. Changing "*.* *" to just "*" fixed that.

> I'll throw up a compile for the jukebox later today, thank you.

Do you mean just a compiled version, or also an option in the batch/make file to build it? Not to complain, it's a trivial thing to zip it up by hand, but it just seems like a nice convenience to have it.
>>
>>2743542

A single monster's frames would be (at minimum) four frames for walking, one for pain, three for attacking (let's combine melee and ranged together into a single set of frames), at five rotations each.
At one rotation, death would...well, let's be generous and say you can somehow get a death animation for five frames.
That's 45 brand new, unique sprites for one single monster.

A wad with new, creative demons (as in multiple) would have no chance of being its own unique thing for long, and I can guarantee the sprites would be plundered and distributed around--quite likely for Realm667 usage as well.

For perfect demonstration of this, see the Flesh Wizard and Maephisto enemies.
>>
>>2743560

Well it didn't have to be many monsters, just a few, even 1!
There must be one over 18 years of wadding
>>
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>>2743560
this thing? i've never seen it in a wad, which is good because frankly it looks rubbish
>>
>>2743593

not even fully original
Duke 3d boss legs
>>
>>2743593
I have seen this in a wad.

I think it was used in a custom faction in zdoom wars
>>
>>2742867
I expect doomguy to make an appearance in mortal kombat XI
>>
>>2743564
>There must be one over 18 years of wadding

There are, but you already dismissed most of them as "realmshit." If you don't want what you want then why do you want it? It's already there, there's good monsters, and a lot of them have been used (quite successfully) as bases for other monsters. If you're going to just dismiss it all as "realmshit" then you should just play Adventures of Square.

You little shit.
>>
>>2743616

I didn't dismiss them all, I just said no realmshit, as hopes to filter the choice. So instead of being helpful and posting example wads to try out you rather be all mad over a valid question.
>>
>>2743301
>>2743352

Well this is weird.
Apparently the video was taken off YouTube. I was searching for my comments on it, but everywhere leads to a broken video link.

What a shame.
>>
>>2743625
what about freedoom, that has a lot of good sprites these days
>>
>>2743626

Do you at least know the name of the song at all?
>>
>>2743629

"Falcon Punch" by Razihel.
>>
>>2743616

fuck you square is amazing
>>
>>2743640

Thanks m80
>>
>>2743447
>But I had to scale every texture
If you use UDMF you can set that in the map editor rather than having to do it manually to the files.
>>
>>2742858
>implying that doesn't look like shit
>>
>>2743547
>>2743551
The r667 monsters have a bunch that look pretty solid, which is really all you need, since you can change monster behavior pretty easily.

It's just that hardly anyone ever codes them to do anything different than how they come so it gets repetitive.
>>
The pain elemental has a blursphere for an eye, gimme a break.

Man it up or create new original monsters from scratch
>>
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CURRENTLY HOSTING UT99 AT 98.15.234.144

Hey /v/, since September 28th 2010, I've been hosting servers for UT99 and UT2004, and now I host Jedi Knight III: Jedi Academy with JK2 maps as well.
My User Name: InspecktahDeck - Steam Group Name: Speck's Unreal /V/idya. You don’t need the steam version to play, but having steam lets you receive announcements when we play. Discussion boards are now on the group page for users to discuss the games, servers, or suggest tweaks/changes, with some other fun stuff. If you have any problems joining, please post them in the thread, or steam group.

http://steamcommunity.com/groups/specksunreal
>>
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>>2743709


https://www.youtube.com/watch?v=Zj3FjSmOwvk
https://www.youtube.com/watch?v=VlBniXj6FIA
https://www.youtube.com/watch?v=iKihXaSj2w4
https://www.youtube.com/watch?v=7SUoC-7vry8
>>
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>>2743668
not really seeing it, to be honest...
>>
>>2743714
i mean there's a vague resemblance but it's not enough to be certain, unlike the mancubus in the megasphere which is obvious
>>
>>2743714

It's either the alpha blursphere or one of its frames, but it is in fact the eye of the pain elemental
>>
>>2743709
>>2743712
Hosted in the US, right?
>>
>>2743714
>>2743719

It is also a recolor of it.

The invulnerability sphere has the alpha lost soul inside of it, the cacodemon has a switch for an eye too.
>>
>>2743720

Yep, East Coast US. We've got regular players from all over the globe though, so ping isn't a huge deal for some people.
>>
>>2743726
I could try, if I get home on time.
Just full on DM, right?
>>
>>2743730

All gametypes, all maps enabled. A few custom maps here and there too, but not a ton. They rotateo ff every now and then.

Sorry I was in a few matches. We had a slow night tonight because I hadn't hosted in a week since my schedule varies and I can work up to 50 hours a week sometimes, but we generally get at least ten or so people over the course of a few hours. I'm leaving early to go watch the Mets game.

Server's still up if you wanted to connect later and test it out though
>>
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>>2743714
The beta partial invis had reversed colours, with a red iris instead of blue.
>>
I saw some guy worked on the port of the Wolf3D on the Megadrive, so what's your opinion - could Megadrive alone handle Doom?
>>
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I'M YOUR MOM!
>>
>>
>>2743821
>could Megadrive alone handle Doom?

Nope, unless its a Wolf3D skin mod with very simplified levels and much fewer monsters.
>>
>>2743301
>>2743626
These links work fine here.
https://www.youtube.com/watch?v=iGoti0p3RQo
https://www.youtube.com/watch?v=9sEi7BBhBJI
>>
>>2743660
where the fuck did he imply that, everyone is well aware it looks like shit but thanks for playing.
>>
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:^)
>>
>>2744079
i wonder how would have psx/64 doom looked back then when I still had my CRT.
>>
What are some good zdoom maps that don't use any of its map format features, and merely relies on allowing you to jump/crouch, or bugfixes?
>>
>>2744257
Eviltech is pretty fun. Plays by vanilla rules, just contains ZDoomisms.
>>
>>2744258
IIRC, the author fixed those zdoomisms, though.
>>
>>2744258
>>2744274
NHB i'd like to clarify that an essential difference between a portism and just "using port features" is the author's intention. portisms are unintentional source port dependencies caused by ignorance and/or improper testing. deliberately building a map to require jump/crouch/freelook to finish does not count.
>>
>>2744296
Yeah this. I want maps that are deliberately made for zdoom, despite using only a bare minimum of its available features.
>>
>>2744315
Restoring Deimos, then. This one got flak all around because it's for ZDoom, but also includes a script to break gameplay mods. I found it fairly enjoyable to play though, and the ACS sources are included so it's a simple matter to remove the script.
>>
http://the-goddamn-doomguy.tumblr.com/post/130218601835/imx-doomer-you-wanted-more-doom-secrets-solved

Fuck it. At this point someone will find the actual porn movie the guys from id played in the office to distract Carmack back in the day; and I won't be surprised in a single way.
>>
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This hard ass game I swear..
>>
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>>2742858

Meh.
>>
>>2744398
i guss that explains why one of these faces was in a few other games (likeone of the first TES)
>>
>>2744547

congrats, your post is exactly what he wanted
>>
>>2743593
Beyond reality has that chum and OH BOY
>Homing lasers
>sometimes just shoots more lasers, not homing.
>Big lazor of instagibness
>>
I would have spent the rest of my life without knowing dying twice at the same time is possible had I not played Vanguard ever

ok
>>
>>2743593
didn't that artist chick make fanart of this guy
>>
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What's the best way to play Rise of the Triad these days? Is there a good sourceport or is Dosbox my best bet?
>>
>>2742858
Are those nipples on his horns
>>
>>2744654
WinROTT exists, but it's shit. I believe ECWolf plans to support ROTT, but it's not implemented yet.

Honestly you're probably better off playing the Return of the Triad ZDoom TC instead, it's a far better experience than the original game.
>>
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>>2743426
I guess I could try to find out the ratio with this. Assuming the texture is in fact square. But even then a total translation would be tricky because...
>>
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>>2744696
CORE didn't apply their textures uniformly on walls. As you can see here, the lower parts are squashed. The only way to emulate that is annoying patchwork. Which is why I figure that maybe making original levels as >>2743447 wanted to would be easier.
>>
>>2744703
>CORE didn't apply their textures uniformly on walls. As you can see here, the lower parts are squashed
that's really weird and i don't think you need to emulate it
>>
>>2744705
Eh, I only wanted to port/translate the level to familiarize myself more with level editing and creation. It already was tedious looking up the layout for the level. And I'm not really in the mood to start up ye olde TR level editor. I don't even know whether the thing loads maps from before TR4.

That the textures are squashed might be to add the illusion of a little bit of variety? The grate window to the right is also stretched from it's 64x64 texture.
>>
>>2744015
>>>/wsg/794801
>>
>>2744707
Probably some sort of engine limitation, like it can only load textures in 64x64 chunks, so they just stretched it to whatever they really wanted.
>>
Question for DECORATE folks here

Is there a way to remove armor from DOOMGUY from an item pick up? I can't seem to find a way.

Also whats a good way to creating an surrounding AoE damage attack from an enemy, without hurting/being blocked by monsters?
The attack is slime, so bonus points if anyone knows how to get this "damage" immune through Radiation Suit
>>
Does anyone else remember playing CyClones?
I have a copy of it on CD ROM but I can't figure out DOS BOX because I'm an idiot
>>
>>2745198
Look into D-Fend Reloaded. It's a DOSbox frontend that's all nice and UI-ey.
>>
>>2745208
I must be a fucking idiot if I can't figure this out
>>
>>2744707
For something like a window that needs to be something like 64x128, you can split it up into multiple linedefs/sectors and assign the same 64x64 texture to each one, as Doom cannot stretch textures. However, if you use the UDMF map format, there are linedef specials to scale textures/flats, but, and I could be wrong, that may only have a visible effect on slopes.

Also, Doom doesn't really handle realistic sizes and proportions well. Linguica says a general rule of thumb is: 16 horizontal map units or 10 vertical map units, is a close approximation to 1 foot. In addition, you can change the size of the Player in DECORATE, with the Radius and Height properties, and change the Player.ViewHeight accordingly (by default, it is 41).
>>
>>2745235
UDMF can cheerfully rescale textures, GZDoom Builder has nice UI elements for it.
>>
>>2745235
>For something like a window that needs to be something like 64x128, you can split it up into multiple linedefs/sectors and assign the same 64x64 texture to each one

Huh? The window would be on a single linedef then, how would you divide it up?
>>
>>2745261
you can have linedefs that share vertices, though it makes editing fiddly
>>
>>2745264
Sorry, I still don't get it. The only method I know is to lower the ceiling, raise the floor until they meet and then adjust scale and off set of the upper and lower textures of the linedef according. But dividing a linedef horizontally?
>>
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>>2742574
>>
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>>2745321
i mean you can superimpose two-sided linedefs with middle textures on them.

http://temp-host.com/download.php?file=xu82qs

in this map i have two linedefs with floating middle textures at different heights superimposed a single unit in front of the light pillar.

you can even superimpose floating middle textures on top of single-sided lines but i couldn't get that to work. they failed to display. i think it's dependent on linedef number ordering or how the node builder chooses to build the map.
>>
Is there a website that can help me with map making tips? It never feels right playing

I've seen Romero's 10 tips.
>>
>>2745359
DO NOT WANT
>>
>>2745351
I think see what you meant with fiddly editing. If I drag the linedef with the windows, they get unified into one linedef with the top one becoming the middle back texture of the lower one.
>>
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>>2745359
>mfw
>>
>>2745357
You already know the rules..... BECAUSE THERE AREN'T ANY!!!!!
>>
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>>2745359
dammit
>>
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>>2745183
>Is there a way to remove armor from DOOMGUY from an item pick up? I can't seem to find a way.

CustomInventory that does A_TakeInventory of armor on pickup state.

>Also whats a good way to creating an surrounding AoE damage attack from an enemy, without hurting/being blocked by monsters?

A_Explode, with DamageType "benis" on the explosion and DamageFactor "benis", 0.0 on the monsters. This will prevent them from being hurt by it.

>The attack is slime, so bonus points if anyone knows how to get this "damage" immune through Radiation Suit

Then just use DamageType "Slime" and DamageFactor "Slime" instead.
>>
>>2745401

1. I thought about that about armor, but should I remove 999999 type of armor, to make sure every bit is removed?

2. That's what I currently do, but A-Explode effects unlimited height, I need it a ground only.

3. Damagetype slime doesn't work me, I tried it. Is there a way to add "damage factor" to the radition suit pickup?
>>
>>2745359
I like it
>>
>>2745430
>That's what I currently do, but A-Explode effects unlimited height, I need it a ground only.

this is a dmflag
turn it off
>>
>>2745460

ok thanks
how about radiation suit dmg prevent?
>>
>>2745474
I likely have no idea what I'm talking about, but try making a powerup that inherits PowerIronFeet and add 'DamageFactor "Slime", 0.0' to it, then set this new powerup to your RadSuit's Powerup.Type?
>>
Two questions, /vr/ friends!

One: What would be the best way to play Marathon these days? I am at a slight loss - did some checking around and was directed to Basilisk II, which is an older Mac emu. Needless to say, I had no luck with it.

Two: Is there is viable and decent DooM port to Windows Phone? I know it is probably sacrilege, but ever since my Dingoo A320 went tits up, I have lost the ability to play DooM on the go, or on the shitter.

Many thanks!
>>
>>2742890
play with a mouse dimwit
>>
>>2745713
AlephOne is the marathon source port, i think
it's not really good, but you have no choice
>>
>>2745713
>One: What would be the best way to play Marathon these days?

Aleph One. It's a bad source port, but it's the only one really available.

>Two: Is there is viable and decent DooM port to Windows Phone?

Short answer: No.
>>
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>>
Is there an editable wad that implements Unreal-style dodging? I could only find this: http://forum.zdoom.org/viewtopic.php?f=19&t=25616&start=195#p539479 and it's almost entirely compiled ACS.
I could base off the dodging ability in DemonSteele, but it's not done by double-tapping a direction and I don't think TerminusEst would want stuff from DemonSteele being used elsewhere.
>>
>>2745785
You could always try getting in contact with Ijon about that to see if he still has the source available and willing to put it on github or something or could contact Term to see what his thoughts are on using code from his projects.

I'm betting if anything, he'll be okay with it as long as you make a note of it when you release whatever you're working on.
>>
>>2745785
>and I don't think TerminusEst would want stuff from DemonSteele being used elsewhere.

I wouldn't mind.
Give me a bit and I'll upload a version that's a double-tap for you to prod with.
>>
>>2745785
your movespeed would have to be a fair bit slower to make it actually have an use i think
how does demonsteele normally do dodges? dodge key + direction? cuz that's an option in the latest ut
>>
anyone know how to make pk sounds work with brutal doom? I prefer the animations and blood and shit, sue me. but only some sounds actually replace (like pistol) but shotgun and plasma don't work. especially the shotgun, its that shitty loud edgy cling sound thats so fucking horrible
>>
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How do I fix this? I got the same problem on another map but I still don't know if it is some align problem or something else.

>Chocolate Doom; vanilla compat.

It works fine on any other sourceport.
>>
>>2745785
>>2745808

https://www.dropbox.com/s/zx9pqbhza82q3if/ijon-dodging.pk3
https://www.dropbox.com/s/0wrps158rgggpit/te13-Folded1000Times-old.pk3
https://www.dropbox.com/s/w73ylzlzfguc5mb/te13-Folded1000Times-lessold.pk3

Here you go, you've got three options to play with.
The first .pk3 is a dramatically neutered Parkmore by ijon to provide only dodging.
The second .pk3 is the aforementioned dramatically-neutered Parkmore in an old old old version of DemonSteele.
The third .pk3 is an attempt to snip out ijoncode and create my own variation. It's very brute-force in execution and could easily be made more efficient, but it's there.

Ijon generally doesn't care what you do with his code, but if you want to get in contact with him to doublecheck, you can catch him here:
http://steamcommunity.com/id/ijontichy

Have a funs.
>>
>>2745808
>>2745860
Oh gosh wow thank you! I was expecting a "I'm fine with it", not all this generosity. This is really really helpful, thank you very much.

>>2745838
I'm planning on having movespeed be slower, and dodging be the equivalent of Doomguy's straferun speed to keep maps playable.

>>2745796
Definitely crediting if I manage to get into a state worthy of release.
>>
>>2745876 (me)
>>2745860
Seems that Parkmore causes a lot of errors ("GZDoom doesn't support execution of console commands from scripts") and doesn't work at all in Zdoom ("Unknown P-Code 134 in script 351"), but your lessold version of Demonsteele seems cleaner as it works in both with no errors, so I'll work off that, as brute-force as it apparently is. Thanks!
>>
Anyone else somewhat disappointed in the full version of 50 Monsters? I mean, the maps themselves aren't bad, but I don't like that it now uses monsters and textures from Valiant. The original 10 level demo felt more like its own thing.
>>
are there any good wads and mods that would be great for a 10 man lan party?
>>
>the vaginormous red wall of errors in DRLA 1.03
holy fucking shit.
>>
>>2745989
ah shit wait false alarm, turns out my file was corrupt for some damn reason
>>
https://www.doomworld.com/vb/post/1432442
https://www.doomworld.com/vb/post/1432522

Goddamit Mark
>>
>>2746000

Water is wet, fire is hot, the sun is bright, Mark says stupid things; just accept it and move on.
>>
>>2746000
First part of the first post isn't unreasonable
>>
>>2746000
I was wondering what was taking the update for BD so long. Guess that explains it.
>>
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>>2746016

Consider the following:
If to enjoy a mod you have to turn off all of the advertised and proudly-touted features (and classic mode still has a broken BFG, with the 20b fix nowhere in sight), then you probably don't actually enjoy the mod.

Not that I'm on board with the "Brutal Doom is literally Satan", but "it's optional!" isn't really that good a defense.

Using "you" as a catch-all, not specifically saying you.
>>
>>2745856
that's the so called tutti fruitti effect. i think you're getting it because of some combination of a texture of height not 128 being allowed to tile vertically and the linedef having the lower unpegging flag set. so it might go away if you fiddle with the pegging flags but then again it might not. i am not sure exactly.
>>
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>>2745856
>>2746039 (me)
it seems cratiny cannot tile vertically in vanilla, regardless of lower unpegging flag.

http://temp-host.com/download.php?file=bm74on

http://doomwiki.org/wiki/Tutti-frutti_effect (case 1)
>>
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>>2746057 (me)
it seems i was thinking of the case where a short texture does not tile, but still shows tutti fruitti because its linedefs are lower unpegged.

http://temp-host.com/download.php?file=jr34ek
>>
>>2746018
no it doesn't, those two posts don't say anything about the next update.
>>
Im looking for a wad that uses unused DOOM beta features, like the ones Romero posted on his blog a while ago
>>
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>>2742563
>JUST LIKE THE DEVELOPERS INTENDED
>>
>>2746310
I like this
how do you do it
>>
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>>2746315

It's Doom PSX running with a CRT Shader in RetroArch. The shader is meant to replicate a poor quality tv. I think it does some nice stuff, and would like to see a version with better colors and clarity. It's the only one that really looks like a shadow mask, albeit not a great one.

It's interesting, but I don't consider it much more than an experiment.
>>
>>2746347

http://www.mediafire.com/download/c6xchj5m4m4nq78/VINTAGE+SVIDEO.zip

If you want to try it.
>>
>>2746381
What more could they possibly tell us without ruining all the fun?
Story is a no go, they revealed new guns and 2 alt fires for each, they let people play MP at Quakecon, they are having a closed alpha and then an open beta
Calm your tits
>>
>>2746347
Is RetroArch the only program that can use these shaders? I know GZDoom's got some GLSL shader support, but I've got no clue how that works.
>>
>>2746381
I'm willing to wait for a demo before I make a judgment, and even then I'm willing to try playing the full game for a bit.

I played the demo for Duke Nukem Forever and I hated it. I didn't play the full game until this weekend and it's not -good-, Jesus Christ the game frustrates me so much, but it's certainly BETTER than the demo.

The 2 weapon limit is a shit sandwich though, you can't have classic FPS weapons like these and then only be allowed to carry two of them, with limited ammo, it feels obvious these weapons were meant to be carried in all together as you found them, like in 3D, but you don't.
If I had an assault rifle which I could take aimed shots with by using ironsights, and it actually had realistic power for an assault rifle, while at the same time it can be used for spray and pray, that would make 2 weapon limit a LOT more excusable (but not fully), but DNF has no such weapons.

Duke Nukem 3D had great weapons, but imagine if the game only let you carry two of them at once, without really balancing the weapons for this, shit would get frustrating in a hurry.

For a shooter that's meant to be aiming towards Balls To The Walls like a Duke Nukem game, you MUST be able to carry at the very least four weapons to allow the player to have more balance and variation in their arsenal. Every single fight is just frustrating and I have more fun messing around with the environment than the fighting.

Randy Pitchford says that it was the only way for console compatibility, meanwhile, any good FPS or port of an FPS on consoles uses the D-Pad as a weaponwheel, because they're not retards.

Doom 4 lets you carry like what, 8 weapons, and selectable in a weapon wheel.
Fuck, the Megaton port of Duke 3D on the PS3 controls and plays much better than Duke Nukem Forever does on the same console.
>>
>>2746530
i hate gun limits even in DRLA , whatever number you pick makes me wish you had more going back to DRLA, maybe having a class that lets you carry more guns would be a great idea
>>
>>2746000
While I don't necessarily like Brutal Doom, it has brought a lot of fresh blood/new people into the Doom scene. Though I loathe it when they talk about BD like it's the only good mod out there
>>
>>2746683
I like BD. The attitude you speak of, however, is fucking infuriating.
>>
>>2746537
DNF wasn't fucked because of consoles, it was fucked because of it's development being a fucking disaster.

Having a 2 weapon limit was probably more the result of Gearbox being lazy fucks than it had to do with consoles, many console FPS's allow you to carry more than two weapons, way more, without issue.
Modern console ports of classic Doom has you select weapons with the D-Pad.
Orange Box for the PS3 was a -fucking terrible- port but it still let you have all weapons with a wheel on the D-pad like that.

Hell, Rage had a lot of flaws, but you could carry all the guns you wanted, with four weapons being quick selectable in a weapon-wheel.

What makes me the angriest is that they actually DID make an official patch to allow you to carry four weapons for Duke Nukem Forever, BUT they didn't put this out for consoles, so I'm totally fucked on that part.
Thanks Randy, you fat piece of shit, I hope you step on a Lego.

>>2746683
I think BD does some cool things, but it also does a lot of things I'd rather it didn't.
I hate the sound design a lot, and the gore is really absurd and unrealistic.
>>
>>2746735
Agree on dnf, and brutal... I mean the gore doesn't bother me or excite me, it's more the suffering-porn that I take issue with.
>>
>>2746735
BD's sound design reminds me of this time back in high school when we all had laptops and this bloke was playing some hip hop on a laptop with the itunes eq bass maxed out so that whenever the sub played it all became a solid RRRRRRRRRRRRRRR on tinny speakers

grow some ears mark you tonedeaf cunt
>>
>>2746739
>it's more the suffering-porn that I take issue with
This, Jesus fuck.
I mean, it's one thing when Duke Nukem says "I'll rip off your head and shit down your neck" to the end episode boss, and then proceeds to do that in a cutscene after the battle, but when the fucking zombies crawl around on the floor groaning or the imp trying to hold in his guts it just feels like my player character is intentionally doing less harm to see them suffer longer.

Don't get me wrong, I'm all for a good fatality move every now and then, but it doesn't have to be so fucking drawn out.

>>2746745
>grow some ears mark you tonedeaf cunt
BD does sound very scratchy in my ears.
>>
>>2746721
>I like BD
It makes playthroughs of Plutonia interesting, I'll say that much
>>
>>2746836
Aaaaaaaaaaaa
>>
>>2746856
(aaaaa)
>>
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>Sergeant Mark will be banned from all Doom sites in your lifetime
>>
>>2746867
I don't think your bait is very good.

(not a guy who really hates BD, btw)
>>
>>2746867
It applies to many, not to all.

Then again the ones with good/successful mods aren't whining about BD all the time.
>>
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Kinda feel bad for the guy sometimes
>>
>>2746867
lmao expected
>>
>>2746874
Anyone got the comic that was /doom/ in a nutshell.
I just remember Sgt Mark showing up and the thread plunging into chaos, and whoever drew it gave Sgt Mark this fucking hilarious pointing hand in one panel.
>>
>>2746874
That is actually roughly how I recall the situation. Term/mark not really stirring up shit but the anons around acting like they were both preparing for ww3
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>>2746880
This?
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>>2746883
Nah, it was a smaller one.
It's a shame.
It was shorter but I've only seen it posted a handful of times.
There's a bunch of kids in Monster Energy hats at one point.
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>>2746000
I thought he was banned?
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>>2746886
ttbomk he's never been banned from doomworld.
>>
>>2746890

He has, but it was a temp ban.
>>
>>2746885
Related aside, I enjoy Monster, it's an okay drink and is literally available anywhere.

I have hated everyone I've ever met wearing their apparel, however. Is this a good parallel between BD players and BD retards?
>>
>>2746895
Could use a rewrite tbh

The "I'm x years old" bit is overused and everyone is immune to it and I don't really feel invited to respond to your post, it's like a closed-off thought.

What is your target supposed to respond with? Something like, Yeah well I'm 32 and fuck you.
>>
>>2746895
I'm 30 and one of my first full games was Doom, and I don't mind it - wonder what demographic hates it so much.
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>>2746939
>wonder what demographic hates it so much.
modders who get shat on because their work isn't compatible with brutal doom. they can be any age.
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>>2746931

I dunno, I think it's perfect as is.

It stands out in contrast with all of the other posts which have had minimal Brutal shitting going on, then somebody goes in out of nowhere and cries about the complaints for his precious mod.
It really emphasizes the pitiful nature.
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>>2746950
Are you implying that everyone likes Doom ironically
>>
PSX Doom is such a fuckin amazing port.
Aubrey Hodges knows how to set some fuckin' atmosphere.
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>>2746978

Indeed. The music is great.
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>>2746978
you can chat him up on his website, just takes like a month sometimes

oh fuck i should have asked him if he still had the psx doom sounds laying around in higher quality, all i did was ask where he got them from

it was hollywood premier and stuff he recorded himself btw
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What's the worst thing that the Doom community has created?
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>>2747038
terry wads, i guess
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>>2747035
asked him
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>>2747038
Columbine
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>>2747038
making the Doom Comic a meme
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>>2747052
I bet you're so proud of that shitty post aren't you? :^)
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>>2747038
terry wads


>>2747052
nah that happened because of Denim jeans and Marylin Manson
>>
while i have followed the doom community on other websites since the very late nineties, my history with 4chan's doom community did not begin until a couple of months after /vr/ was created. i had, prior to that, ignored its video game board, having been here for other interests only. however, i am led to believe there was in fact a doom community on /v/, if you looked for it, even before /vr/ was created. am i correct?
>>
>>2747085

This is correct. Samsara was even born on /v/.
Saying that /vr/ gave birth to the "Doom meme" (as if playing a game could be considered a meme) is laughable.
Shortly before /vr/, Doom threads even enjoyed a short life on /vg/ for a time. They were squashed out by everything else, of course, but they were there for a short time.
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>>2746891
Losered is not the same thing as ban.
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>>2747038
www.doomworld.com
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>>2747093
I remember once making a "Skulltag General" on /vg/ a while ago, around 2012 or so. Most of the posts were complaining that the general didn't belong on /vg/ or some stupid bullshit and a bunch of idiots announced their (invalid) reports. Still don't understand why everyone flipped their shit over that, not to mention there were some other people genuinely trying to discuss Doom in the thread.
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>>2747093
>as if playing a game could be considered a meme
you should look up the meaning of what 'meme' actually means because it's not just funny macro images and costanza. The word 'meme' existed well before the internet was a thing my retarded friend.
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>>2746867
>>2746895
>>2746950
>>2747029
>>2747126
Haven't seen you around in a long time donald
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>>2747101
This
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>>2747101
the doom community would long since have been a ghost town if doomworld had never been around, but good try, anon.
Thread replies: 255
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