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I'LL SHOW YOU WHO'S THE BOSS OF THIS BLOOD-SOAKED DEMON PIT
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You are currently reading a thread in /vr/ - Retro Games

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DOOM THREAD / RETRO FPS THREAD - Last thread >>3111550

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

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

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

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

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

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

== /VR/DOOM COMMUNITY ==

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

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

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

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

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

[04-05] Anon mod release: Liebenberg Arms Bushland Pistol
http://www.mediafire.com/download/6s0f6m8757as1my/LiebenbergArmsBushlandPistol.wad

[04-04] Anon map release: wheresmyshotgun.wad (updated)
>>3115529
https://drive.google.com/file/d/0B4mwJRa7e5VpM1RKWlNTTVRyUDQ/view

[04-04] DTWID Lost Episodes (E1-E6) released
https://www.doomworld.com/vb/post/1130238

[04-02] Japanese Doom Community Project v1.0 released
https://www.doomworld.com/vb/post/1583715

[04-01] Anon map release: Pyramid Complex (nyan.bsp, for Quake 2)
>>3108059
http://quakeulf.suxos.org/3d/nyan.zip

[04-01] John Carmack To Be Honoured With BAFTA Fellowship
http://www.bafta.org/press/press-releases/john-carmack-to-be-honoured-with-bafta-fellowship

[04-01] DooD (April Fool's mod)
https://youtu.be/tpeoS9TfRtI
https://www.doomworld.com/vb/post/1582841

[03-31] Anon map release: WAD COLLECTED map03
>>3105343
http://temp-host.com/download.php?file=lt02uz

[03-29] Nihility: Infinite Teeth
https://www.doomworld.com/vb/wads-mods/85591-

[03-28] Anon map release: rnfwip.wad
>>3096295
https://drive.google.com/file/d/0B4mwJRa7e5VpdXBxTVJZeUtCQ3c/view

[03-27] Anon map release: Cubed.wad
>>3094739
https://drive.google.com/file/d/0B4mwJRa7e5VpaTJXaWtJMzd5UFk/view

[03-26] Gun Godz 0.8
>>3092904
http://www.mediafire.com/download/68jk6od0sz16t0v/GunGodz_0.8.pk3

[03-26] Anon map release: bluebase.wad
>>3091128
https://drive.google.com/file/d/0B4mwJRa7e5VpSVZfcEQ3RUtObWs/view

[03-26] Guncaster update
http://forum.zdoom.org/viewtopic.php?p=895331#p895331

[03-25] Anon map release: Durex Waste Disposal
>>3087796
https://www.dropbox.com/s/zl37cs00ew3eads/CLOSETV2.wad

[03-24] Anon map release: Homecoming.wad (two maps)
>>3087352
https://mega.nz/#!w4cV1agJ!w_d_zfvOoE6F9XKCln5bmoWWvJJjuFewfhc3R1xOBaY

[03-24] Mutiny Community Project, alpha 1
https://www.doomworld.com/vb/post/1577910

===

To submit news, please reply to this post.
>>
1st
>>
FUCK YOU

___

(Note to mod/janitors, this is a reference to the OP's title)
>>
fucking cute
>>
>>3117525
That's pretty cool
>>
>>3117525
dat Engrish
>>
I'm halfway through TNT and it's fucking great so far. Not even a single bad map.
Is plutonia even half as good as this?
>>
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Graf just merged the "floating point rewrite" branch. Means 65536 unit wide maps should be supported if I understand this correctly.
>>
>>3117556

Great! Can't wait to play those maps in multipblahahahah
>>
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>>3117479
>>
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http://zettix.com/3d-filter/
Make it Doom
>>
What is this new meme? It's from gay porn isn't it? Why this particular porn is so popular? So many questions.

post your favourite mods btw
>>
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>>3117576
>>
>>3117556
Could this mean... the rebirth of Cyberrunner!?
>>
>>3117619
MY BRAND
>>
>>3117604
>What is this new meme?

It's old. Probably like a decade. The Japanese found a particular gay porno really hilarious and have been mocking it since.
>>
>>3117619
Dem mountains are now valleys
>>
>tfw there are no better map packs better than scythe series, epic2 and eternal doom.
>tfw scythe only gets a pass becase of its amazing flow
>>
>>3117637
>Eternal Doom
You mean "Mash against walls to try to progress" Doom? I fucking love the levels, but jesus christ it gets so obtuse on purpose that I stopped playing it out of pure frustration.
>>
I just started Reelism and I'm pretty terrible at it so far. All I seem to get are a lot of hitscanners in large open areas and it's not that fun.
>>
>>3117637
Going Down was awesome what are you whining about

and so was Pirate Doom
>>
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>>3117576
>>
>>3117637
Alien Vendetta
Valiant
Sunlust
Speed of Doom
Back to Saturn X
Vanguard
Requiem
Hell Revealed
Memento Mori I & II
Resurgence

Eternal Doom isn't even especially good, and Epic 2 is inconsistent at the best of times.
>>
>>3117637
UAC Ultra is super good. It's also short.
I like shorter mapsets more than megawads desu.
>>
>>3117604
ZDoom Wars I. The rest are weapon mods that rips assets from each other, I don't think that saying that all doom mods are absolute crap (except for the mentioned) is an exageration.
>>
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>>3117650
You just named both of my two absolute favorite mapsets. Good job anon.
>>
>>3117624
LOOK
LOOK WITH YOUR SPECIAL EYES
>>
>>3117623
What specifically was the engine limitation that caused it to be discontinued anyway?
>>
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Can somebody help me with ths ? I can't launch the hangmanv2.1.wad from the "Some Fucking Doom" archive
>>
>>3117652
Requiem and Memento Mori play like shit today
>>
>>3117663
Looks like you need Skulltag_Actors.pk3 (I think it's called, haven't played Zandronum in a looong time)
>>
>>3117659
map size, and once you get to a certain velocity the universe implodes, or something.
>>3117663
frequently given response #1: you probably need a newer engine build
>>
>>3117663
1. that's a dumb multiplayer mod, it's really not that good
2. you need skulltag_data.pk3 and skulltag_actors.pk3 loaded for it
>>
>>3117652
Nice, Back to Saturn is kinda good too, the problem is that all levels looks the same and tries too hard to have the same gameplay as vanilla doom, and that is not a plus.

The rest of the list looks like copies of each other.
>>
>>3117669
>Requiem plays like shit
gee I don't know anon, I have grown fond of it.
>>
>>3117674
>Sunlust
>Looking like a copy of anything else
Uh, sure.
>>
>>3117669
No they don't. I picked them specifically because they have stood the test of time over all the other shitty 90's wads.
>>
>>3117669
and what about eating meat on fridays? how come that's allowed now but wasn't back then? do the people who ate meat on fridays back then go to hell, or what? it's mad!
>>
>>3117671
>map size
That can also be faked with linked portals now.
> and once you get to a certain velocity the universe implodes, or something.
That.. seems like a greater problem. Perhaps some of the rewrites since december may have solved some of those issues.
>>
>>3117669
I finished Memento Mori 1 today and apart from some of the last levels I enjoyed the shit out of it
>>
>>3117641
What, some people loves puzzle-like mapsets, if that makes any sense. It is horrible as a coop map pack though.
>>
>>3117686
i love the idea that they play differently "today" than when they were made.
>>
>>3117642
some maps are easier than others
like astrolab or flesh palace
>>
i need ketchup mod update.(not working latest gzdoom)
>>
>>3117619
that looks pretty THICK, anon
>>
>>3117672
Loading Skulltag data dosen't work.
So much for that mod then.
>>
>>3117650
Pirate Doom plays like shit, I blame the weapons.

>>3117653
Will try desu, thanks.

>>3117676
Allow me to add this: it is pretty monochromatic too. A cacoward does not mean that a map pack is good, maybe better than the rest of the released ones in that specific year.
>>
>>3117683
>That can also be faked with linked portals now.

not really; we ran out of room on *both* axes, not just one
if I remember correctly my map took up a 20000x20000 box, possibly more, and it could be beaten in 43 seconds.

>>3117556

too bad a stable version of those changes won't hit zandronum for the next two or three years
also if cyberrunner ever gets rebooted, its parkour engine is getting rewritten. parkmore is basically unreadable, no thanks to ACC's bullshit restrictions

I still remember the 19 script variable limit, and what it did to the ledge grabbing code. I seriously never want to look at that shit again.
>>
i like real gun hardcore.
but difficulty (rgh much)pretty wad.
>>
>>3117576
>>
>>3117714
>
not really; we ran out of room on *both* axes, not just one
>if I remember correctly my map took up a 20000x20000 box, possibly more, and it could be beaten in 43 seconds.
Ever thought about shrinking the player to like 1/8 size? Since view height and texture scale is pretty much what determines percieved scale of the game world.
>>
>>3117728
Alternatively
>>
>>3117731
>Ever thought about shrinking the player to like 1/8 size? Since view height and texture scale is pretty much what determines percieved scale of the game world.
Great idea in theory, bad in execution, especially considering static values like viewbob, fov, and mouselook don't slow down to accommodate.
>>
>>3117659
I think Cyberrunner played faster than the engine could actually render the game.
>>
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Been keeping my head down for the last couple of hours to work on this.

The whole system is now no longer based on CVARS & Menus, but is now randomly generated on a per-weapon basis. That means if I throw a weapon it retains its stats if I wanna pick it back up again. For simplicity's sake I've disabled Frame Scaling & Damage Formula modifications. I'll probably make specializations for them instead, as opposed to full exposure.
>>
WAD COLLECTED map03 zdoom 281 demos

http://temp-host.com/download.php?file=kw35mj

a curious blend of cutting edge udmf features and mid nineties style theme soup texturing. interesting, like if zdoom had existed when the game first came out and everyone was making MY HOUSE IN DOOM maps. not the first time i played this map, but my first try was terrible and i didn't keep the file. you'd have got bored of watching me push on walls for several minutes straight, anyway.

i thought the shifting flesh and blood maze puzzle where you get the blue key was a good idea but ultimately annoying because you can't see anything and it's quite easy to get stuck in there. i don't mean actually stuck as in a map bug, just stuck as in the way out is really obfuscated and hard to find, and the automap isn't much help.

the chaos symbol room (with the baron, on the way to the blue key switch) is a bit flat, try adding some light into the corners. and the switch itself doesn't make a noise when pressed.

also it is a little unfortunate the level ends so abruptly when the boss monster is killed, i was not expecting this so had monsters still alive. really strange effect with the skybox too, giant monsters running around in the sky.
>>
>>3117712
For me the weapons in Pirate Doom are really distracting because they're so different from everything else and it just looks weird.
>>
>>3117738
There's no need to change mouse settings and FOV. Viewbob thing is true though.
>>
>>3117756
hang on, I'll pomf a higher quality version in a min cause its hard to see what happens properly.
>>
>>3117732
that one came out rather well
>>
Which Quake has the better scream you make when you're in lava: Quake 1 or Quake 2?
>>
>>3117792
1

>AGH AGH AGH AGH AGHAGHAGHAGHAGH HURRHGHGH
>>
>>3117707
Try this one.
http://static.best-ever.org/wads/skulltag_content2.1a.pk3
>>
Why do some people still dangle on to Skulltag, even though it's literally dead?
>>
>>3117545
It's different. TNT has great level architecture (I think everyone that has played it will remember the "wormhole" level) but combat is meh. Plutonia on the other hand has simpler and uglier maps, but combat is faster and more entertaining.

Both are great.
>>
>>3117804
if we're talking about hangman... it was made before skulltag 98d existed.
>>
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>>3117576
uhh
>>
>>3117481
>[04-05] Anon mod release: Liebenberg Arms Bushland Pistol
>http://www.mediafire.com/download/6s0f6m8757as1my/LiebenbergArmsBushlandPistol.wad
IT'S NOT READY DAMMIT AAAAAH
>>
is zdoom any good for multiplayer lads?
>>
>>3117853
https://www.youtube.com/watch?v=y7x2Vn2qhCA
>>
>>3117767
>>3117756
https://a.pomf.cat/iuffxx.webm

There we go. It's 9MB so its way outside the filesize limit, figured I'd upload it elsewhere.
>>
>>3117853
No.
>>
>>3117869
Even for LAN ?
>>
>>3117872
LAN will probably be fine

probably
>>
>>3117856
When will ZDoom get functioning multiplayer?
With how popular it is, you'd think it would have happened by now.
>>
>>3117872
it can work
>can
just follow the instructions, and save often
>>
>>3117797
Dosen't work either.
>>
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>>3117545
>Not even a single bad map
I love TNT, but there's one or two maps that are rubbish, Metal and Habitat come to mind. The music is always great, and perfectly solidifies the atmosphere of the mapset.

Plutonia is also good, but in another way, the fighting is MUCH more intense, it's unplayable without mouse-turning (or freelook, if you're on a modern port), unless you're some sort of keyboard wizard.
The entire base idea with Plutonia was for people who thought all the original maps were too easy (kind of like Thy Flesh Consumed, but WAY longer, more monsters, and in some ways, actually more fair), challenge was the objective, and that they achieved.

TNT is harder than Doom 2 (also better), and Plutonia is harder than TNT.
>>
What happened to the anon who was making the point and click mod?
>>
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Was stuck for a day on the one part in Elevator to Hell where there's a room with like 7 Mancubi. I kept rushing in like a fool and dying. Tried exploring and found, oh you are meant to go another way around, kill them from a different angle, then assault the room. made it much easier.

Onto TNT now.

Now is it just me or is the PSX version much easier? I know there's no Arch-villes and they're a chore. Maybe I'm just getting better at Doom? Or maybe the lower enemy variety per level makes it easier?

I'm doing no saves and UV. Death = pistol start, otherwize keep going. So it is kinda hard but not really that hard. Trying to keep it PSX authentic.
>>
>>3117479
Just finished scythe, scythe, 2 and Alien Vendetta.

any suggestions for similar pwads?
>>
>>3117937

This >>3117652 seems like a good list.
>>
>>3117937
>>3117939
Let me add Kama Sutra to it
>>
>>3117576
>>
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>>3117525
>WHAT THE... CREEPY BONE
>>
>want to try out PSX Doom TC
>check forum post in DW
>title says latest version is 2.135
>read OP
>"Here's the link to ScottGray's original post containing the most up to date download links related to the project."
>link leads to version 2.134
>read OP further
>"UPDATE: fenderc01 (Who made the original PSX Doom TC) has kindly made a mediafire page which compiles all the files (including the most recent TC update) related to this project on one page. here is the link for those who are interested."
>link leads to version 2.131
>read doomwiki entry
>says it's currently in "Beta 12"

jesucristo
>>
i like smoothdoom and smoothed
>>
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>>3117576

this actually looks pretty cool
>>
>>3117850
sorry i tend to newspost almost everything made by anons, i am probably too hasty quite often, but i also think most authors are too modest to reply to the news post with their own stuff. also
>>3117186
>The pistol is done.
seemed to suggest you were finished with it so i am sorry for the misunderstanding
>>
>>3117935
Congrats on finishing Master Levels.

>otherwize keep going
That's kind of lame. I'd recommend doing ALWAYS pistol starts, and maybe using saves once or twice if the level is proving difficult. Doom is more fun that way, sometimes starting with SSG, RL, PR, etc. makes levels too easy.

Also you will notice soon enough that levels in TNT are massive (especially from level 20 onwards), and the creators enjoy teleporting the player into deadly arenas at the end of them. Doing a no-save can mean losing 40 minutes of level play for an unexpected 5 seconds fuck up. I'd say it's pretty hardcore for players who are not veterans yet, and it might turn some people off, so don't be ashamed of saving once or twice per level.
>>
>>3117983
I don't mind man. I was only messing. I thought myself it was finished to but I thought of some more ways to make it better I just didn't expect it to be posted.
>>
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hey Term i don't want to rush you or anything, but is there an ETA on DUMP 2?

here, have a complimentary ad from a popular sandwich chain
>>
>>3117905
>Is the JPCP meant to be played pistol start each level?
almost certainly. nearly all community projects are, by their very nature.
>>
>>3117969

Their thread is a total mess and the OP is wildly out of date. You have to dig through the thread a bit to find the current version.

http://www.mediafire.com/download/rfdsg7djzgjvc91/PSXDoom+2.135BETA.zip

>>3117986

I usually suicide with a rocket at levels anyways to keep my ammo low.
>>
>>3117885
Never, because the netcode dev is a faggot nerd who thinks P2P multiplayer is somehow reasonable.

Zandronum is your only option.
>>
>TNT: Wormhole

https://www.youtube.com/watch?v=9Vw45QV_9I0

Am I a crazy person or does this level look like an identical one from Doom 1 or 2? Maybe I've replayed it before or something.
>>
>Is the JPCP meant to be played pistol start each levels is no connection.
>>
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>>3117994
>is there an ETA on DUMP 2?

Tonight, assuming nothing explodes--I've been saying that for the past week, but it's really the only answer I can give.
Unfortunately, one mapper in particular took much longer than I'd hoped to do much less than I'd expected, so I've been polishing things up.

Sorry for the delay.
>>
>>3117991
this is fine, if you post an improved version, i will update the link. and like i said i have a very low threshold for newsworthiness, more on the order of "here's things from the past few threads you might have missed". it rarely seems to be an issue other than that one time there was a brutal doom promo video linked, i newsposted it and got yelled at a lot for "how is this news". but i've newsposted promo videos for other mods and no-one's said anything so go figure. anyway that has been a hopefully interesting insight into how news posts get written, thanks for reading.
>>
>>3118004
i don't think it's that similar to a doom or doom2 map. you may have played it once a long time ago, or watched a video or something, and your brain remembers the images but not the specifics. this happens to me a lot, i'll get three quarters of the way through some pwad map and suddenly realise i've played it before ten years ago, not realising until some minor detail makes a connection form in my mind.
>>
>>3118004
Yeah you are crazy. The two halves of the level do look identical though.

A better question is, why the fuck did they make 90% of this otherwise very interesting level unnecessary? Did the mapper think it was some clever "gotcha!"?
>>
>>3118019
i expect it was just overlooked. a copypaste error (such "duplicate" style maps are prone to such things) which was never caught in testing. note that the line in the same relative position on the other side of the wormhole opens the door in the same relative position. you can imagine one side was made then copied without due care and attention.
>>
>>3118010
hey man don't be sorry, you're busting your ass to get it out
>>
>>3117525
Good megawad, would be nice if someone would upload the ost
>>
>>3117525
which wad is this?
>>
>>3118035
>upload the ost

just use an editor and rip it out
>>
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>>3118029
>busting your ass to get dump number 2 out
>>
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Well, it WAS supposed to home in on enemies instead but this is way cooler.
>>
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>>3118056
>>
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>>3117576
>>
>>3118057
loving the plasma shield
>>
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>>3118057
>>
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Any news on the Berserk wad? Been away for about 6 months.
>>
>>
>>3118041
Japanese Community Project
>>
I tried Doom once. I don't like keyboard only games where you have to aim and shoot in a first person perspective
>>
>>3118154
So use a mouse.
>>
>>3118154
Doom isn't keyboard only.
>>
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>tfw want to work on my map but too tired and no free time
>>
>>3118057

Fun fact: this happens because projectiles, by default, have the actor that fired them stored as their target.
>>
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>>3118162
i hear you senpai

i want to work on any number of things right now but i'm sacked from weeks of 10-hour days painting a warehouse

money's good though, gonna use it to maybe start my own small business
>>
>>3118184
Fun fact: A_SeekerMissile uses the tracer field
>>
>>3118189

You're both right and wrong.
The tracer is the target, you see.
>>
>>3118154
If you have GZDoom just go to settings and enable mouse
>>
>>3118185
Hey! Good luck to you, I'm about to leave to my second job, also saving to try to start a business.
>>
>>3118185
>>3118206

What kinda businesses are you planning to start up? Are they vidjo gaym related?
>>
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>>3118212

I want to make custom desks for synthesizer players that have a midi keyboard built into them, maybe optional modular racks
>>
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Someone redraw this as Doom marine and a Revnant.
>>
>>3118219
...but that's already what i'm looking at
>>
>>3118221

It's a poor drawn version of a scene from True Lies.

But I immediately saw Revnant and Marine.
>>
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>>3118223
>that's supposed to be jamie lee curtis
>>
>>3118057
That's baller.
>>
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Anyone else disappointed with the Imps design? like idk but the more I see the Imp the cuter it gets. Maybe I watch too much anime I don't know.
>>
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>>3118285
At this point I think every Doom enemy is absolutely adorable, with the exception of the mancubi. The Doom 4 mancubi are the absolute cutest, though.
>>
>>3118285

He's just not that well drawn. I think he was made entirely from pixel art, rather than based on a puppet like many of the others.

He looks lumpy or made of clay or something.
>>
>>3118341
He looks like a Wolfenstein 3D character.
>>
>>3118308
>At this point I think every Doom enemy is absolutely adorable
oh god I thought I was alone

wake me up from this nightmare I've become
>>
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>>3118308
>with the exception of the mancubi
>>
>>3118308
>doom enemies are qt across the board
>quake enemies are ugly abominations

tfw
>>
>>3118308
Dont fat shame him you privileged piece of shit!
>>
>>3118308
https://www.youtube.com/watch?v=qBLu6LeUW_4
https://www.youtube.com/watch?v=OlAEuH3tyH0
https://www.youtube.com/watch?v=9eBVa38PgP8
>>
Aubrey Hodges

or

Robert Prince

Who did the better score?
>>
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>>3118285
I think he makes a passable stooge monster, the kind you gun down en masse.

His frames aren't all 100% consistent though. His head looks oddly different from some angles.

>>3118341
Funny you should say that, because while the Imp might have been drawn from scratch, many of the monsters are made from clay-sculpts on posable anatomy doll (these would often break and fall apart when reposed, leading to extra labor and inconsistencies, so that's why they began looking at alternatives)
>>
>TNT: The Prison

So is this level a luck based mission with pistol start?

>>3118417

I think the zombie guys are also pure pixelart. They look really good though.
>>
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>>3118403
Shit, I somehow completely forgot about these. I take back my statements about poor abused mancubi.
>>
>>3118446

The song is mostly about ranting about Croatian communists. But since people don't speak Serbian, they just assumed it was a Muslim hate song.
>>
>>3118405

You asked this last thread.
>>
>Just dash past these enemies
>Why am I stuck? I can't move?
>Arg, I'm getting attacked.
>but where
>die
>camera pans to a lost soul just above my head
>>
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>>3118393
>implying Shamblers aren't fucking adorable
>>
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>>3118426
Nope, the Zombie Trooper, Sergeant and Doomguy are all based on the same posable clay model, the reason they move a little awkwardly is because quite literally, they have a stick up their bum.

Pic related isn't maybe the exact model, but basically, one of these, covered with sculpted clay, they'd make a pose, then take pics from 8 directions, then make a new pose.
This worked, but as stated, they would often break and parts would fall off.

The Baron Of Hell and Cyber Demon were also done in this manner.
Eventually they hired Mr. Punchatz, who would fashion flexible latex dolls, with steel skeletons, which would allow them to be easily posable and more consistent, without breaking, these were:
>Revenant
>Mancubus
>Spider Mastermind
>Arch-Vile

The Caco/Elemental I think was painted from scratch, based on the head of an Astral Dreadnaught, the Arachnotron was without a doubt a scaled down and repainted Mastermind, the Lost Soul was a medical skull, and the Pinkie was painted over a Jurassic Park dinosaur toy they posed (which gave surprisingly good results, given just how rudimentary this was).
The Chaingun Commando I think must be redrawn using the other zombies/marines as referene.
>>
>>3118464
The remove kebab thing?
Pretty sure that the guy singing and the guy with the accordion are suspected war criminals, and that they're singing about "fascists" and how Radovan Karazdic is their hero (as in, espousing genocide).

The dissolution of Yugoslavia was such a tremendous clusterfuck.
>>
>>3117545
Plutonia is pretty good, but also designed to be hard. Prepare yourself, as Doom 2's monsters get used a lot.

I also reckon you should play Memento Mori and Icarus, as they share some people with Final Doom.
>>
>>3118426
Prison has a tricky start from pistol start, but once you're out of there, its not too bad.
>>
My dxtory isn't recognizing GZDoom. Anyone else have this happen?
>>
any good medieval-themed mapsets?
>>
>>3118212
>>3118218
And I want to start a legal distillery.
>>
>>3118586
for hexen:
deathkings of dark citadel
necrosis
scourge of viscerus
serpent: resurrection
wrath of chronos
shadows of chonos
>>
>>3118586
Eternal Doom for the most part is medieval. Has a time travel plot.
>>
>>3118586
Quake has a vanilla set. Also retro jam 1 of quake. There are many many others.
>>
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>>3118727
Caldera was one of my favorites on native Hexen. Source ports didn't run it perfectly, if I remember right. Still worth checking out, if only for the laughable Korax impression.

https://www.doomworld.com/idgames/levels/hexen/a-c/caldera
>>
Are all the levels as hard as The Prison in TNT? Stuck on this one for hours.
>>
Now I might get some flak over this, but would I be entirely wrong if I say that the real reason Hell Beneath and Perfect Hatred are so hard is because there isn't much ammo lying around?

I completed Thy Flesh Consumed on UV last weekend and the only level where I didn't get 100% kills was Hell Beneath, because there's nothing there to kill the Barons with. Never mind the lack of health, it's the ammo you don't have enough. You can expend every round from every gun you have and they're still going strong. Picking up the sargeants' shotguns won't give you enough ammo. Thinking it was a UV-only peculiarity, I tested Hell Beneath on HMP, but it suffers from the same problem. I then gave up on that level and just moved on. I guess one can get 100% kills in HB, but it gets tricky and dangerous. Far trickier I have patience for.

Perfect Hatred is better in this regard, but not much. I could get 100% kills there, but it took a lot of work.
>>
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>>3118154
>>
>>3118957
Map09 Stronghold is also fairly challenging, making heavy use of hitscanners. Plenty of levels in the second half can be challenging, too.
>>
>>3118964
Hell Beneath's difficulty pretty much is entirely thanks to a lack of health and ammo.

Peferct Hatred does have other factors, like the swarm of Cacodemons at the start, Barons in many tight spots, and damaging floors.
>>
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>>3117315
Does third person shooter count?
>>
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https://www.dropbox.com/s/io1py7ymv6kd9vr/DUMP-2-test2.pk3?dl=1

Here we go! Second test build is ready to go! Only five days after I expected it to be!
I think I've included everyone's updates, fixes, and quotes, and a lot of the credits are implemented too. The hub is implemented as well, as well as the final map and the final battle.

This will be the last test build. If you have any last-minute fixes, make them count. If you have any last-minute criticisms, make them count. If you have anything you want to address or correct, let me know now, before it's too late!
>>
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Gonna play "Doom the Way Id Did" do I also need to load "DTWID.deh" with the .wad?
>>
>>3119152
only if you are playing in Chocolate Doom and you want updated map names on the automap, iirc that's all it does.

if you are using a source port most source ports will read the equivalent DEHACKED lump straight out of the wad so you don't have to care about the separate deh.
>>
>>3117343
Yholl kinda screwed himself in the long run with the way he implemented things in his mod.
>I don't want to use ACS because I learned decorate first and ACS seems scary
>Well now I've started to learn ACS but I want to see if I can do the whole mod in decorate
>It turns out I have to use ACS in a non-insignificant capacity because of decorate limits, but now there's too much unmanageable decorate to go back and change it all to ACS anyway
Then there's also the fact that, while it's great that he's integrated his mod with DRPG, he can't make any significant overhauls that DRPG's author wouldn't want to keep parity with.

That said, he's not the first person to do this, and he won't be the last. Decorate is almost a trap for people first learning to code. But then again if you learn that first, you seem to understand it better after a while than those that learned real programming first, and once you get over avoiding acs and/or real programming languages it doesn't really hinder you from understanding those (acs has a couple of really weird things but it's still basically just C) since they are more intuitive and make a lot more sense.
>>
>>3117454
It would actually be significantly easier to do in ACS because you could use variables and math for things instead of having to have each thing listed out for each possible scenario. You could also do a mix of ACS and sbarinfo with some scripts and dummy items.

>DECORATE and ACS are not designed in a way that allows you to easily retrieve a weapon's fire rate, potential hitscan/projectile deviation, etc.
ACS (and decorate, just because it allows you to access ACS) are actually pretty easy to use for this, you just need to either use user vars (or pseudo user var dummy items if you really want) or even just variables tied to each player in an array.

>keep in mind that when user variables are defined on a weapon, you have to define them on the playerclass as well.
If you want to use user variables, you just define them on the player and not on the weapon at all, then access them via acs. You actually cannot call user vars from player weapons solely via decorate, the user var as defined on the weapon and the user var as defined on the player are two different user vars as far as decorate is concerned, but a script correctly accesses the user var.

>Multiply that by the over 200 weapons DRLA has, and you have a metric assload of variables to keep track of.
If you work out a good naming system for variables and have them handle the various stats in a way that makes sense then it wouldn't be too hard. I was thinking of perhaps having a tier tied to weapon, then each weapon calls the corresponding stat per upgrade tier. You could even have everything tied into an array for easy modification and handling.

The thing is though, this would've been easiest to do from the start, now it would be a huge amount of work to completely redo.
>>
>>3119169
I really, REALLY wish there was a way to access an inventory item's properties even when it's running on the player in DECORATE

it'd make life so much easier on so many fronts
>>
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>>3117576
>>
>>3119176
I believe that you can have user vars in weapons which can be accessed via decorate (but not acs) but I'm not sure if they can produce wonky behavior, and afaik they don't get preserved if the weapon gets dropped (though they might.)

The only thing that can really be done as of now is player arrays (either user vars or just regular arrays that are tied to the player) that correspond to the item so when you drop it you can apply it to that item.

As for pickups, you have to have it be a non item actor that checks proximity to each player and determines if it should be picked up by the player, because there is no way to access that via the pickup state. Ijon did a quake (2?) backpack for zand that does this, though I think it's a monster (which it doesn't have to be anymore) because back then it was required by zand's outdated code.

Another thing that's worth mentioning is that for accurate pickups you really want it to (probably behind a check for distance, not just every time) interpolate player position between tics based on current player speed to see if the player would be close enough to pick it up between tics and then queuing the pickup for the next tic, rather than just checking proximity each tic. IIRC this is what the doom and zdoom engine do for pickups behind the scenes.
>>
>>3118417

That filename flatters me every time.


I hope you like the new blood in GMOTA
>>
>>3119197
>Ijon did a quake (2?) backpack for zand that does this, though I think it's a monster (which it doesn't have to be anymore) because back then it was required by zand's outdated code.

it was necessary in both zdoom and zandronum at the time (+INVENTORY.TRANSFER is very recent), and it's still pretty necessary today

+INVENTORY.TRANSFER will get you most of the way there, but you still have the pickup message that needs to tell you what you got exactly

the obvious solution would be to replace the pickup message with a blank string and run an ACS script to Log a pickup message, but you can't just look back in time to see what the player's inventory was

you'd have to run a script that constantly updates some arrays with the player's inventory, and have the ACS script use that

and no matter what, since you can't iterate through any actor's inventory, you can only handle items you explicitly define in the ACS, limiting it drastically

also I don't think doom and zdoom do *any* collision interpolation, with the exception of fastprojectile. normal projectiles flying through walls and actors when they go too fast would confirm that.
>>
>>3119219
actually no I remember dumb shit with me going at 100000% speed and still running into walls.

it skipped straight over the things though, but I'd have to verify that

I mean I could look at the code but fuck that
>>
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>>3118010
>one mapper in particular took much longer than I'd hoped to do much less than I'd expected
>>
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>>
Which Doom source port do you think is the best?
>>
>>3119318
PrB+ for muh authenticity
GZDoom for muh mods
>>
>>3119318
GZDoom is basically the standard these days with Chocolate Doom and PrBoom+ being the "authentic" 90s experience ports.

GZDoom is basically the best port now, but original ZDoom is still pretty good. Zandronum is also pretty great.
>>
>>3119327
>why no Crispy
>>
>2016
>not using Brutal Doom
>>
>>3119350
Brutal Doom gives me a headache after a while. Smooth Doom is better.
>>
>>3119351
Are you 80 years old?
>>
>>3117525
It was a nice map, Though for some reason my doom just lagged beyond hell when all the revenants came out.
>>
>>3119350
>2016
>not enjoying constant onscreen clusterfuck of smoke and fire particles
>not enjoying script-breaking bugs that make some older maps autofinish in 30 seconds
>not enjoying hitscanners capable of raping your rear across the whole map
>not enjoying constant repeats of same scream sound overshadowing every other sound
>not enjoying blood covering the swithces making them unidentifiable

the list goes on.
>>
>>3119389
Works on my machine.
>>
>>3119395
Yeah it works. Some maps of Scythe autofinish in 20-30 seconds because some shit happens to the voodoo doll, caused by Mark's scripting. Also on many maps infighting between monsters happens right from the start, without any player's input, which does not happen normally.
Smoke and fire particles cover the place when you fight any decent ammount of monsters, which reders the fight much less manageable than it is supposed to.

BD hinders the gameplay and it's overflashiness makes the mod work against itself.

Simply put: not a good game/mod design.
>>
>>3119398
Are there any better alternatives? I really like how powerful it makes the weapons feel.
>>
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>>3117479
i regret nothing.
>>
>>3119410
What about Faspons? It changes monster behaviour slightly but you can even turn that off.
>>
>>3119410
Beautiful Doom.
Accessories To Murder
>>
>>3119410
BD:SE ?
>>
>>3119421
But I like my thousands of blood particles :((

>>3119427
Promising, I'll check them out.

>>3119429
What is it aiming to actually do? Looks to me like it just had random changes done just because.
>>
>>3119431
Faspons has a Ketchup compatible addon so... there are your blood particles.

Also, you could check Trailblazer.
>>
>>3119438
IIRC someone even amde a BD-lite version compatible with Trailblazer
>>
>>3119410
Project MSX is pretty cool. Demonsteele is cool too.
>>
>>3118154
Doom always had mouse support from the day it was released, probably had it by the Alpha.
>>
>>3119389
quite frankly this is what is wrong with Brutal doom in it's entirety, and quite frankly brutal doom is a mod into which you could play for maybe 1-6 hours and then delete it and nothing of value is lost
Fatalities are boring after seeing the same ones after seeing them more than 5 times

Brutal Doom is nothing but a fire cracker, it's shortly lived, loud, and annoying when you set it off repeatedly.
>>
>>3119470
I like it.
>>
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>>3119410
Seconding Accessories To Murder, it does some of the same things but much cleaner looking, much better sound design, and without a bunch of the luggage.
>>
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>>3118219
here you go anon
probably the least fortunate thing ive ever done
>>
>>3119476
Accessories To Murder fucks up my graphics card for some reason. No idea why?
>>
>>3119476

I can't stand the changes made to the monsters for Accessories to murder. The sprites of say the zomboman look terrible and the monster sounds are awful (and I recognize them from Area 51).
>>
>>3119318
DOOM RETRO is a classic, refined source port that is truly the way it was meant to be played.
>>
>>3119516
Could be the voxels, those always eat memory and GZDoom is pretty poorly optimized.
Open the .pk3 in Slade and delete the voxel files, that should cut down drastically on your performance issues.

>>3119517
I like some better than others.
The knight and baron are fine, as are the caco, and pain elemental.
Arachno replacement used to be annoying as shit, was changed in the latest version to something better, the zombies I'm lukewarm towards. I dislike the mancubus, not because of his design, it's good, but because he shoots rockets, and I dislike the rocket launcher in ATM a lot, it's a really boring and iffy weapon.

The Vore I kind of like as a vile replacement.

>monster sounds are awful (and I recognize them from Area 51)
I think most are good, to be honest famicom. Never played A51.
>>
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>>3119604
>>
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>>3119472
And your opinion is wrong!
>>
>>3119617

That's fucking cute.
>>
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>>3119604
>>
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new to mapping here
is there anyway to further edit action speeds and such in doombuilder 2? i see some people have that option in tutorials but i only have predefined actions...
>>
>>3119629
If you want the most options, map in UDMF format. If you want some options but also demos you'll want to map in Boom format.
>>
>>3119631
How does UDMF break demos?
>>
>>3119639
UDMF itself doesn't break demos, most (if not all?) the ports that use it, however, do.
>>
>>3119642
Is it the reason why most demos don't work properly in anything but PrBoom+?
>>
>>3119517
Agreed, the sound replacements for the fodder enemies are just obnoxious and awful, and whenever someone says they like AtM, I always think to myself "how doesn't the sound design bother the hell out of you, Anon".
>>
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>Accurate Flaming Shotgun, eh?
>>
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>>3119648
neat.
>>
>Cacodemons in Accessories to Murder DEFLATE upon death
>with cartoon-styled air effect and sound
what
>>
>>3119645
no
>>
>>3119657
haha so whacky
>>
>>3119662
That's what I don't get, it's just completely out of place.
>>
>>3119667
why else do you think they fly with no wings?
They're full of a lighter gas than the surrounding environment
>>
>>3119670
hell magic. they need hell's reality warping effect. this is why they don't appear on phobos, because it's not been dragged into hell.
>>
>>3119670

DOOM 4 says cacodemons are psychic and levitate with telekinesis.

Think that's actually kinda cooler than them being bags of gas.
>>
>>3119646
>how does the sound design not bother you
It's not Brutal Doom sound design, that's good enough for me.
Personally though, I've changed out some sounds.
>>
>>3119715
The gas kind of makes sense to me.
They could still be a decree of psychic.
>>
So, /vr/oom, what do you do when you've found yourself stuck mapping, as in, just no clue how to proceed?
>>
>>3119772
Stay awake until I start hallucinating then go to sleep and hope I have trippy lurid dreams that will give me an idea where to go next.
>>
>>3119772
Abandon the map forever. Then start a new one, which I also abandon forever shortly.

I should stick to zdoom scripting where I occasionally finish something once in a while at least.
>>
>>3119772
I've been working on multiple levels at once, so I just chop and change. If I can't think of anything for one, I just go to another.
>>
>>3119782
>Abandon the map forever. Then start a new one, which I also abandon forever shortly.
a true artist
>>
>>3119772
I just start drawing sectors and it evolves from there.
>>
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>>3119670
I assumed that both of these guys control their buoyancy via expelling gases through their rear orifices.
>>
>>3119772
stare at gzdoombuilder for hours and then wonder what i'm doing
>>
>>3117650
Going Down was the most fun I've had in ages.
>>
>>3119802
makes sense to me. "hell magic" and "psychic energy" are dumb.
>>
>>3117574
FUCK YOU
>>
>>3119772

Never ever progress and find other outlets while the memory of my plans haunt me.

I was two maps complete with a 32 map project. No progress made in like 2-3 weeks. RIP.
>>
>>3119350

right back at ya, champ

>2016
>using brutal doom

actually it makes me wonder how many actually still play unmodded BD and use one of the many variants out there.
>>
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>>3119772
I take a break and do something else that requires my attention. Sometimes I then suddenly get an idea to continue the map with. Or I freestyle it, I draw rooms as squares and add to them as I think of stuff to put in. All of wheresmyshotgun.wad was made this way.
>>
>>3119410

Brutal doom J. He replaced the taunt button with FIGHTING
>>
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Forgive me if I'm missing something, but how do you make monsters deaf in GZDB?
>>
>>3120060
Ambush Players equals Deaf. (THey get " triggered" by seeing you instead of hearing)
>>
>>3120060
It's "Ambush players".

Monsters never were deaf to begin with. They just stay inactive but they can still hear you. If you shoot and then you try to get behind them, they still know you're there.
>>
>>3120065
I am now imagining a closet full of imps screaming at doomguy for invading their safe space.
>>
>>3120060
you can set ambush players, but they can still hear you
otherwise you will need to decorate an actor with A_LookEx LOF_NOSOUNDCHECK
>>
>>3120065
>>3120067
>>3120081
Thanks.
>>
>>3119476
i think AtM looks cool (and plays well) but the gurgling zombies and farting cacos are just ridiculous

also, the hitscanners are devastating bullshit
>>
>>3120098
The gurgling is annoying, but I can deal with the deflating caco.

The hitscanners are indeed much meaner, but that also means the bestiary is more varied, and forces you to reasses threats.
The moment you turn a corner and see a shotgunner, you shoot first and back off before his buddy can unload at you.
>>
>tight space
>baron of hell

Really wish you'd cut this out, Memento Mori 2
>>
Where can I get a Doom64 wad for Doom64 EX?
>>
>>3120174
lern2dodge famalam
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