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DOOM THREAD / RETRO FPS THREAD - Last thread >>3194238

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

FAQ/PASTEBIN
http://pastebin.com/GnWMDhg0

SO YOU WANT TO PLAY SOME...
Doom: https://data.desustorage.org/vr/image/1448/27/1448271860636.png
Doom download: https://yadi.sk/d/469ydBaLndVCJ
Quake: https://data.desustorage.org/vr/image/1405/27/1405272990521.png
Quake pastebin v7.1: http://pastebin.com/cpjZmazY
Duke: https://data.desustorage.org/vr/image/1403/19/1403195896088.jpg
Thief: https://data.desustorage.org/vr/image/1456/09/1456095399293.jpg

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: 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===

[05-08] Ancient Aliens: new megawad by Skillsaw et al.
https://www.doomworld.com/vb/post/1604948

[05-08] Colourful Hell v0.85
http://forum.zdoom.org/viewtopic.php?t=47980
- Dakka compatibility patches
http://jinotra.in/downloads/mods/doom/dakka/dakka-0.06alpha-2016.05.08.pk3
http://jinotra.in/downloads/mods/doom/dakka/colorful_dakka_85.pk3

[05-07] Quake 3 Revolution stuff:
- Doomguy's taunts
https://clyp.it/fgajeyq1
https://www.sendspace.com/file/t8c7jo
- Voices
https://www.sendspace.com/file/fhbms4

[05-07] The /newstuff Chronicles #496
https://www.doomworld.com/php/topstory.php?id=4579

[05-06] Anon map release: zimmercanyon / codoka
>>3191789 >>3194026
https://drive.google.com/file/d/0B4mwJRa7e5VpNG1lRHZWWXU5Y28/view

[05-06] Anon mod release: Impatience
>>3191379 >>3193741
http://www.mediafire.com/download/a9mgp8lt3lc1av5/Impatience_3.wad

[05-05] Anon map release: TheGrind.wad
>>3192945
http://s000.tinyupload.com/index.php?file_id=64773528746981611554

[05-05] Anon map release: Olde1.BSP (Quake 2)
>>3192765
http://quakeulf.suxos.org/3d/olde1.bsp

[05-05] Doom'16 weapon sprite rips for G/ZDoom
http://forum.zdoom.org/viewtopic.php?t=51919

[05-05] Arch-ville v0.98
>>3191871
https://www.dropbox.com/s/cj8z70sxe3f6cqm/Archville%20revised.wad?dl=1

[05-05] Anon map release: ARSENAL REMADE (remake of a D!ZONE map)
>>3191553
https://www.sendspace.com/file/x1unrn

[05-05] ZQ (wip)
>>3190845 >>3190853
https://www.dropbox.com/s/b1sdu4lx7zefyrv/zq.7z?dl=1

[05-05] Anon map release: Mars One (wip)
>>3190757
http://www.mediafire.com/download/3ddrzg82v2tk00d/Mars_one_27.wad

[05-04] Anon map release: ToxStream.wad
>>3190450
http://s000.tinyupload.com/index.php?file_id=87667114705175576066

[05-03] Quake3 unused costumes, found by an anon
>>3187738 >>3188754 >>3188802
>>3188876 >>3188895 >>3189250
>>3189327 >>3189454 >>3190319

[05-02] A Brief History Of @doom_txt
https://www.doomworld.com/vb/post/1600786

===

To submit news, please reply to this post.
>>
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Where my heretic bros at?
>>
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Re-posting:

I wanted to play Hellbound because I love this kind of detailed level design, but gameplay-wise it's a walk in the park. So added fast monsters to spice things up a little, and it's a blast so far, I'm sweating at every teleport ambush, every time I take an elevator, etc. But now I think it might be too hard, specially for such big levels (I had to add mouse freelook).

Any gameplay mods that make the monsters tougher and doesn't break the mood of Doom too much?
>>
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Excuse me, but what the fuck is going on here?
>>
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>Doing an Ultimate Doom run for the first time in years
>Reach E3M9
>What the fuck I don't remember this why is it the same as E3M1?
>Hit the end level switch
>mfw

Nice job Sandy, you got me good.
>>
>>3199804
This seems pretty neat https://www.technologyreview.com/s/601258/artificial-intelligence-can-now-design-realistic-video-and-game-imagery/#/set/id/601281/

>>3199831
le epin thicc rabbit joke meme xd
>>
>>3199830
Invisible 3D floor?
>>
>>3199831
there you go again with that thicc rabbit
>>
I can't download the DOOM '16 weapon mods, anyone else have this problem?
>>
>>3199341
god dammit my for the lols model looks like dog shit ass garbage
>>
>>3199830
a floor or ceiling has moved somewhere nearby.

the object slightly overlaps a sector whose floor height is higher than the floor the object was spawned on. then another sector has moved somewhere nearby so that P_ChangeSector has touched the object causing its height to be affected and made it float up in the air.
>>
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well I'm sometimes decent at JKA

dat bitrate cannot handle my pokes
>>
>>3199831
if you observe carefully even before the twist ending there are differences. for example at one point a door shuts behind you and needs a blue key to be reopened. this is of course not in the original which had no keys. there are also subtle differences in the automap and of course the secret area present in the original no longer contains a rocket launcher.
>>
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For the guy who posted the sketch, here's the look recreated. Turning the building in some sort of unholy temple where there's a torture dungeon and some other shit.
>>
>>3199849
It looks decent senpai, I'd love to see some textures on that thing. You got some penetration happening on the cybernetic leg though. I'd suggest reshaping the leg part, give it a diagonal end on the back side so it can bend without crossing the hoof part.
>tfw degree in digital animation and haven't touched maya in years
>>
>>3199802
Why is his hand so long?
>>
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>>3199827
>>3199824
I played it with Shut Up And Bleed, which is arguably a very bad idea.

It does become harder. And bleaker, kind of adds to the mood.
Like, it's pleasantly challenging at first, but it becomes a massive chore later when the game starts pouring out slaughtershit, a kind of gameplay that Shut Up And Bleed is just not made for.
>>
>>3199976
His hand shouldn't even be there at that angle or perspective.

Looking down the sights of my rifle, the left hand is visible, but it's still on the handguards.
>>
>>3199817
here
>>
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>>3199860
wrong thread, but fun game.
>>
Anybody here play Ancient Aliens yet?
Is it any good?
>>
>>3199998
myeh
>>
>>3199998
Fuck, all I can think about is that shitty History channel show, and that Lemon Demon song when I see people talk about that WAD.
>>
>>3199998
I played some of it. It's pretty good through seven levels. Two relied on omnipresent turrets to keep me moving, which I didn't like. Otherwise, I like it so far. If you like the fast pacing of Valiant, it's more of the same. If you don't, stay away.
>>
>>3199817
right here

are there any heretic wads tho? seems like people like hexen more
>>
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me: god fuck-
friend: alright, I'm recording that
>>
>>3200069
Not retro, dude.
>>
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>>3200078
UT is retro FPS
>>
>>3200069
That was pretty cool.
There are snipers on bio tower? I thought there was only Bio and the RL.
>>3200078
Mods don't seem to care much. As long as it doesn't become UT4 general, it's cool. Same with the roguelike, or whatever else.
>>
>>3200054
Realm Of Parthoris is on teh niustuf cronicles rite na0
>>
>>3200086
>There are snipers on bio tower? I thought there was only Bio and the RL.
Custom match with snipers only. Friend (his PoV) likes his AWP.
>>
>>3200091
Yeah that's what first came to mind actually.
>>
>>3200097
If you look closely, U-damage spawns right as he lands, I thought he was gonna sit there for a bit
>>
>>3200106
Atribute it to his godlike luck instead of godlike timing
>>
>>3200069
ok
>>
>Hide a Doom 4 post
>Everything else in the thread disappears
Get ready for more of this.
>>
Hey guys, if you could add an altfire to the vanilla chain gun and plasma rifle. What would you add? Something preferably that adds some utility to them
>>
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>>3200198
Bayonet and plasma bayonet respectively.
>>
>>3200198
slap enemies away for when they won't hop off the dick
>>
>>3200203
>>3200208

What if the pistol and super shotgun already have a melee attack in the form of punching dudes?
>>
>>3200216
it should all just be slapping things away like left 4 dead
>>
>>3200216
Why would you ever punch an enemy when you've got the super shotgun out? You've already got the ideal close-quarters weapon, just fucking shoot them.
>>
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>>3200216
Replace super shotgun punch with firing exploding pistols from both barrels. Remove pistol from the game completely.
>>
>>3200203
Not retro, but damn if the lightsaber dueling in Jedi Outcast wasn't near perfect.
>>
>>3200198
>chain gun
Either a turbo mode that needs to rev up a couple of seconds before shooting with a much higher rate of fire, or some wacky shit like a burst of exploding/incendiary gyrojet bullets.
>plasma rifle
Chain lightning that bounces multiple times, does more damage than a single plasma shot but takes more ammo and the gun has to cool off for a while, bit longer than ssg reload maybe.
>>
>>3200234
That's jedi academy, outcast perfect for siege
>>
>>3200224

Because what else are you gonna do with the super shotgun? Single barrel firing makes the normal shotgun even more outclassed

Pirate doom gave a melee attack to the pistol and the super shotgun.
>>
>>3200237

Normally I'm all for whacky and outlandish shit. But I think just a wind-up faster shooty attack works just fine here.

The lightning beam sounds interesting. What if the beam left a lingering static charge that does minor damage and steadily flinches monsters?
>>
>>3200239
>Pirate doom
every wad ever should include pirate doom enemies tbqh
>>
>>3200198
Chaingun - Fires 4 bullets at once with a slow refire rate, 1-hits pistol/shotgun zombies, 2-hits imps and chaingunners.
Plasma Rifle - Shoots a plasma bomb that flies in a downward arc and sticks to surfaces. Explodes after a few seconds or contact with a monster/player.
>>
>>3200239
How about quickly pulling out the pistol to squeeze off a couple more accurate shots? That would actually serve a purpose. Putting a melee attack on a gun that is already almost exclusively used for close quarters is redundant.
>>
>>3200262

Hmmm... Drawing the pistol wouldn't be a bad idea. I'm giving the pistol infinite ammo in this little weapon set I've been writing down for later, and holding the pistol itself lets you punch things with altfire. Thanks anon
>>
>>3200268
>infinite ammo
Boring, and obsoletes the non-berserk fist. Make the pistol controllable burst-fire. Good for picking off individual foes, but falters against bigger targets and groups.
>>
>>3200198
Chaingun: Fires a grenade that explodes on impact and scatters bouncing and "ripping" shrapnel in a small area.

Plasma: Charge up a larger shot, which bounces of anything and everything, eventually exploding for minor splash damage.
>>
>>3200279
Wouldn't mind the non-berserk fist being replaced with something else or just replace berserk and make the fist always berserk-tier.
>>
>>3200279

The normal fist is useless most of the time anyway. Hence why the fist and pistol are sharing a slot
>>
Gonna throw a couple of madman ideas out since were talking about altfires

Rocket launcher altfire: Loads up rockets like the one from UT, simultaneously deploys them in a swirling Macross missile spam cloud.

BFG altfire: Shoots a slower, bigger ball that erupts into big vertical pillar of green fire where it hits. If you hit the slower ball with the primary fire they merge into a fast-moving comet that causes a giant explosion when it hits something.
>>
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>>3199998
kek i downloaded it and forgot to play it

The Culling is too addictive for my own good
>>
>>3200289
>or just replace berserk and make the fist always berserk-tier.
this is better because vanilla fist is useless
and it makes the fist a better risk-reward weapon
>>
>>3200289
>>3200323
Fist always being berserk would be OP as fuck, though.
>>
>>3200335
I don't think so, even the lowest tier enemies can get a shot off on you while punching them. Less pain-locking chance than chainsaw.
>>
>>3200301
The Culling looks kinda fun but I think it's one of those games where it's funner to watch
>>
>>3199827
I find a lot of wads that are either dated or too easy suddenly become Scythe-tier in quality if you activate -fast.
>>
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>>3200371
i enjoy doing both actually

i've only won maybe 2 out of 120 games (at least), but i love playing because there's a palpable sense of danger and a real kind of primal elation at taking out the opposition

last time i won i juked the last bullets of my one remaining opponent then lured him into a chokepoint and killed him with a remote explosive

you can get really devious with snares and different traps, or items like pepper spray...and it all seems balanced even at this early point in development
>>
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we boats now
>>
Fellas, I don't know much about assembly, or cracking programs to skip dongle checks, but I managed to create a copy of Quake Arcade Tournament Edition that I can't close.

I mean it doesn't seem to be affecting anything, I just can't end the process.
>>
If you like dongles, fuck you.
>>
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>>3200254
Already possible m8y, just load pirates! with any mapset
>>
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So I'm trying to use CustomDoom in a Hamachi-made, LAN server with Doomseeker.

How do I use the CVARs? I have rcon access granted, used slade to find the variable's name and then "rcon set cd_weap_damage_mult 4" (without the quotes) but no such luck, even though the menu_custom indeed shows player damage is now multiplied by 4. Then I used the Puke command to reload the script handling said cvar and still doesn't work. Reloaded map, went to spectator, nothing worked for me.

I tried many possible approaches and it's driving me crazy. Maybe it's Zandronum, maybe I'm not using the CVAR's properly (they're all grayed out initially), maybe CustomDoom doesn't work online.
>>
Why in the world is this map 100+kb? Can anyone tell me how to compress it down to a reasonable size?
http://s000.tinyupload.com/index.php?file_id=07182583237611129031
>>
>>3200581
if it's udmf put it into a zip
or really put it into a zip anyway
rename it to pk3 so people know to run it rather than unzip it
>>
>>3200508
sent you a steam request for talking about the mapping if it's still on. Longships look neat!
>>
>>3200589
It's in Boom format.
>>
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>>3200608
Accepted. Still on. You got completed maps I can see? Either way you can play with the rekkr assets, unfinished though some may be.
>>
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https://www.youtube.com/watch?v=yaB3NXAGIKo&ab_channel=KongmingTheMongineer

How did Rise of The Triad have such an amazing soundtrack?
>>
>>3200826
Correct me if I'm wrong, but didn't Bobby Prince do some of it?
>>
>>3200668
I've only finished one map, but I have a couple of examples of complex architectureusing gzdoom features I guess. I'm mostly into code and special effects, but rekkr has kindled my interest in conventional mapping. Will get home in 7 hours.
>>
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what does it mean?
>>
>>3200851
Buy more RAID.
>>
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Making some progress on this mars one map

https://youtu.be/p6Fqcm_4yOI

Scripted up a nice little fight scene and attempted VTOL take off.

What would fire look like on mars? there's almost no oxygen, so would there even be any fire? Currently I just have the VTOL shitting out electrical blue (although its a bit over the top right now, will probably tone it down, maybe add in some other projectiles, low g metal fragments or something...)

Also I need to work out a way to have the VTOL crush things as it crash lands (notice how the monsters are fine when it lands right on top of them)... anyone have any ideas how I might go about that? Give it a melee attack or something?
>>
>>3200828

I'm pretty sure he did, yes.
>>
Boy, I sure hope this stone asshole doesn't come alive and start chasing me as soon as I hit that button.
>>
>>3200880
If that button reverts physics to normal, old stone friend is going to have a blind date with the floor. That would probably wake him up
>>
>>3200880

why is he dabbing
>>
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>>3200832
Cool. I'll be at work. Sent a link to a passworded zip, and some info on how to spawn certain things in doombuilder. Also a txt with item lists and a bunch of other crap. Most of the textures are prefixed with "DV", so they're easy to search for. The only ones that arent are waterfall textures which replace FIREWALLA,B, and C... The idea is to pretty much make textures as they're needed from here on out. So if you get a level kicking that you like lemme know if you need a texture to make it work. Anyway. Enjoy. Lemme know what you think.
>>
>>3200887
rogue thinks they slick.........
>>
NewtoDoomfag here.
I just beat the bruiser brothers, because only now I find out that the red lava-like texture surrounding the area is not lava.

Fuck me sideways.
>>
>>3200896
I think a good 70% of us did the first time around, myself included.
>>
>>3200896
Can't blame the Barons for having a patrician taste in carpets.
>>
>pixely Poseidon nipples

I wonder if the dithering making it look like a tile wall mural was intentional or if it's coincidence.

How long is Dissolution, anyway?
>>
>>3200581
first of all, delete the GL nodes (GL_* lumps). eureka uses glbsp, annoyingly doesn't have an option to use anything else. that will save ~40k.

further than that, you can compress the sidedefs. see http://doomwiki.org/wiki/Sidedef
>>
>>3200908
also you can set the size of the reject and blockmap lumps to zero. the former won't matter at all as your reject lump is all zeroes anyway, and the latter will force the use of the internal blockmap builder.
>>
>>3200907
Not as long as Armagon was.
>>
>>3200934
Well at least I hope it'll be over soon, then. These Egyptniggers are annoying and then I can go back to getting AD's runes and then go delving into all the other user maps and then playing Quake 2.
>>
>>3200936
It's agreed that Dissolution isn't as good as Armagon in many areas. Look forward to playing Arcane Dimensions then.

Wish there was a guide to historically important Quake mods.
>>
>>3200938
I've already played most of AD, just when I switched from DorkPlaces to Quakespasm my old save file doesn't play nice with QS so I've gotta run through the levels again and get all the runes this time for the sekret level.
>>
>>3200941
I personally think the maps in AD are too big for their own good sometimes, like the swamp castle map. At least the new enemies and shotgun physics are cool.
>>
>>3200942
Some of the maps (especially Swampybottom like you named) are just way too big, yeah, and tend to start feeling like they're just slogging on and on and on with no fun secrets to make up for it. The Quoth enemies and projectile shotguns are neat (almost makes me wish they were projectiles to begin with, but the lack of a ranged hitscan weapon would be painful) as you said though, as are the various visual things like footsteps and shells and the alternate ammo box models.
>>
>>3200950
I'll get back to trying to beat AD levels again someday, mainly because I also want to see just how nice looking and interactive a level can be. I also wanna play The Innocent Crew's level set, just to see what their mapping was like after Obituary for Doom.
>>
>>3200950
Oh, and breakable props/windows. Those can be neat too.
>>
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>>3200581
okay so doing >>3200908 >>3200924 gets it down to 71K (from 146K)

http://temp-host.com/download.php?file=sj04vi
>>
>>3200971
what does the hitler box do
>>
i've "finished" the map CWWAD_REMADE, but i have some doubts it is finished, so if you want to give it a check and suggest me about what can i do to tweak it a bit, here's the files:

http://www.mediafire.com/download/es7q102he8dfzfh/CWWAD_REMADE.rar

(it's a deathmatch map, so it only works with Zandronum)
>>
>>3200973
dunno. don't recall it doing anything.
>>
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>/v/ hates on Thy Flesh Consumed
>Says it doesn't have theme or style
>they completely ignore the wood panel themes that dominate the levels
>>
>>3201010
is wood panels an instrument
>>
Is there any good alternative of ZDL out there?
>>
>>3201010
Of course Thy Flesh Consumed has a theme, with the orange skies, marble and wood. Megawads have used it as a theming device.
>>
can i just say i love the E4 sky. it's my favourite sky texture (after deep blue skies e.g. dystopia3)
>>
>>3201019
You're better off just making a folder to put your wads in, then putting a shortcut to your source port of choice in the folder and click/group and drop on the shortcut. Easier then fiddling with programs like ZDL.
>>
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Ayy shitto
>>
>>3201082
Zdl can genereate shortcuts though.
>>
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Is it just me or would Reb Brown be the perfect casting for doomguy.
>>
>>3201116
what is this?
>>
>>3201153
Shitty map I'm working on. I dislike how the SP_DUDE textures all seem to be based on GSTONE1 and 2, instead of MARBLE 1, 2 and 3
>>
The Maultaur in Heretic was a better boss fight than the Cyberdemon and Spider Mastermind.

Do you agree/disagree?
>>
>>3201157
How difficult could it be to make new ones in TEXTURES? I'm fairly sure the dead hanging guy is a patch on its own that could be overlaid on a marble texture.
>>
>>3201161
Very difficult because I'm limiting myself to classic doom textures only :'^)

Also I've never bothered with actually modding the game beyond changing the MAPINFO lump. Wouldn't know where to start/where the good tutorials are.
>>
>>3200971
Thanks.
>>
>>3201162
Oh, its easy. Just go into SLADE, add a TEXTURES lump, click onto the visual editor, make a patch of type "Texture", and add the marble texture in the viewing area, then add the hanging guy texture on top.

But yeah, if you want to limit yourself to classic textures only I guess you wouldn't want to.
>>
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>>3201161
>I'm fairly sure the dead hanging guy is a patch on its own
Sorry to say it's not. WALL51_2 is a single patch.
>>
>>3201174
Although, you can fake it by using GOR1A0 as a patch.
>>
>>3201159
well the maulotaur did more than "stand still, shoot rockets", so yeah I'd agree
>>
>>3201174
Yes,however, the HBD and GOR hanging guy sprites are their own sprites which could be overlaid on the MARBLE textures.
>>
>>3201174
>>3201181
>Patches
This means nothing to me. I just know the texture name that (GZ)Doombuilder uses. And I use a "custom texturepack" that allows the use of Doom 1 textures in Doom 2, because I've been told that using resources from Doom 1 and 2 iwads simultaneously can lead to conflicts.
>>
>>3201192
A lot of graphics in Doom are made using "patches", which are little image bits that can be assembled into full sprites in TEXTURES. For example, the shotgun and its bullet flash are seperate sprites, that are combined in the TEXTURES lump in the wad to make the full shotgun sprites you see ingame. Some wall textures, notably the ones with switches, are made in this way too.
>>
>>3201208
actually the flash is just overlaid over the sprite using the Flash states

doom didn't even have TEXTURES, just TEXTURE1 and TEXTURE2, which only worked for wall textures
>>
>>3201212
>actually the flash is just overlaid over the sprite using the Flash states

Huh, I didn't know that. Well the point of the switch textures still stands, which is more relevant to the topic at hand.
>>
>>3201208
>>3201216
Neat, and I might look into it when I've finished the wad. But first I want to finish my "kilowad". Then, once all the levels are done, I'll start making music and add some new monster behaviour. I might tweak a few weapons, and finally some texture tweaks. A grand project, maybe never finished, but something to do in the meanwhile. Currently I have 4 maps done, of which one secret.


*About kilowad: According to idgames archive, a megawad is: "The 'megawads' directory contains files that contain a large scale replacement of 15 or more levels, but which don't qualify for the themes/ directory.". Although it's good to have a definition, I prefer to define megawad as a 32map wad (aka a full doom2 replacement). Then everything else is halves and doubles. So 16 levels is a kilowad, 8 levels a hectowad, 4 levels a decawad, and 2 levels a wad. A 1-level replacement by my definition is in fact a deciwad. And the other way, 64 levels is a gigawad, 128 levels a terawad, 256 levels a petawad, and 512 levels an exawad.
>>
https://twitter.com/ephtracy/status/669087971728072705?lang=en

You can now project an image onto an object in MagicaVoxel, as opposed to only being able to import an image as a flat object to extrude and carve down.

http://forum.zdoom.org/viewtopic.php?f=39&t=51969&p=906305

Also an ENDOOM tutorial.
>>
>>3199802
Have we hit the spot when we actually recycle OP pics? I think this is the first time since DOOM generals were a thing.
>>
>>3201238
We recycle Editions as well. It's on a 32 day calendar, with 3 months in the first 2 years, and 4 months on the 3rd year, looping.

Images however are treated more organically and instead chosen whenever content is low.
>>
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What shampoo does Ranger use?

Head & Shamblers
>>
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>>3201238
Many generals keep recycling the same OP images over and over, /doom/ has done quite well in this regard

I help run a general on /trash/ and it's not that easy finding something for an OP pic and putting in text to compliment it
>>
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>>3201256
And I keep forgetting /vr/ has its own spoiler images
>>
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>>3201250
http://vocaroo.com/i/s0tuD6t9PAoR
>>
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>>3201258

Which makes no sense, you'd think the ? block would take priority over FF7.
>>
Is there a more up to date version of this around?

>>3201262
I usually get the NES cartridge. /v/ and /vg/'s ? blocks are more fun.
>>
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>>3201265

Gotcha covered
>>
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>>3201265
I have this one
>>
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>>3201256
>>3201258
GIF with a 0-second first frame of a spoiler
>>
>>3201272
Photoshop hates 0 sec delays, I've found that 0.02 works best
>>
Havin' an itch top TAFF again.

Sadly, cheapthiefmissions hasn't been updated since 2014. And I think I already played all the good stuff. Anything new?
>>
>>3201289
>Havin' an itch top TAFF again.
what the fuck are you saying my guy
>>
>>3201292
I want to sneak around and blackjack thick, underpaid guards.
>>
>>3201304
is this a sex thing
>>
>>3201307
british thick
not american thick
>>
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>>3201238
funny story. i had this thread all ready to go. i was going to use this picture, with the caption "SMOOTHED DOOM". i clicked post, and

>You cannot post a thread with that subject

appeared in big red text. no explanation other than that. just "you cannot use that subject".

i was left with little choice other than to find another image on short notice. i went back a couple of threads and saw, near the top, the picture you see above, and now here we are.

regarding image reuse, i don't remember using it myself before -- i would remember if i had. of course one of my predecessors might well have used it. so, i checked desustorage: that seemed to indicate it had not been used to start a thread -- although it had been used for a news post, i don't think that counts.

https://desustorage.org/vr/search/image/AeZAeyzCiUAj2aIzkIelwQ/

of course you can post the same image with an imperceptible difference and the hash will change completely, so if that happened i apologise but there's no way to test for it.
>>
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>Slightly darken pixels
>Shape looks bent
>Slightly lighten pixels
>Shape looks bloated
http://vocaroo.com/i/s0xoNeDgTk8C
>>
>>3201327
I can't wait for a live demo of Magic Pony Technology.

I'm going to put all sorts of stupid shit in there.
>>
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HAVE FUN FINDING FOUR SWITCHES TO LOWER THOSE FLOORS
I'll probably trim it down to three or two
Actually, thinking about it, it would look better if I'd lower the ceiling as well. Symmetricize!
>>
>>3201374
Not enough FIREBLU
>>
>>3201374
pls to brighter FIREBLU
>>
>>3200887
REAL DEATH KNIGHT HOURS WHO UP MASH THAT MUH FUGGIN QUAD DAMAGE SENPAI
>>
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>>3201376
>>3201381
>>
>>3201383
yus
>>
>>3201383
FIREBLUE me, daddy.
>>
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>>3201383
Actually, I figured one trick to make it just a little bit brighter
>>
>>3201390
alternatively, darken everything but fireblu so that it's blindingly bright in comparison
>>
>>3201390
>>
>>3201390
i'm blu, da ba dee da bu dai!
>>
Quake 1's aspect ratio settled:

Acording to TECHINFO.TXT from the Quake source, Quake is intended to be run at 320x200 in VGA mode 0x13.

Wikipedia has this to say about Mode 13h (0x13):

>Given the aspect ratio of a 320×200 resolution screen for use on a 4:3 display, Mode 13h does not have square pixels.

Quake 1.2 ratio confirmed.
>>
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The Mancubus has 6 nipples
>>
>>3201421
Why the tiger stripes?
>>
>>3201419
Okay, so what does this mean to a layperson? Should I make some adjustments in my Quakespasm settings, etc.?
>>
>>3201427
visual interest? probably looked too simple as a big model, but of course ended up too complex for a small sprite.
>>
>>3201430
Yes, but I don't know how you'd do it in Quakespasm.

I think all I've ever seen is another anon's ratio concerns displayed with stretched out screenshots.
>>
>>3201419
I'm reading the techinfo.txt right now and I don't really see any part that suggests that the game is intended to be run at a certain resolution.
>>
>>3201427
stretch marks?

>>3201237
neat
>>
>>3201390
>zdaemon
>>
>>3201452
Intended is probably the wrong word. It's the minimum designed ratio, meaning it's not just higher res assets scaled down to accommodate smaller resolutions, so everything was designed for 320x200 and is then scaled up as needed. And 320x200 mode 0 will have tall pixels with VGA 0x13.
>>
>>3201458
No, zDoom. I set brightness (gamma correction) to 3, but it doesn't properly screenshot that. So then I just took the screenshot and applied 3 gamma correction with IrfanView
>>
>>3201419
>>3201460

IIRC Quake was originally supposed to be run the same as Doom, but then id remembered, "Hey, we can do higher resolutions now!" and while part of the assets was made for the old 1:1.2 AR, the newer assets were done at 1:1. For some reason they didn't bother to rescale the old assets later in development.
>>
if u read this u r dumb
>>
>>3201512
th-thanks
>>
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Confession time /vr/
Get it off your chest!

To this day I haven't beaten Doom 2 without using iddqd on the later levels
I gave up on Quake after you first fight the Vores
I don't think Duke Nukem is all that amazing and kinda prefer Shadow Warrior and Blood over it
>>
>>3201514
I haven't beaten any Doom on UV.
>>
>>3201514
I've never actually fought the Icon of Sin. I always noclip and kill romero's head.
>>
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>>3201270
>kyle katarn
How topical, gives me an excuse to post another boring duel
>>
The spoiler tags aren't really needed.
>>
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>>3201514

Blood is overrated and a real chore to play through
>>
>>3201539
I appreciate it, But basic enemies do so much damage so fast to you, though.
>>
>>3201526
well to be fair that is a lot more fun than waiting for the platform to rise over and over again.
>>
>>3201539
Dumb Baileyposter

It does have flaws though, like cultists being stupidly strong and annoying critters like rats and hands
>>
>>3201530
Why do both of you use Power style? Is that a rule? Wouldn't fast style be more efficient?
>>
>>3201261
https://www.youtube.com/watch?v=6bbIBs0P2t0
>>
I downloaded ArtRage and like 20 Bob Ross videos thinking I'll make some skies for Doom or something.

You ever try to emulate some simple shit like a dry brush smushing oils around? It's not great.

I mean what I have right now looks better than what I might have done on my own but it's no sky texture.
>>
>>3201551
No, just personal preference. This guy was dueling a staff fellow before, and I like my Red for massive damage.
>>
>>3201539
if you think blood is hard you probably aren't using the sawn-off and dynamite enough
>>
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>>3201551
Also, this is what happens if your wimpy Yellow sword gets parried by a strong Red blow
>>
Internet Doom Explorer or Doomseeker? Which one do you use? Which is the best?
>>
>>3201514
I can't beat the Icon of Sin. I like how Doom 4 looks. I liked Doom 3. I liked Doom 64.
>>
>>3201586
Zandronum comes with doomseeker, so why use anything else
>>
Do you think a remake/reboot of the first Unreal could have a chance of not sucking?
>>
>>3201514
I've never beaten any episode on UV
I hate Thy Flesh Consumed and have never finished it because I find it even less fun than Doom 2
I can't beat Scythe on HMP
I still haven't played through D64 despite having the EX version installed
>>
>>3201596
Depends.
If they give it the Serious Sam HD treatment it might be good. My biggest problem with Unreal, Quake and pretty much any early 3D game is that the shooting doesn't feel all that good due to the limited enemy animations.
>>
>>3201596
>>3201606
Unreal's dead and buried. Unreal Tournament is a hobby project of epic games.
>>
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>>3201514
I don't like Quake a lot. The (super)shotgun feels so weak in comparison to Doom's version of each respective weapon. The enemies are kinda bland (except for the shamblers and vores) and the themes are extremely bland. I honestly like Thy Flesh Consumed more than I do Quake .
>>
>>3201624
I think the people that enjoy Quake the most are the ones that played it when it first came out, when the technology was impressive.

At least that's how I see it. I tried it out a few years ago for the first time and was really disappointed.
>>
>>3201634
I played qtest at age 5-6 when quake wasn't even released, but I like it for the "feel" of movement and combat as well as the level design. Mostly the level design, I really like the style (layout wise, not necessarily the gothic derelict base/crypt/temple thing).

Still, it would have been better with some adjustment to the weapons and more interesting enemy behaviour and variation.
>>
>>3201624
Quake's guns don't feel as powerful as Doom's weapons but the game more than makes up for that with its damn near flawless gameplay and movement.
>>
>>3201647
THIS
>>
>>3201647
It also has really really good sound design, an often overlooked aspect of the game. There's a distinctive style to the sounds, they fit together and they're all clearly distinguishable and often quite iconic. Only the shotguns firing sounds are sub-par.
>>
>>3201647
>flawless gameplay

Pffft
>>
I don't really consider myself a purist by any means, so will I miss out terribly by playing Zblood instead of actual blood?
>>
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>>3201652
Every sound from Quake gives me that ASMR sensation I swear. Masterclass sound design.

>Picking up keys, armor, ammo or health
>>
>>3201656
no
>>
>>3201654
Here you go
>>
>>3201656
Yes, Zblood is a joke. You can try BloodTC (now called blood crossmatching), it's much better.
>>
>>3201664
Have one in return
>>
Before visiting /vr/ I never thought that being able to use DOSBox made me a genius.
>>
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>>3201673
>Use DOSBox in front of a friend
>Thinks I'm some amazing l33t hacker
>>
>>3201589
IoS is easy - you can hit it twice with RL - both on the way up and down, then you only have to ride it again, and you win.
>>
>>3201673
This is the only /vr/ thread I frequent, but is the rest of /vr/ so retarded that they can't use DOSbox?
>>
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>>3201634
I played it for the first time back in 2012 thinking it'd be a nice cheap little game. The FPSes I played before were UT (99 [my very first FPS, still beloved to this day] and 2004) Quake 3 and the Half Life games (except HL1's expansions).

And shit man, best 10 bucks I've ever spent in my life. The movement is just perfect, the shotgun is the best starting weapon ever (comparing to other shotguns is a mistake, it's basically a shell pistol, and the super shotgun is the game's actual shotgun: it's a matter of scale basically, as I think Quake's monsters up from the usual bestiaries in other FPSes), the ambience and music are top-notch, sound design too. Overall best FPS I've played (as far as SP FPS goes anyways, UT is best MP FPS for me). Only complain is that the nailgun should've been a hitscan machinegun I feel. Also more and better bosses.

For Doom however I feel kind of eeeh about it. Movement is sluggish and feels like controlling a car instead of an actual guy, the pistol is a joke compared to quake's shotgun as far as starting weapons go, sound design is weaker, and it doesn't have the advantage of being a true 3D game (sure it's not really a con, but it's my preference since Quake allows for more level design possibilities). But I won't deny it has great enemies, a killer soundtrack and the game's quite colorful.
>>
>>3201686
I think that you'll be happier not knowing.
>>
>>3201390
Why is FIREBLU even a thing
>>
>>3201679
>kekekekekeke
>>
>>3201687
>the pistol is a joke compared to quake's shotgun as far as starting weapons go

Yes but Quake has the absolute worst melee weapon I've ever seen in an FPS, so it evens out.
>>
>>3201697
u wad m8
>>
>>3201694
for all your fireblu needs
>>
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What are some wads
>>
>>3201694
Adrian called in sick so Romero had to make his own texture.
>>
>>3201697
Compared to the Chainsaw, the Axe is absolute dogshit
>>
>>3201704
/pol/.wad
>>
>>3201390
JUST
>>
>>3201704
you got doom.wad, y ou got doom2.wad, you got myhouse.wad, you got school.wad, all sorts of wads
>>
>>3201694
Because all textures are beautiful
>>
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>>3201712
>>
>>3201714
Beautiful at any resolution
>>
>>3201250
roflmao
>>
>>3201704
doomuc.wad
>>
>>3201647
The Super Nailgun is tits though.
For the gameplay, I honestly think it's roughly like Doom, unless you get into shit like bunnyhopping or rocketjumping.
>>
>that part in ancient aliens where you have to stand under the bars so they don't close behind you and lock you in with the archviles
Alright that was pretty fucking silly.
>>
>>3201706
But you don't compare it to the chainsaw, you compare it to the fist.
>>
>>3201656
Yes, ZBlood is barely like the real game at all, levels, weapons, physics, enemy behavior, all of it is wrong in some way or another.

The real deal is just unbelievably better.
>>
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>>3201687
>it's basically a shell pistol
I guess it kind of does feel like shooting a .410 bore shotgun, except way less spread.
>>
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>>3201710
>school.wad

eric pls
>>
>>3201775

made before 1999 and before tumblr existed
>>
>>3201659
And then teleports sound like a fucking saturday morning cartoon.
>>
>>3201659
ASMR sounds you say eh
https://www.youtube.com/watch?v=nnPl0repskM
>>
>>3201514
>To this day I haven't beaten Doom 2 without using iddqd on the later levels

>kinda prefer Shadow Warrior and Blood over it

How does this even work? The first fucking level of Shadow Warrior is harder than just about anything in Doom 2
>>
>>3201614
desu I found it to be pretty dead for a long time now, only like the first Unreal and the first UT. 2k3 onward was all crap for me.
>>
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>>3199998
Finished about 5 levels. So far each has been better than the last. Loving the clean layouts and colours.
>>
>>3201809
>The first fucking level of Shadow Warrior is harder than just about anything in Doom 2

no it wasn't.
>>
>>3201823
reminds me of those neo-egyptian maps on ut2k4
>>
>>3201823
Does it look like ass in GL?
>>
>>3201857
My pic is GZDoom. Looks alright to me. Opened it up in PrB+ and it looks great in software too.
>>
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hey /vr/, can someone please tell me:
How the fuck does teh quake engine do moving floors?
>>
>>3201865
What the fuck is going on there?
It looks like some crackhead runs in and fucking Gay Bowser's some random chick at a photoshoot.
>>
>>3201890
>Gay Bowser's
>>
>>3201865
yes
>>
>>3201928
what
>>
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https://www.youtube.com/watch?v=1fOpP8A7_KA
Thread replies: 255
Thread images: 153

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