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DOOM THREAD / RETRO FPS THREAD - Last thread >>5186228

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

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct
SO YOU WANT TO PLAY SOME...

Doom, Quake, Duke, Marathon, or Thief: https://imgur.com/a/wWS8zXz
Contains infographics with setup information and user-made content recommendations

Same thing, but in video format:
https://www.youtube.com/watch?v=ietb4JwaaXA
https://www.youtube.com/watch?v=CGj4gXyCzg0

IWADs and more (>3 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Downloads for various /vr/ shooters. (Includes Duke Nukem, Doom, Blood, and Quake.)
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q

Doom RPG series
https://doomrpg.weebly.com/

Launchers for Build Engine games
http://buildgamedosboxlaunchers.weebly.com/

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/forum/4-wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/

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

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

== /VR/DOOM COMMUNITY ==

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

MAKING NEW THREADS PROPERLY
https://pastebin.com/yzwgaLp7

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

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K
>>
=== ONGOING ===

-100 minutes of /vr/ underway
-Deadline still extended indefinitely
-Quote your submissions here for the organizer

=== NEWS ===

[12-02] Quake III Arena's 19th birthday

[12-02] Ultimate Doom The Way id Did released, replacing Thy Flesh Consumed
https://www.doomworld.com/forum/topic/67363-ultimate-doom-the-way-id-did-%E2%80%94-released/?page=5&tab=comments#comment-1940859

[12-02] Compatibility patch to run Doom mods in Strife, minimizing gamebreaking bugs
https://desuarchive.org/vr/thread/5186228/#5191961

[11-29] Nashgore returns in the form of Vengeance Edition
https://forum.zdoom.org/viewtopic.php?f=46&t=62641

[11-25] Colorful Hell 0.95 available, changing Chaingunners and adding White Cyberdemons
https://forum.zdoom.org/viewtopic.php?f=43&t=47980&p=1080925#p1080925

[11-24] Test version release of 'Doomsday Machine', a Chaos Engine TC for GZDoom
https://forum.zdoom.org/viewtopic.php?f=19&t=62571

[11-21] Man on Wing Commander CIC forums making Blender script to ease ripping sprites from 3D models
https://www.wcnews.com/chatzone/threads/wing-commander-sprite-enhancement-experimentation-and-information.29588/page-3#post-405356

[11-21] Anon map release: Hellevator
https://my.mixtape.moe/jlqesd.wad

[11-21] BloodGDX update 0.795
http://m210.duke4.net/

[11-19] SgtMarkIV releases 'Bolognese', universal gore mod to succeed to Ketchup
https://www.youtube.com/watch?v=xW07VJBTjME

[11-17] 'Rednukem' EDuke32 project in now beta
https://forums.duke4.net/topic/10241-rednukem-redneck-rampage-port/

[11-17] Quake Halloween Jam released
http://www.celephais.net/board/view_thread.php?id=61650

[11-15] A podcast about Quake launches, 'Quakecast'
https://quakecast.podbean.com/

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

To submit news, please reply and anchor it to this post.
>>
Any good techbase levels released recently?
>>
>>5194319
I believe Deathless is worth a look, haven't played it yet myself though.
https://www.doomworld.com/forum/topic/103075-deathless-an-ultimate-doom-megawad-final/
>>
https://forum.zdoom.org/viewtopic.php?f=43&t=53010&sid=97ea20cb04aca9dcaec13c16ace9e675&start=1500#p1081840
MetaDoom may recieve an update on Doom's anniversary or close.
Anyone who likes the mod may want to test the upcoming update to see if it's good for an actual release.
>>
missed screenshot Saturday, but postan anyway. I added a custom hud to this secret map.

I also fixed a fuckton of bugs, so a rc2 will be comin'.
>>
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>white imp + white zombieman (skelemancer)
>>
Cacowards are in a week. What 10 wads will win?
>>
Is Doom-style labyrinthine keycard-gated exploration-focused level design the only good type of singleplayer FPS level design?
>>
>>5194418
First-person platforming can be alright when you are given good enough control of your character, and puzzles.
>>
>>5194418
No. But it's fully viable if you don't want to make anything particularly elaborate.
>>
How can I select a map in Underwater Jam for Quake? Just using the console? Because it starts in Bloodshot and when I finish that level it loads the start vanilla map
>>
>Watching the last episode of Composers Play with Bobby Prince and Doom
>Bobby feels bad that Tom Hall isn't in the credits
>>
>>5194418
Labyrinthine exploration-focused level design is my favourite kind of level design in any single-player 3D game. Especially if the progression is nonlinear, allowing more room for experimentation and replayability.
>>
>>5194527
I'm sure Romero feels bad, too.
>>
>>5194371
what is this?
>>
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>>5194538
here you go fren
https://forum.zdoom.org/viewtopic.php?f=42&t=62163
>>
>>5194416
jimmy will probably get one, he's fucking nuts
>>
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Would Archies be any less a pain in the ass if they had chain guns instead of their explosion attack?
>>
>>5194501
If I remember correctly the underwater jam didn't have a level hub, so the only way you can play the levels is through the console. A lot of map jams require you to use the console instead of hubs, that's why a lot if the file names for a map are just the author's name. Type map filenameofmap in the console and your good to go.
>>
>>5194642
Tht's what I'm doing. It felt weird to me because the other jams I played had a hub.
>>
>>5194623
You can come out of an archvile encounter unscathed, less so if it has fucking hitscan.
>>
>>5194623
that'd be worse dude
>>
I'm kinda surprised it took until Eternal for the Arachnotrons to return, because they seem to be simplier to replicate than the Archvile or the PE's.
Maybe they were too simple.
>>
>>5194623
It's like archies from Hard Doom?
>>
>>5194623
i thought some variant in CH could burn you with the flames with DPS
>>
>>5194646
Yeah a lot of the map jams just don't have hubs. Probably because of deadlines and other stuff.
>>
I want to make a gameplay mod but i don't know where to start, any tips?
>>
Hi.
I'm playing Blood for the first time. Is it normal that I keep running out of health pickups and getting stuck on any room with a good amount cultists? Or do I need to just git gud?
Also, how am I supposed to shoot downed cultists?
>>
>>5194757
>Hi.
hi
>>
>>5194757
you dont shoot downed cultist
downed cultist shoot you

On serious note: crouch and jump are your friends, be mobile - enemies in Blood are programmed to aim worse at moving and crouching target.
Also I don't know what to say about last question. Maybe aim at them and press fire button? IDK.
>>
>>5194764
Are you sure they're even shootable when they're downed? No matter where I shoot they never seem to take damage when they're on the ground.
>>
>>5194772
downed?
DOWNED?
>>
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Doom turns 25 next week. Yet again lets predict things on that day, official or unofficial. Indb4 Mordeth released
>>
>>5194779
og doomguy and doom 64 doomguy are the same person
>>
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>>5194780
and D44Mguy.
>>
>>5194779
Id or John Romero should release a 9 level wad for Doom 1 as an official freebie to remind us they aren't cash cows like Bethesda is turning into.
>>
>>5194780
Some would argue that the only one that isn't the same person is Doom3Guy.
I don't. Doom Slayer seems... off... by comparison.
>>
>>5194779
Doomguy is revealed to be the next DLC fighter for Smash, hoyl shit you did it Sakurai
>>
>>5194780
so he went from cool to kooky to tired of this shit but mcfuckinlovin it anyway
>>
>>5194790
Then he takes off his mask and reveals himself to be Commander Keen.
>>
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>>5194790
Hate to be that guy but god I fucking wish.
>>
>>5194779
More Doom Eternal footage and maybe a release date.
If they do the former, i hope for a stream like in QCon where they show like three or so bits of footage.
>>
>>5194790
>>5194803
not this shit again
>>
>>5194787
>Doom Slayer seems... off... by comparison.
You too would be after years and years of demon slaying.
>>
>>5194807
Any bit of new Eternal footage would be appreciated. I have a feeling the next thing we're going to see is multiplayer.
>>
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>>5194779
>>5194780
All of them are alternative versions of the same guy.
Doom 1, 2 and 64 share the same continuity.
Doom 3 was supposed to be a retelling of D1 events with a plot, that didnt go well due to tonal shift towards horror not being well received by most of the fans. It wouldve been followed by a CoD Doom that would've been a retelling of D2, but luckily it was scrapped.
Doom '16 is a complete reboot, that leaves the possibility of Slayer being Doomguy from D1/2/64 continuity.

So they are essentially versions of the same guy going through same motions with each reboot, but with different flavours. Kinda like Spiderman and other superhero reboots.
>>
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>>5194808
sorry m8
>>
>>5194623
That'd be boring.

>>5194652
Pff, git gud, every hitscanner but the Spider is soft and squishy as hell, and they're liable to start infighting with anything. Make them your first target, and use cover to break their line of sight.

Short of ambush traps where a bunch of shotgunners pop out and you're surrounded/locked in, it's never that hard to get away from hitscanners unscathed.
>>
what's your favorite doom console ost? mine has to be the 3do version
https://www.youtube.com/watch?v=AjEx292Ph8M
>>
>>5194846
I don't think that's what he meant.
>>
Are the Casali brothers underrated?
>>
>>5194853
Then what did he mean by saying you couldn't escape hitscanners unscathed?
>>
>>5194846
>Pff, git gud, every hitscanner but the Spider is soft and squishy as hell,
You're assuming every single hitscan encounter is the same, a lot of times people love to put traps where hitscanners pop out of nowhere, like in Plutonia map 01 where two chaingunners appear behind you in one corridor. Unless you know about it beforehand you're pretty much guaranteed to get hit.

There's also snipers, like the ones people put in "building windows", common in city maps.

Point is a long-winded attack like the Archvile's flame is easier to avoid than an instant hitscan attack, provided there's cover.
>>5194861
I never said you couldn't, I said "less so", as in "less likely", especially since an archvile with a chaingun wouldn't go down in one hit.
>>
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>>5194847
PSX any day

>>5194860
no
>>
>>5194861
i think he meant, you have time to get out of archies los. chaingunners attack is instant
>>
>>5194860
I think they're properly rated, Plutonia was good, and it influenced a lot of wads.

>>5194865
He stops to face you for like 10 tics before opening fire, that's not a huge amount of time, but it's enough to react to if you pay attention.
>>
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would you live in a house with the same layout of e1m1. outdoor acid puddle is a pool btw
>>
>>5194878
With proper furniture, it actually sounds pretty comfy.
>>
>>5194531
Are you me?
>>
>>5194873
ten tics is 286ms
going by this site (https://www.humanbenchmark.com/tests/reactiontime/statistics), median reaction time is 273ms
those aren't great numbers
>>
Doom 1, 2, 64 - Originals
Doom 3 - Deconstruction
DooM 2016, Eternal - Resconstructions
>>
>>5194873
i don't get it, whats your point?
sure, 1 commando in close quaters you can deal with just fine, but theres never 1 is there.
>>
>>5194893
Maybe I'm just really used to the Doom monsters.

>>5194905
I always back off as soon as I get hitscanners in my face, making sure as few of them have me in their sights as possible at any one time.
>>
>>5194846
would it be though? considering the timing of when the archie attacks in between reviving dead fuckers I feel like it could make him like even more of a mini boss.
>>
>>5194838
>that didnt go well
It was quite well received at the time.
>>
>>5194739
I got my start with WildWeasal's "Gunlabs" tutorials. While they do seem a little outdated in some respects they still provide some great basic advice and introduced me to DECORATE, which is the only coding language I can really understand.
>>
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>>5194923
I really like the Arch-Vile as a monster because of how differently he works from all of the others.

You can choose to take cover from the ranged attacks of other enemies, and that can be a viable strategy, but with the Arch-Vile, you have no choice, you literally have to break line of sight and find cover, otherwise he will automatically hit you, and hit you very hard.
Optionally, interrupt his attack by hurting him, but that doesn't always pan out, even a full salvo from the super shotgun can fail to stun him if you're unlucky.

Based on this unique attack behavior alone, he makes himself quite distinct, and makes himself a high priority target, but that he also can resurrect dead enemies, even strong ones like the Baron Of Hell or Mancubus, enemies which take a lot of hurt to put back down again, and which can seriously hurt you if you aren't careful, forcing you to contend not just with the Arch-Vile himself, but one of the threats you previously eliminated.
Archie is no slouch himself, he has some serious 800hp, and he's VERY fast, further, other monsters are afraid of him and will not retaliate against him if accidentally hit by his attack.

He's a mean and dangerous monster that forces you into unconventional strategies, and I think that's excellent.
On top of all that, he's fucking spooky.
>>
>>5194894
>>5194838
>>5194780
>>5194784
I think Doomguy goes from Doom, Doom 2, then either part of Final Doom, and/or various pwads, Final Doom and/or the pwads being possible branches which can occur after Doom 2.

I always felt Doom 64 never much fit with the originals.
>>
>>5194941
> trucking spooky
fuck she is.

The sound and attacks made them the most terrifying enemies in the game. Fucking MAP11 I think it was in Plutonia with the fucking maze of them made my 23 year old ass yell fuck when they all teleported out of the starting area.
>>
>>5194946
Hunted is one of the greatest gimmick maps in all of the iwads, goddamn it's intense.
>>
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For anyone interested in the Samsara enemy mod someone was working on, i tried contacting the dev and he brought up some difficulties he had while wanting to work on the mod.
>>
>>5194306
>TFW waiting for a Dark Engine equivalent to Quakespasm.
>>
>>5194928
IIRC people were having mixed opinions on the horor aspect, the discussions of it were allover the place, but whatevere.
>>
>>5194963
never ever because Dark Mod.
>>
>>5194943
Doom 64 is when Doom Guy/Slayer gets locked into a sarcophagus.
>>
>>5194974
What makes you think that Dark Mod is that big of an obstacle towards a fully functional "Darkspasm"?
>>
>>5194979
Yeah, I kind of figure that new Doom fits the most with Doom 64.
>>
God damn I love Quake OST.
Even though I still haven't played Quake further than episode 1 a long time ago.
>>
>>5194160
>>5194112
>>5194304
Gotcha, I'll check those out

>>5194181
Yeah I'm going through Strange Aeons right now, and I'm loving it. Episode 1 was fucking perfect. The fight against the High Prest That Shall Not Be Named was pretty fun in Episode 2. And Siege of Pnath was great. And Shadows of the Nightmare Realm was also one I found over the summer. Loved the music on it.
>>
>>5194785
Oh come on anon don't get my hopes up, that'd be fucking awesome if they did that.
>>
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>>5194878
now you make me want to make a quake1 map of e1m1 turned into a house. (I can't into doom mapping but I'm a /radiant/ whore)
>>
>>5194306
Damn this looks so cool even still. I wish Q3 was still alive but it's impossible to find games unless it's some custom server shit.
>>
>no new Evolution of the wad or Term's podcast episodes in forever
Is anything similar being produced?
>>
>>5195035
Is WXR still around?
>>
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>replying to buzzword using newfags
do not
>>
>>5194878
What's the acid room with the zigzag bridge?
>>
>>5195076
That spike in late 2014 was GamerGate, wasn't it?
>>
>>5195083
1:1 copy from Doom, down to using real acid
>>
>>5195086
Yep
And 2011 was the fappening, iirc
I want off this ride.
>>
>>5195106
How? By telling to go back to [boogeyman place] twice as much? That sure worked out all these years, oh wait, it didn't do shit, yet people keep doing it anyway as if that did anything other than make people stay out of contempt.
>>
>>5195091
Gamergate and the fappening both happened during the same summer.
>>
>>5195114
Shit you're right. It was operation payback that got us so many in 2010-11
>>
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>>5194893
>It's interesting to see that the recorded reaction times have actually gotten slightly slower over the years, which is almost certainly due to changes in input / display technology
>>
>>5194928
>>5194970
>11/10 shadows
>5/10 doom game
>>
>>5194878
>>5195028
this should be a jam
>>
>>5195149
Not opposed to the idea. I honestly hate quake 1 gameplay though. I've bitched about it numerous times in these threads. I just like brush-based mapping since I've been making Q3 maps since forever.
>>
>>5195151
Yeah, I like quake but I actually map for unreal
>>
>>5195126
The only thing I can really remember about 2010 was Jesse Slaughter, and captcha becoming permanent. I miss the 2010-2014 period of 4chan. It was a nice Silver Age.
>>
>>5195142
Gaming populations are also older now I imagine. When I was a kid adults didn't really play games. Now I'm older and still do. Might have skewed the percentages. Older people usually have slower reaction times.

Might be nothing. Just a thought.
>>
>>5195154
>It was a nice Silver Age.
More like a bronze age at best
>>
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>>5195151
>>5195153
and I'm switching to quake and doom because unreal is dead in the water
>>
>>5195076
>one guy uses a meme you dont like hours ago
>triggers you for the entire day
>>
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>>5195164
>gets angry over joke smash posts
>unironically uses shitty /pol/ buzzwords
>has the gall to call others mad
>>
>>5195151
>>5195149
I asked in func_msgboard, let's see if someone answer me
>>
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>>5195171
>being this ass blasted that no one liked his stupid smash posts
>>
>>5195174
I'm not the guy who posted them, try again.
>>
Holy fuck, shut up.
>>
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So what are some Christmas/Winter themed .wads? Pic unrelated.
>>
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>>5194308
the Wing Commander script was changed to 3dsmax use and they showed progress

really, this shit opens many possibilities for sprinting!
>>
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>>5195191
another one with the Prophecy piranha

the piranha is scaled to the WC1KS max sprite size
>>
>>5195191
>the Wing Commander script was changed to 3dsmax
FUCK
I CAN'T USE 3DS MAX FOR SHIT
>>
>>5195159
Everything after 2014 feels like a Bronze Age, if not a Dark Age.
>>
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>>5195197
It was already dark by the summer of 2011, when ironic memes began to spawn. If you act like a retard, you'll attract retards who think they're in good company. It's been getting worse and worse ever since, the retardation becoming more concentrated in toxicity and bitterness, like a man repeatedly drinking his own piss.
>>
>>5195197
its dark age already, just look at what happened when moot after the shitty scandals drove him out, and normies met this website via gaming media, /r/thedonald and gamergate shenanigans.

>>5195114
Fappening happened Earlier, gamergate happened very later, 2014 at most.
>>
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>>5195173
I know the textures are shit but here's what I've done so far, but thoughts? Obviously still a WIP. Mostly just getting the initial brushwork dimensions by comparing it to E1M1 in SLADE. Once all that's done I'll probably start to "quake-ify" it.
>>
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>>5195187
whitemare
pic unrelated
>>
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>>5195210
Another pic from Radiant. Forgot how fucky all of the sectors are in Doom. It's slowing me down (not that I'm very fast to begin with)
>>
>>5195212
I can feel the static electricity charging
>>
>>5194963
What if someone remade the DOOM game with the Die by the Sword engine?
https://www.youtube.com/watch?v=DPm3R3eWtA4
>>
>>5195197
>2014
>not 2004
>>
>>5195191
>>5195193
not to ask stupid questions, but what's going on here? Some kind of script was written to "photograph" 3D models from all the necessary angles so they can be sprited?
>>
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>>5195194
>he fell for the blender meme
>>
I'm honestly pretty amazed at how Nashgore: VE just... works, for the lack of a better way for me to describe it. (Bugs aside, of course, it's a beta.)
>>
>>5195210
>>5195215
I'll give it a shot, I'm into the contemporary meme style
>>
>>5195218
yeah, we already had several incidents
>>
>>5195225
look at the thread
>https://www.wcnews.com/chatzone/threads/wing-commander-sprite-enhancement-experimentation-and-information.29588/page-3#post-405356
OriginFX games like WC1 and 2 uses 32 sprites for movement, up to 62 on the windows versions using the modern patch since the bottleneck was removed.

the script automates that. also it can be useful for doom or even build spriting, in doom's case if someone really wants to go nuts and make a fully smooth monster spriting movement with all angles.
>>
>>5195202
Fappening was August 2014.
>>
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>>5195235
>confusing shortcuts between 10 different editors
there should be an iso 9001 or something
>>
>>5195228
?
>>
>>5195268
sorry, I just hate blender
>>
what are some Christmas mods for doom
>>
The way nash implement compatible blood color is fucking black magic to me, it works with every mod i tried
>>
>>5195292
Funny how a certain someone getting paid $512 a month can't implement that, huh?
>>
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>>5195287
-> >>5195212
pic unrelated of course
>>
>>5195292
It doesn't work with the Cacos/Barons/Knights in vanilla because they don't have their blood colors properly defined in base code. Most mods do define these colors properly, though, ans Nash's mod takes advantage of that. It's apparently pretty simple.
>>
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>>5195287
It was a game in which a younger Moses was trapped in a tomb of bugs and snakes and needed to find food to continue his journey to the lord.
>>
>>5195235
Go for it. I haven't made maps in forever so I'm super rusty
>>
>>5195287
>>5195310
fuck me, I thought you said christian mod. . .
>>
>>5195295
it kinda works for me, must be another mod that fixes it
>>
>>5195317
looks like a custom enemy set or randomizer that fixed the blood definitions
>>
>>5195317
meant for >>5195304
>>
>>5195274
I'll admit, I understand why.
>>
>>5195321
yes, been trying Dusted's Pandemonia, is just randomizes the enemies a little, but keep as "normal" as possible, it also uses the Eriguns sprites, and i love them
>>
>>5195274
Blender isn't bad. It's interface is a little fucky though.
2.8 looks to be fixing that though.
>>
>>5194779
>>
>>5195383
Unfunny.
>>
>>5194779
>>5195383
Doom RPG canon states that Doom 3 is the prologue, then the 1st RPG game and Ultimate DOOM happens
>>
>>5195383
Honestly I think Doom 3 works better as its own canon, it's very clearly a reboot.

>>5195392
I don't really care for how the mobile RPG games interpret the canon desu
>>
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>>5195312
shaping up...
>>
>>5195413
Goddamn I love the gritty texture style of Quake. Even just looking at some plain brick walls here.
>>
>>5195413
How are you able to see so much of the gun model? If there is one thing I don't like in Quake is how you can only barely see the tip of some of the weapons.
>>
>>5195442
r_viewmodel_quake "1"
>>
>>5195413
>>5195419
has someone ever tried to add POM into Q1?
i was thinking her about the vanilla stuff, but using parallax and PBR for some stuff, but keeping the same aesthesics, unlike darkplaces.

speaking of that
>>5194308
textures.com released a fuckload of medieval textures for "free" if anyone wants to use it on maps and such
>https://blog.textures.com/medieval-release
go nuts!
>>
>>5195447
the cobblestone materials are making my dick go diamonds

mainly translated into low res
>>
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honestly I like >brutal doom over Nash Gore because you can shoot bodies into gibs. I always want that in gore mods but very few do it
>>
>>5195481
could use universal gibs, have nashgore overwrite the gore effects, and set universal gibs to doom blood
>>
Any new vanilla maps?
>>
>>5195197
2004-2008: Golden Age (before the rise of anonymous).
2008-2012: Silver Age (before social networks really really took off, decline of /b/).
2012-2016: Bronze Age (fappening, gamergate, rise of /pol/).
2016-now: Dark Age.
>>
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>>5195413
well, for real, I need to sleep
>>
Is Oblige is legitimate way to make a good level with some modifying?
>>
>>5195727
Sledge or Sludge I think does it do, old school style.
>>
>>5195728
Space Llama Interment Gazelle Expert.
>>
>>5195596
God it's weird how that changes so fast.
>>
>>5195292
There are a few things about nashgore that irk me. the blood pool is one, because it just kinda scales, and is incompatible with infinitely tall actors, and therefor vanilla gameplay.
Would be way nicer imo if it had an animation that played instead.
That and the rest of the decals not matching the map pixels. I think they're all scaled to 0.9, which is the GZDoom default iirc...
Anyways. Just bitching about something that is largely great. Because if not on 4chan, then where...
>>
Why are sfx so quiet in Crispy Doom?
>>
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>>5195517
I'll try that. Thanks anon
>>
any mods/wads where the enemies are all hitscanners (and melee)?
>>
>>5195914
ww-nazis' bestiary is mostly comprised of hitscanners, give it a try if you haven't
>>
what the shit is up with the fucky freelook on build engine games? it's the worst fucking combination of smoothing and deadzones.
>>
Alright, time to test out the Berserk throwing knife.
I tried applying the +RIPPER property flag.
>>
>>5195982
Holy dogshit!
>>
>>5195984
Well, they all explode in a enormous spray of gore and viscera.

All but one of them, who can count his lucky stars.
>>
>>5195987
I guess the knife was moving just way too fast to be reliable with the +RIPPER property, hence why it missed doing any damage to that one imp.
>>
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>>5195990
>>
>>5195996
>still no Evil Dead / AoD mod for Blood
I just wanna shoot Deadites on the Build Engine. Is that too much to ask?
>>
>>5196003
There's that ancient AOD Doom.
It's crude as all hell, because Decorate wasn't invented yet, but some of the levels are actually pretty good.
>>
>>5195990
>this melts the $700 graphics card
>>
>>
>>5196013
>An AoD tc, but unpolished
Damn. It'd be great if there was a fully-fleshed out recreation of the first three movies. I should really learn modding and shit so I can make the change I want to see.
>>
>>5196037
>when the pizza rolls are still cold inside
>>
>>5196015
Actually, I don't experience any slowdown with that, and I don't think I paid $700 for even this entire laptop. It's got 12gb memory though, which is nice and comfortable.

>>5196038
Could be fun. If you're interested in that subject, I recommend just checking the old one out for the history of it. I remember I thought "Oh gee, this is so old and cheesy, it won't capture the movie at all!", and it doesn't very much, but I did end up spending the entire afternoon playing through it.

I very much encourage a new AOD Doom TC though, that'd be cool.
>>
>>5196037
https://www.youtube.com/watch?v=nX2CDJ6__34
>>
>>5194785
Why 1? Seems like it'd be better to take advantage of 2's extra assets. I like that Romero made E1M4b and 8b in 1, but if you're doing a larger project it seems good to have the extra options.
>>
ok, how do I use the ad textures in trenchbroom?
>>
>>5195413
https://youtu.be/8252fsT4wLk?t=21
>>
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>>5196203
>>
>>5194779
Doom eternal mod tools showcase
>>5194780
1>2>64>2016 is my headcanon
>>
>>5196203
>>5195413
https://www.youtube.com/watch?v=8xKkfw6_U-I
Great, i want to replay Пoдзeмeлья Кpeмля and Ликвидaтop now.
>>
>>5194943
Doom 64 has the same late 90s angst and edge of Quake 3 where he's got PTSD. I think that's mostly just a trend of the time as the early 90s were more lighthearted than the late 90s especially when it came to video game stories
>>
>>5195076
What caused the massive spike in the middle of 2014?
>>
>>5196037
>>
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>>5196450
Brilliant.
>>
>>5196450
This is absolutely amazing.
>>
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>>5196450
>>
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>>5196450
>>
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>>5196450
my fucking sides teleported away
>>
>>5196450
>>
>>5196450
OH NO JERRYYY!
>>
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>>5194838
>Doom '16 is a complete reboot, that leaves the possibility of Slayer being Doomguy from D1/2/64 continuity.
Nah. He's the same Doomguy as in the originals, just drug into a different universe by Olivia Pierce after being trapped in Hell.
>>
>>5196450
You see, it's like the Mounties, we always get our man
https://www.youtube.com/watch?v=yKlxy1ZFhMA
>>
>>5196674
Olivia had nothing to do with Slayer's circumstances, just attempting to contain him after Hayden retrieved him. If we do stick to them being the same character, that does mean Doomguy's original universe got consumed.

After 4-5 hell invasions within one man's lifespan, it's kind of no wonder it did.
>>
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>>5196335
Most likely Gamergate
>>
>>5196825
Nah, it was the Fappening. Gamergate got a lot of momentum from it though.
>>
>>5196728
>Olivia had nothing to do with Slayer's circumstances, just attempting to contain him after Hayden retrieved him
I don't think I said anything that implied otherwise, only that Olivia wanted Doomguy's sarcophagus pulled from Hell specifically so she could keep him from being "awakened" (which obviously didn't work). Hayden complied because he knew he could use Doomguy essentially as a Plan B if things went to shit.
>>
Sonic Generations but with different Doomguy's when?
>>
Jesus christ, I just tried out some Quake 2 on PS1 thanks to my PS3 and an old disc copy lying around. The controls are whack, the closest I can get to a modern setup is the Right Stick which puts my weapon switch on the R buttons and shoot/fire on the L buttons, while I move and strafe with the d-pad and aim with the right stick. And the enemies are really cheap, the grunts can opt to fire with faster animations at seemingly random and then fire again half a second later, meaning a shotgunner can blow away your health and armor in seconds almost rapid-fire.

One of the machine gun grunts I killed fell to the ground in a "i'm gonna shoot you" animation, a door closed infront of me, a solid two seconds passed, and when I opened the door again, it's THEN that he started firing. They can wait to shoot at you, the little bastards!
>>
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Editor shot of that 3DR Quack engine game.
>>
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What's your excuse for not having finished the Marathon trilogy?
>>
>Doom 3 and 4 being anything other than fanfic
shiggydiggy
>>
>>5196450
>>5196037
Is this in-development? Seems like all the fun .wads always are.
>>
>>5196886
aleph one is garbage and i hate it
>>
>>5196898
Good fanfic is better than nothing.
>>
>>5196886
But Anon, it's OLD. The middle aged man who live in my Great Aunt's house played it on his Mac and I was like, 12 then.

That was 20 years ago.

It's so fucking OLDDD.

And I don't think it aged well. I intend to actually finish Darklands at some point, for instance, or do that, and then get in there and mod the fuck out of the bastard/remake it if I have to, FOR REALISM.

This may take me the better part of a decade.

I think I must hate myself.
>>
>>5195187
Winter's Fury ofc
>>
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>>5196450
>>
>>5196886
no soundtrack
>>
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>>5195605
I don't know what I'm doing
>>
>>5196979
I don't know what you're doing either, but it looks great!
>>
>>5196167
use a bsp-to-wad program to extract the textures (such as the one from Joshua's Quake tools)
then compile them into a wad with another program (such as Tex-Mex)
then open trenchbroom, open the face panel, show "texture collections", and add the wad
>>
>>5196985
thanks, I have another question, I'm this guy >>5196979
how the fuck do I do a glass window?
>>
>>5196167
>>5196985
i just checked and they did actually include the texture wads for ad_start and ad_fuma; not the rest though
>>
>>5196886
Meh, I was working on it but really disliked the level in the first game with all the friendly troops.
>>
>>5196920
It's Hideous Destructor, which is publicly available, maps are Diabolus Ex and Seinfeld.wad.
>>
>>5195109
https://www.youtube.com/watch?v=9b_Uxfb8Qmk
>>
I started Blood (first time) on Well Done and I feel like the biggest bitch, I'm getting my shit pushed in really, really hard.

No other Build engine game was this hard, should I kick it down a notch for my first time?
>>
>>5194306
>>
>>5197014
Yes. Play on lightly broiled first. Unlike in Doom, hard mode actually increases the damage done and health possessed by enemies.
>>
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So the first episode of Phobos is out. What's the lowdown on it?
>>
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>>5196167
>>5196997

Bit late but here's the one I have.

>my.mixtape.moe/rvkjsw.zip
>>
>>5196987
Make the window a brush entity, like func_wall, and give it an "alpha" key with your value
>>
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and id, romero and the rest of the old and new crew are still silent about next week's anniversary
>>
>>5197052
links or it didn't happen.
>>
>>5197152

https://www.moddb.com/mods/phobos/downloads/phobos-episode-1-v10
>>
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>>5197014
Blood is quite intense, it's VERY fun and exciting, but it's also quite challenging.
The enemies are real mean, and bullets hurt a LOT. Caleb is a glass cannon, so tanking damage is ill advised, though fragile, he can put out a lot of hurt (that's the cannon part), and he's VERY agile and limber.
His agility and mobility is key to staying alive, you need to jump, duck, strafe, pop in and out of cover, run from cover to cover while shooting, fall back from oncoming groups of enemies and then surprising them with heavy firepower.
This .webm is a good illustration. Notice that while he's beset with gunfire and bombs, he kills them all with just barely a scratch (1pt of damage). As said, mobility is key, and crouching repeatedly confuses the aim of cultists, also don't be afraid of using dynamite, there's plenty.
You are the One Man Blitzkrieg, and son of a bitch must pay!

Know that in the original .exe, if you load a game, the damage scaling gets inverted for the rest of the level, meaning on easy you get hardest damage scaling, and on hard you get easiest damage scaling, the oldschool way to get around this problem is to save at the end of every level and just try to take the levels on as a whole, which does its own to add to challenge, as Blood likes nasty ambushes.
BloodGDX solves this problem and lets you actually customize your difficulty level.
>>
>>5196861
Has anyone ported the original PSX enemies to PC Q2?
>>
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>>5197065
>>5197070
thanks anons, have a cat
>>
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Well, now that tumblr is going to blanket ban porn, maybe I'll have more time over to work on my project.

HAHAHAHAHA!
>>
>>5197175
Can I play this with BFG edition?
>>
>>5197237

nope
>>
>>5197191
I want to fpet that cat
>>
>>5196450
jery get ipad?
>>
>>5197175
Huh. Hadn't heard of this. Wonder how the hospital scenery comes into play.
>>
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>>5197140
ME-GA-WAD! ME-GA-WAD! ME-GA-WAD!!
>>
I'm checking out brutal Wolfenstein and the texture for the cell bars is displaying as a solid black box, like it can't handle transparency or something. Using latest version of gzdoom. What might be causing this issue? Any help is appreciated, thank you.
>>
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>>5197338
>>
I forgot how annoying Redneck Rampage enemies and weapons could be.
>>
>>5197369
Meanwhile Duke Nukem 3D fits Ashes like a glove.
>>
>>5197372
>>5197369
I keep seeing these and I still can't find what mod this is.
>>
>>5197374
Ashes 2063, it has a version that can be played with most mods while removing the RPG / Strife-style bits.
>>
>>5197378
Does it add Duke/RR weapons and enemies?
>>
>>5197382
No, those are entirely separate mods.
https://www.moddb.com/mods/duke-nukem-3d-weapons-monsters
Not sure if this Redneck Rampage mod is the right one off the top of my memory
https://www.moddb.com/mods/redneck-rampage-in-doom-wip
>>
>>5197384
Thank you!
>>
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What is happening with that Booster mod TerminusEst was making?
Where is Kustam up to right now in GMOTA?
When is BTSX Ep2 going out of 'public beta'?
DRLA update when?
Intermission when?
>>
>>5197434
I stumbled a little trying to get Kustam's BFG figured out. But I think I'm back on track now.
Once I finish that I'll need to add subweapons, spell cube items, a berserk ring effect, and player sprites.
I plan on doing some other extra things for this update but those shouldn't be as time consuming as the other things I listed, hopefully.
I'm sick of my job.
>>
>>5196886
But I have.
>>
>>5196886
level design is shit
visual design is also shit, with all the garish clashing colors. It's like they really liked fireblu and decided they need more of that in their game
>>
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Paging: Mappers - all games.

When you're making an area, do you successfully map it out how you want it in one pass? Or do you make it, then kind of "refine" it?
Take the image I've posted, can it start off like on the left and then as you make it and test it, you morph it into looking more like the rightmost image?

I can very clearly see how I want a final area I'm making to look, but when it comes to creating it I feel like it might work better to have a blocky/rough design first, run around in that, and then refine it further on. But I'm open to better, labour saving ideas if they're out there.

It's just that the level would look quite strange if you ran it through that program that charts sectors in chronological order as the map isn't designed in chronological order, in fact the very first part of the level I'm likely to make last.
>>
>>5197434
>What is happening with that Booster mod TerminusEst was making?
Workin' on graphics for it. Base functionality for almost everything is pretty much done, at this point it's graphics and prettying things up.
>>
>>5197521
>When you're making an area, do you success
nope
>>
>>5197521
>when making an area, do you succ
yes
>>
>>5197521
>When you're making an area, do you
Yes.
>>
>>5197521
I draw a rough sketch of the whole layout on paper first, which looks like the "advanced" stage. Then in the editor I build a chunk of that, refine the shape & gameplay, and move on to the next chunk until the whole map is complete, and I can balance & detail it fully. I never get to the "expert" stage due to the difficulty in doing so in a retro game engine.
>>
>>5197295
he cute
>>
>>5197657
that's pepe my dude
>>
What genuine innovations did Blood introduce into the FPS genre? When I really think about it, I can't name a single one. Maybe I am forgetting something?
>>
>>5197661
alt-fires on guns
>>
>>5197661
Blood wasn't exactly inventive, given that it was basically a massively reworked Duke Nukem 3D. What it did bring to the table outside of an effective yet tongue-in-cheek atmosphere was level interactivity all over the place.
>>
>>5197664
Marathon. Second one has been on Win95 too.
>>
>>5197669
>was level interactivity all over the place.
Half of the game is like hedge mazes, icebergs, temples, forests, temples and generally giant textured cubes. Interactivity doesn't exactly shine there. There is that carnival fair level, sure, but not every other level in the game is like it.
>>
>>5197661
I don't know if it brought a lot of new things but it did a lot of things really well.
>>
>>5197672
Fair enough. Like I said, Blood isn't really inventive. But you honestly don't need to reinvent the wheel to be fun.

Or dick-kickingly hard.
>>
>>5197673
Desu Id love a new Blood game with a more fleshed out story. Not to the point where its more story than gameplay ofc, I'm not gonna be some kotaku jackoff about it. Just something with more lore/detail in the world or backstory. Blood 2 tried something like that and as much of a mess as it was, it had some neat shit that could've worked if it were more polished.
>>
>>5197659
so?
>>
>>5197702
... nevermind.
>>
>>5197565
Alright, neat. Good luck!
>>
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Which of these "styles" of geometry do you think looks better?

The first is a use of slopes on terrain and the second is using terraces. I'm open to using both types in the same level but I'm wondering if the styles clash.
>>
>>5197191
brush that cat, anon
>>
>>5197790
Using just regular textures, and building platforms like these, I'd lean towards terraces.
>>
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>>5197052
I was about to post screenshots of that old as fuck doom mod that looked hot as hell
>this is the mod
holly...
>>
>>5197790
For natural terrain I recommend sloped surfaces when you can. Stepped surfaces like the one in the top picture work best used in more artificial settings like techbases or cities where you expect geometry to be less round.
I would advise against alternating between sloped terrain and terraces in the same level. Switching between the two terrain types shows a lack of internal consistency which can lead to players thinking you are lazy.
>>
>>5197790
slope physics are atrocious, so I'd go with the first one on that point alone
>>
>>5197521
this picture triggers me
>>5197356
>>5197338
that's how they look in the original
>>
>>5197797
>>5197803
>>5197805
What gets me is the cliffside part of the sloped terraces.
It's ok to have slopes but when you have that big flat cliffside.....well what do you do about it.
>>
>>5197812
stacked 3d slopes
external 3d models, it's easier to import models to doom than to quake
>>
How to I tell Quake Injector to load maps with skill set to 2?
>>
I finished Heretic a few days ago. Was pretty decent even though it kinda dragged by the end.

I never knew I wanted more Fantasy FPS games now. Well I guess there's the rest of the series to play.
>>
>>5197826
Hexen is great when its good but keep in mind getting lost can be more than half of the playtime for a first run. but hey Amid Evil looks like a good HEretic type game
>>
>>5197836
Thanks anon. I'll keep those things in mind.
>>
>>5197790
I personally like contrast, not gradients, in everything. Landscape design included. Just, you know, gradient is a glorified prettified flatness, what's the big deal about it.

So, it's terraces for me personally.
>>
>>5197826
How did you like the D'Sparil fight? Did you do it on the last difficulty? Wanna try wandstarting the D'Sparil's level on the last difficulty?
>>
>>5197790
>>5197797
>>5197803
>>5197805
>>5197812
>>5197816
>>5197849
I think slopes inside caves looks pretty good, but terraces are better for changing the player's elevation. That tech-demo map "The Island" for those that remember had an excellent section of caves using this method.

For the record it's swamp-y part was also perfect....sad about the rest.
>>
>>5197852
It was fun enough I kinda chessed with that ring that made invulnerable. I did play on the default setting however (I'm actually not that good at retro FPS games yet)
>>
>>5197823
autoexec.cfg
skill "2"
>>
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Is there a Doom 3 mod that disables the view change when you get hit by enemies? It's annoying as fuck.
>>
>>5197867
Well, basically, at the last difficulty that fight becomes a sort of a puzzle, that's pretty fun to solve, in my personal opinion. You just might wanna keep that in mind for later, maybe you'll replay ep3 one day, and maybe you'll wanna see how it plays on the last difficulty.

Also, Heretic in general is one of the fairest retro FPS games, there isn't a single ranged hitscan enemy (that can damage you instantly from a distance, that is) in the game. So it plays very well on the last difficulty, which just makes all the projectiles and monsters faster. There isn't respawn or anything - like in Doom or Duke. It just makes the game faster and tenser.
>>
>>5197884
Don't get hit, duh. No, seriously, that's the only way to make this particular game - and its level-design - shine. If you intend to tank it, you might just as well not play it, it will just be a monotonous and boring slog.
>>
>>5197893
Chainsawing it is fun too. You'll take some hits but you'll get good at dodging eventually.
>>
>>5197790
I feel like slopes would only look right if the entire thing was made up of slopes, not just the very top of it.
>>
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I always felt bad for Tormentor667 as while he is an absolute machine when it comes to mapping I just never got into his maps.

UTnT was alright I guess, but from a technical standpoint he's amazing but a gameplay standpoint, not so much.
I'm considering donating to Realm667 though as it's great for resources.
>>
>>5197893
Dude, I'm not trying to "tank it", I just get hit every once and awhile like any normal player does. And I don't see how trying a no-damage run on my first playthrough would make it more fun.
>>
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is there a way to lock a selection in x or y while dragging in the 3d viewport of trenchbroom?
>>
>>5197929
>And I don't see how trying a no-damage run on my first playthrough would make it more fun.
You see, Doom 3 is a peculiar game in that for the most part it has EXTREMELY little space to properly evade projectiles thrown at you. So little, you just can't strafe or backpedal into a random direction because you'll just step into a wall - and subsequently catch the projectile you were trying to evade in the first place. So, in order to do no-damage, you need to construct and constantly update a sort of a mental map of your most immediate surroundings, so that to account for every bit of free space you have around you for your disposal, so that to still have the opportunity to dodge blindly without looking - knowing, that there is a bit of free space to the left-behind of your current position/orientation. If you consider taking damage acceptable, and you don't try to come out of every situation unscratched, this layer of gameplay, where your every single step counts, just completely falls through. It just vanishes without a trace. And it's, just, the one single thing that makes Doom 3 more or less unique and capable of standing on its own gameplay-wise. I know just a single another game, that also heavily coerced the player to construct that sort of mental map of his immediate surrounding, so that to have the ability to dodge blindly where there was almost no space to do that, Bungie's Pathways into Darkness. But that's another story.

Point is. Genuinely trying to-damage Doom 3 in particular, is a very peculiar experience, that, I think, is worth being experienced.
>>
>Doom 3

What bothered me most looking back was the wimpy weapon sounds. I heard the machinegun best described at somebody holding a playing card into spinning spokes on a bike wheel.
>>
>>5197014
The hard and very hard modes in Blood are for co-op.

They don't just add more monsters, they add more monsters and increase enemy HP, accuracy, and damage while decreasing reaction times. Cultists start throwing bundles of dynamite instead of sticks.

Play Blood on normal if you've finished Duke on hard or Shadow Warrior on anything above normal. If you haven't done that try one of the easy difficulties.
>>
are there many levels out there that are totally linear?
like you never go back to the same spot twice?
>>
>>5197202
Not just porn, it bans Heretic mapping updates and Doom Eternal concept art.
>>
>>5197295
Carmarck will absolutely not bother doing anything. He might tweet about it if somebody reminds him, but he doesn't seem bothered about revisiting old projects.

Romero I could see doing something - maybe a promotion for Blackroom if he's still working on it.
>>
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>>5197936
>Lock horizontal move axis: Tab cycles the move axis locking for x or y, Icon in the lower left corner highlights the locked axis
am I being memed here?, Tab does what it is supposed to do, changing focus in the interface
>>
>>5197959
>>5197936
>Furthermore, when moving objects on the XY plane in the 3D viewport or on the view plane in the 2D viewports, you can restrict the movement to one axis by holding Shift
nevermind, I'm a brainlet
>>
>>5197954
Their dumbass algorithm is kind of spontaneously tagging as NSFW, anything which could almost look like something vaguely lewd if you slathered vaseline over your eyes and squinted.
>>
>>5197974
They've used the same basic process for finding porn for the last thirty or so years, looking for an abundance of peach/orange/pink tones in an image.

There's probably more to it than that but this probably looks exactly like a dick to shit like that.
>>
Is it me or have a lot of servers been dying recently? I look at the multiplayer list and most have one player and its just a bot.

Games like shotgun frenzy and complex invasion used to be packed with people playing.
>>
>>5197998
Doom multiplayer will probably pick back up if Zandybam gets a major update. I wonder how much of a gamechanger ZScript would be in regards to multiplayer-specific mods.
>>
>>5197998
7:30 am EST on a tuesday.
>>
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>>5197939
This is the first thing I have read that made me consider playing Doom 3, nicely written. Maybe I'll pick it up on a sale at some point.

Have you tried DESYNC? http://www.desync-game.com/
Linear game, each level is a sequence of arena encounters. Will not scratch the exploration itch but the arenas tend to be interesting places to fight. I found it to be mostly about movement and situational awareness, and had a lot of fun with it.
It sounds like DESYNC is faster and a bit looser than Doom 3. You want no-damage runs while keeping the pace up to get the highest score. The arena itself is also a formidable enemy at times (pic very much related). I haven't played it for a while except to take that screenshot but I still love the game for doing its thing.

Apologies for rambling on about a game that is definitely not old enough to be retro, I may have gotten a little overexcited.
>>
>Underwater Jam
>pressing the 9 key will give me all weapons

What, why?

>Ish's map is a clusterfuck that starts out with the Thunderbolt to which I lose access apparently despite having ammo for it.
>>
>>5197939
Don forget you can avoid some attacks by ducking. I don't know if any other FPS used this the same way.
>>
>>5196875
Looks like Hammer + RadiANT.
>>
>>5196932
Why are you jews so awkward?
>>
>>5198053
Thank you both for your compliment and your recommendation. It was an interesting writeup about the game I haven't heard before, I'll make sure to take a look at it eventually.
On a sidenote, Pathways into Darkness is very much worth taking a look at as well, despite being ancient. It is a game that managed to age exceptionally well despite having been made by effectively three persons. That having been said, the emulation is sadly a fair bit of a bitch, and, other than possessing a fairly modern mac (for which there is a source-port for) there is currently no way around it. Emulating Pathways through BasiliskII is more stable, on the other hand, emulating it through the Sheepshaver will allow you to emulate 2.0 version of the game (the only difference is in textured floors/ceilings, which are not terribly impressive, maybe even a bit of an opposite to that) and, more importantly, Demo 2.0 to the game, which is pretty based in itself and serves like a really nice epilogue to the game. Actually, by choosing the correct version of System7, you can set up the emulated system in such a way, that you'll be able to use the exact same HDD file with everything set up, both in BasiliskII AND Sheepshaver, depending on what you'll want to emulate.
Also2, when checking out Doom3, be sure to pick up the original version of the game, not the BFG remaster, it has some, well, caveats.
>>
>>5197434
>DRLA update when?
"Alter the effects of a unique
Add a new legendary melee weapon
Add new behaviour to the various Icons of Sin

The only reason I haven't already finished is due to making that weapon, it terrifies me."
so probably soon(tm), send your spiritual energy to Yholl
>>
>>5197939
every single time I read one of your posts I want to rip off my fucking foreskin and wear it as a chinese finger trap.
>>
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something i noticed about the new praetor suit is these items doomguy has on his hips that replace pockets
they may be the upgrade required to make the dash system work
>>
>>5198210
i guess they could be boosters
or two future PSP
>>
Hoping most Doom related Tumblr blogs have alternatives anywhere else
>>
>>5194306
>STRIFE
Im on the 3rd sewer level now and I feel like Im dropping this one. While world setting is really captivating, Almost every aspect of this game just feels clunky and lacks punch. levels are just not fun to play with, weapons and enemies suck and feels empty. I just didnt have fun at all. is this get better or not?
>>
>>5198259
I have no idea where they could go. Perhaps we should coordinate where Doom Tumblrs will go.
>>
>>5197974
>>5197987
I seen text posts get flagged. They claim that only pictures are being filtered but I'm pretty sure they look for rude words too.
>>
>>5198283
The sewer is universally agreed to be the worst map in Strife, stuff does get better.
>weapons suck
A patch came out a couple days ago for running it with usually noncompatible Doom mods.
>>
>>5198283
My only problem with it is "lol u did something minor, u fail" moments.
Made me stop playing early.
>>
>>5197807
What about all the other black boxes? They disappear when I go to software and become decent looking areas.
>>
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Read the guide, what is the difference between the OLDSCHOOL and NEWSCHOOL experience for Doom? Not sure if I should get chocolate or GZdoom, I just want to play vanilla.
>>
>>5198536
>vanilla
chocolate is the easiest way to get that. GZDoom adds higher res, mod support, jumping, crouching, up/down mouselook, and what-not. You can make GZDoom run similar to vanilla, but it'll never be exactly the same.
If you want something that runs the same as vanilla, but with higher res support I'd go for PRBoom+, though it also has options for up/down mouselook if you want it.
Crispy doom is just like vanilla but with x2 resolution.
>>
>>5198536
either is good honestly. if you want something in between look into crispy doom. it can be a little annoying to configure but its a great way to lay
>>
>>5198540
>pic
should've been framed better
>>
>>5198259
Most are bouncing to twitter, it looks like
>>
>>5198536
It's all about personal preference when it comes to vanilla Doom content. You can get GZDoom to look very close to vanilla version (not perfect, but good enough), but it has advantage that it can run fancy modern mods and levels, while vanilla can't them.
You can enjoy both, like I do - sometimes I fire up Chocolate\Crispy, connect IBM Model M and my CRT and play as vanilla as it can be.
>>
>>5198539
>>5198540
>>5198548
Ok I'll go with chocolate as I really want just the classic experience. My first PC game was playing Quake II with my dad with one of those old clicky IBM keyboards, he would run us around and I would press ctrl to shoot. I still have the keyboard but not an old monitor, which would be pretty dope.
>>
>>5198550
If you really want the classic experience use DOSbox.
>>
>>5198550
>>5198539
Chrispy's main feature is not 2x resolution to me, it's uncapped framerate. 35fps is not very pleasant to deal with
>>
>>5198558
Meh, Dosbox for Doom is not worth it, really. Chocolate provides the same experience apart from optional slowdowns, but runs natively.
>>
>>5198623
chocolate-doom-setup.exe
>>
>>5198540
Is there a way to get the sound effects to separate from the music?
In chocolate they're separate, but in crispy turning down the music turns down the sfx as well.
>>
>>5198643
Yeah I figured it out right after that post -__-
>>
ok lads what do you think of my control setup

WASD for movement/strafe
Left/Right arrow for looking
Space for shooting
up arrow for action
>>
>>5198675
Well, if it works for you. Space for action and CTRL for shooting is still my setup of choice.
>>
>>5198675
That works.
If/when you want something more convenient, do check out PrBoom+ - especially with the -complevel parameter for vanilla compatibility. It has become my source port of choice and is faithful.
>>
>>5198687
My laptop doesn't have a ctrl key on the right side, otherwise I would

>>5198697
Thanks, I'm sure I'll be back here when I clear both of the original games
>>
>>5198707
Have fun, then, man!
>>
>>5198675
That's fine. I'd do up for shooting and space or E for use, but that's me.
>>
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>>5194308
func_msgboard organises a Doom themed Quake speedmap pack: http://celephais.net/board/view_thread.php?id=10196&start=4085
>>
>>5198795
All anons welcome!
>>
>>5198795
Damn. the Quake palettes were a little rough on the Doom textures, weren't they?
>>
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>>5198809
That's a brand new wad. The one that was floating around previously looks like this
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>>5194306
BD Lite gets a new update
https://www.youtube.com/watch?v=NbWdZVj22Vw

https://forum.zdoom.org/viewtopic.php?f=43&t=62203
>>
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I would like to play with the Ralsei addon,which mod should I pick?
>>
>>5197014
Just don't play it like you're playing doom, easy. Crouch, jump, use weapons wisely, alt-fire and fucking crouch ffs
>>
>>5197790
super sad mud man
>>
Am i the only one who thinks the Arachnotron has the best revision from Eternal, so far?
Not many people talked about him as much as some of the other monsters
>>
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>>5198842
HD on a particularly dickish mapset?
>>
huhuh, what a mess
>>
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>>5198948
ye he looks cool. Eternal is really nailing the monster design
>>
>>5198965
A lot of things in general just look more interesting than they do in 2016, be it old school inspired or not.
As if something is going on with an SSG that as a grapple hook or a machine gun that looks even bigger to be held by normal hands.
>>
>>5198842
Something overpowered so you can really protect him.
>>
>>5198842
the sans gameplay mod
pretty much anything as long as you dont make that boy cry
>>
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>>5197052
>>5197175
Here's my two minute capsule review:
>Voiced protagonist
>Opening is protag reminiscing about his childhood with his girlfriend
>First weapon you get is the fucking Grabber
Oh and to top it off, the game says it can scale to 1080p but it's stuck at 1024 by 720.
Fuck this.
>>
>>5198970
Eternal is seriously looking far more interesting and promising than Doom 4 did back at E3 2015 or pretty much the final release.

Some complained that it's too "cartoony" but for me is good the way it is. Classic Doom or 64 were never about realism and never took themselves 100% seriously. The over the top animations help to emphatize the weapon power and DoomSlayer strenght,
Enemies who still fight you while some of their body parts are missing is a nice addition because it shows how ruthless they are and would do anything to stop you,despite DoomSlayer being the boogeyman for them.

I really hope that for Doom 25th anniversary we get more of this.
>>
>>5199012
You have to edit the config file for it to be proper 1080p, same way you would for regular Doom 3.
My biggest gripe with it so far (besides long ass introduction that I didn't care one bit about) is that the pistol blocks line of sight when you fire it. I can't fathom how could the creators allow this shit.
>>
Is there something like SLADE's colour remapper tool that only selects pixels next to each other, or does SLADE itself have this feature? I'm trying to select part of the player's helmet, but it keeps selecting parts of the rifle since they use the same colour.
>>
>>5198948
>Not many people talked about him as much as some of the other monsters
Isnt it just him in general
>>
>>5199025
Only thing about it that bothers me, I think, is the shoulder cannon. Kinda fucking stupid, and looks weird.
>>
>>5199108
In photoshop you can do a color select and limit it to the local area.
I don't think you can in GIMP... Maybe paint.net, but I've never used it. I don't think aseprite can do it either.
>>
>>5198795
>>5198816
cant you change the color pallete like they did for sunlust and AA? or is it too tricky on Quake?
>>
Is it possible to play the entire Doom/Doom 2 Campaign with a friend over LAN?
Would we be able to run Brutal Doom while doing this?
>>
>>5199138
Yes.
>>
>>5199120
I love it from a gameplay standpoint, seeing as you can now use any of your weapons freely along with subweapons at the same time.
>>
>>5199120
I kinda like it,I think it will different functions.
So far we have a flamethrower,maybe it will be a plasma gun or machine gun too.

I like the blade though but I don't want that to be used in every glory kill in Eternal .Raw strenght with your bare hands is far more satisfying.

I hope the Revenant fights more like its Doom 2 with the homing missiles,it felt too weak in Doom 4 but keep the design from the latter it's great the way it is.
>>
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if Doom 3 was released in 1995, what monsters and additional weapon would have been in the game? Considering it would have just been a slightly upped iwad with a few more monsters and one more weapon and maybe an extra power-up. Also where the fuck would it be, Pluto?
>>
>>5198958
>tfw his hugs start to hurt if you let him do it for too long
His supportive attitude is a balm to my sadness though
>>
>>5199189
>So far we have a flamethrower,maybe it will be a plasma gun or machine gun too.
It launches grenades too, I think it's in general a replacement of the throwable explosives from 2016.
>>
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>>5199217
I like that it lets you use your gadgets without lowering your weapon. Streamlines things a lot more.
>>
>>5199120
Is it known if Doomguy's armor might be customizable? I'm wondering if a lot of that extraneous stuff he gets like the blade are obtained over the course of the game.
>>
>>5199137
You can use external tga textures, if you want to keep the colors. It's explained in the latest dumptruck_ds' tutorial.
I believe there is a palette file in the PAK somewhere, but it might cause problems with other stuff that's palettized, like the 3d models. So it's more complicated than doom's.
>>
>>5198921
saw that too
>>
>>5197987
>an abundance of peach/orange/pink tones
that's pretty racist of them
>>
>>5199250
God i hope this game doesn't suck, everyone had low expectations for nudoom and it turned out pretty good, now everyone has high expectations and i'm worried it won't live up to them. Wolfenstein TNO was also pretty good but gameplay wise TNC was fucking clunky. It also took those shitty base segments from the first to a whole new level and seemed to relish in endless cutscenes/'interactive' cutscenes. Not even going to mention the political bullshit.
Still this probably won't happen to doom, but i'm wary, dishonored 2 was a decent sequel but ran like shit and had a worse story, i hope they don't pile too much stuff onto the formula that made nudoom good, and instead just fix the stuff that was bad.
>>
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>>5194306
The usual OP will be away for about a week. Have a good anniversary!
>>
>>5199187
I can see it's utility, I just don't like it aesthetically.
>>5199189
The blade seems strange because... chainsaw. He should just have a chainsaw. I'm sure I'll still dig the game, but it feels a tad tryhard in those aspects. Everything else seems fine.
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>>5199250
>>
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>>5199317
Judging from the gameplay we've seen, I place my trust in the dev team. I remember E3 2015 and how lackluster the game looked and what little they showed us. I remember when they gave out no review copies after the Alpha got shat on. Now, they give us roughly thirty minutes straight of gameplay in one sitting. They are far more confident this time around, and from I've seen in those videos, it's not going to disappoint, especially on PC.
>>5199361
lel
>>
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Fellas, I been out of the scene for a while. Bolognese or Nashgore?
>>
>>5199376
Universal Gibs. I wish someone would make a expanded universal gibs that has gore from nash and bolognese, it doesnt make much sense when a hand comes out of a cacodemon
>>
>>5199380
Tune Universal Gibs to use the Doom Blood setting, disable floor splatters, and mix and match with other gore mods by having them go over top.
>>
>>5199356
>The blade seems strange because... chainsaw. He should just have a chainsaw. I'm sure I'll still dig the game, but it feels a tad tryhard in those aspects. Everything else seems fine.
I prefer him just tearing shit apart with his hands, having a blade doesn't really suit him that much and kind of takes emphasis away from the brute strength fighting style. And anything not ripped apart with the fists goes to the chainsaw.
>>
>>5199356
It's funny because I'm not fond of the arm blade both aesthetically and gameplay wise. Doomslayer never really needed an extra blade seeing as he's got a chainsaw, and his hands are more than enough in melee.

I can understand him wanting an extra gun if it frees his hands up for other stuff
>>
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>>5199373
nice
>>
>>5199386
thanks m8 I'll give that a go
>>
>25th anniversary in 6 days yet nobody from id has said anything
To live is to suffer
>>
>>5199373
Fucking love the modernized render of the classic plasma rifle. Also like how the bolts look more powerful in general and have the added effect of causing explosions on the enemies. I just wish it had beefier sounds, maybe not ear rape like the original one, but not this weak pew pew shit either.
>>
We've had Doom the way iD did
What about
Doom the way Raven would
Heretic the way iD would
etc.?
>>
>>5199373
I've only watched that initial reveal and it did look pretty damn good, I like that they've brought back some of the original doom aesthetic like the green hair on zombiemen, and the hell/manmade style of the level is clearly inspired by episode 2 when techbase maps start becoming more hellish. But the invasion multiplayer stuff and the grappling hook feel like they're piling too much stuff on, almost like the feature creep that ruins so many mods.
Also i guess newer doom discussion is tolerated but the doom thread shouldn't be flooded with posts about eternal, so i'll shut up now.
>>
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>>5199405
so you mean Heretic in the mapping styles of John Romero, Tom Hall and the rest of them.

I like this idea
>>
>>5199412
>the grappling hook
Just the mod the SSG was missing in 2016.
>>
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>>5196308
>>
>>5199380
>Universal Gibs
Thanks guy
>>
>>5199390
>>I can understand him wanting an extra gun if it frees his hands up for other stuff
Yeah. Really, I would just prefer quick motions to be done with his off hand for grenades etc. Just a quick "chuck" animation.
Anyway. That's enough.
>>
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>>5199317
NuWolf is developed by Machine Games, not id. Doom is (hopefully) in good hands. What we do need to worry about is Bethesda. Bethesda lost a fuckload of money from the Fallout 76 debacle. They're certainly going to force id to rush the game in order to try and recoup the losses from Fallout 76.
>>
>>5199451
That's what I meant, Machine is former Starbreeze if i remember right and those guys made some good games, Arkane have a pretty solid record so dishonored 2 was a disappointment, although personally I found Prey great the fun is tainted by what happened to Human Head.
I'm not sure if it's Bethesda's incredible capacity to fail or just a natural thing that happens to good devs that get bought by publishers, but maybe id is the only developer they've bought where there was already some bad will towards them. nuDoom was surprisingly good because no one expected much from the skeleton of id.
tl;dr someone protect Doom from bethesda, it is precious.
>>
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>>5199395
ME-GA-WAD! ME-GA-WAD! ME-GA-WAD!!
>>
>>
can i use universal enhanced ai with hideous destructor, or does it have its own ai that will conflict?
>>
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forgot to draw doom today
>>
>>5199609
:(
>>
>>5199569
IIRC it was first designed specifically for use with HD, so it should work fine.
>>
>>5199461
No one expected anything because despite the strength of the Brand there hasn't been a good Doom game since the 90s. I didn't bother trying it until it was heavily on sale, myself. It was surprisingly fun.
>>
>got through the roof of Diabolus Ex with HD by getting lucky with a BFG shot, running out and BRRRTing everything in sight, running back to the elevator to wait out the shards, then running and BRRRTing anything that revived as flowers sprouted everywhere I stepped
>sprayed the Mancubus with a few smg magazines worth of 9mm after getting surprised while getting ready to cook a grenade
I feel so proud of myself, I've been chipping away at this for like 4 days straight.
>>
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Stupid thing I wanted to try for a while, but I know will cause "problems".
>Buy a fuck ton of metal songs on google play and download them.
>Make a wad that replaces each song with in doom with the one it rippedoff/was inspired by.
>Duplicates will have a song similar to the first.
>>
>>5199207
Basically Final Doom but maybe there's a couple of new monsters, items and weapons.
>>
>>5199451
Fuuuuck! I never thought about how this bullshit could affect Doom 5!
>>
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>>5198675
Here's my weird ass:
>stick for Moving
>click it for Crouch Toggle
>lower face button for Use
>upper face button for Auto-Map
>second shoulder button for muh Flashlight (first and third are usually bound for something mod related)
>dpad for Inventory Management, thankfully I don't have to use it much though, because it's a fucking terrible dpad

In my right hand (so, my mouse, with freelook):
>left click for Fire
>right click for Jump
>scrolling mousewheel for Weapon Selection
>clicking scroll wheel for Zoom/Aim
>forward thumb button for Alt-Fire
>rear thumb button for Reload
>>
>>5199405
>>5199415
Hexen the way iddn't?
>>
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>>5199782
> iddn't
a hearty chortle
>>
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What stupid faggot at id thought "Boy, I'm sure Doom fans would love to take a break from the action to move around a claw machine for a minute"
>>
>>5199936
The Half-Life 1 influence is pretty strong in Doom 3.
>>
>>5199936
Have you given the chainsaw a whirl yet? It kicks ass in Doom 3, you seriously can take on basically most of all enemy encounters with it and win with barely a scratch on average, none if you get good at it.

>>5199939
Doom 3 took some good lessons from Half-Life, and some maybe not so good ones.
>>
>>5199940
Not yet. I hope you're right, most of the weapons are such ass. Somehow the pistol is more satisfying and useful than the shotgun of machinegun.
>>
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>>5199946
A lot of the weapons are pretty weak, yeah, but the chainsaw is just a fucking beast.
It does the constant damage like in the original game, but just a higher DPS, further it doesn't lock into enemies, meaning you can just brush them with it and it'll still hurt them good, yet back off or keep moving/strafing, avoiding getting mauled much, if at all.

With some practice, you can get used to the attack pattern of the Hell Knight, and you can just dance back and forth as he tries to get his hands at you, while you buzz him with the saw, completely avoiding injury.
Mancubodes are harder, because they can actually reach in a really wide arc with their arm cannons, fatass can really swing, so I recommend keeping the distance from them.
Cacos are actually real easy with the saw.
Tentacle commandos will charge at you, and what you can do is to charge at them in return, crouch down as he lashes with his tentacle, and then recreate that scene from The Running Man, where Arnold Schwarzenegger splits a bad-guy from the crotch up with a chainsaw.

I don't kid when I say that playing as much as you can with the chainsaw is the must fun way to play.
>>
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>>5199953
Not to mention, the chainsaw's power also lets you fucking plow through the weak mooks such as the imps and zombies, so it really adds some much needed speed to the game.
It's even worth charging the Z-Secs at times, because though they actually employ some tactics and take cover, they're still pretty fragile, so it takes little to drop them.
>>
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>>5199212
the only thing that I dont dig that much as I like the goat the mod goes gets a bit too sugary for my taste

he is cutesy and naive, yes, but he never goes full "uWu" in the source material
>>
>>5198675
What's wrong with you? Just use a goddamn mouse.
>>
>>5198675
Am I the only one who plays with gamepad + mouse? The xbox360 controller is easy to hold in one hand so I have the analog stick for movement and mouse for aiming
>>
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>>5199985
>>
>>5200019
Don't sass me.
>>
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>>5200015
>analog stick for movement and mouse for aiming
My nigger.
>>
Anyone know how to run Aetherius?
>>
>>5197052
It's not at all what I remember it being the last time I checked it 9 years ago. I remember it being an old school style mod.
Really all I remember interesting me about it was the arachnotrons
>>
>inb4 qcde adds the unreal prisoner 849
>>
>>5200049
That's a good waifu

>>5200272
Not on my watch
>>
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>>5199113
I mean, he has some cool things to talk about.
>Can walk on ceilings and walls
>Blue blood
>Destructible turret gun
>Alternate arcing fireballs attack
>His design and how it resembles the 2016 Spiderdemon, but with the gun above the brain
Meanwhile, i still don't exactly understand the new PE and his mouth seems like it was made because of how they'd animation him spawning LS's.
>>5199025
It's interesting because besides those old school looks being more iconic, it feels like some weird cycle after already having four or so different art directions in this series.
Hugo Martin even mentioned that some old school pick ups stood better visually than some in 2016.
>>
>>5200283
>not on my watch
based touhou

add malcolm from ut99
>>
>>5199461
>>5199451
after something like Wolf 2 turn out to be a flop and the shitshow that is FO76, i feel like Bethesda would want DE to succeed and the same for Rage 2, since more people are starting to hate them and aware of their shittyness
Kind of ironic that the "saviours of single player" would release a few single player games and let them flop
>>5198210
Just realized that despite DG getting a double jump upgrade from some boots, you never actually see him wearing those with his suit except for maybe an additional item in QC
>>
>>5200324
I'm not adding player models to doom tournament until gzdoom has an animation system that doesn't suck ass through a crazy straw.
>>
Wrath of Cronos got updated to V2.2, seems like a pretty solid update.

https://forum.zdoom.org/viewtopic.php?f=43&t=35846
>>
>>5200294
>it feels like some weird cycle after already having four or so different art directions in this series.
they redesigned the spider mastermind towards the end after having it be Olivia in a glass tank attacked to the brain for months and month because an artist sculpted on a face in 20 minutes based on the original and it looked so much better
>>
>>
>>5200373
how'd you make him even more girly?
>>
just realized the ammo backpack some enemies drop in quake is the same as the one in doom
>>
>>5194346
https://twitter.com/kinsie/status/1070280058248454144
>>
>>5195083
Koi pond.
>>
>>5199373
Are those cyber possessed?
>>
>>5200458
The absolute madman actually did it.
>>
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>>5200407
it's probably a milsurp bag of some sort that adrian or somebody had lying around
>>
>>5199380

I made an update a few days ago and removed the hands by taking some gibs from Nashgore (with permission of course). Do look at the repository from time to time, updates are still being made, albeit at a rather slower rate. Not much time these days. Haven't updated the thread cause I don't visit that place anymore. Check out the last 4 commits for more information, cause I made quite a few big changes.

Also is it so hard to ask for an update instead of relying on someone making a fork and ending up with 491746 variations of the same mod when it can be implemented by the author? I know it's the norm to have ten zillion variations of a mod, but come on.
>>
>>5200283
>Not on my watch
why would you have any hand in it whatsoever
>>
>>5200842
id certainly had a habit of using whatever they had to hand as a reference for their sprites/models/textures.
>>
>>5200882
So, anon, when did you lose your sense of humour?
>>
>>5200842
I always thought it was hand drawn
>>
>>5200893
it was a legitimate question because i didn't know if you were working on qcde, but if you want to be a gigantic faggot about it then that's cool too
>>
Something i think is cool about Eternal is destructed buildings floating with lava coming out
>>
>>5200917
ok
>>
>>5198842
Ashes 2063 with Ralsei is comfy as fuck
>>
>>5196886
Aleph One is so off-putting.
>>
>>5200905
it is, but that isn't to say they wouldn't use actual references
quake has a lot more hand-drawn stuff than doom's loads of photo-bashes
>>
man if I was a saudi prince, you know I'd buy crazy shit like this and put it on my mantle https://www.gamingheads.com/doom-cyberdemon-exclusive.html
>>
>>5201024
>you sit on your throne as you yell "COME POLISH MY FALLOUT BOY YOU WENCH HOOH HOOH HOOH"
>>
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Apologies if this doesn't belong here, but I'm desperate to find this game but can't seem to. Does anyone know where I could find it, or atleast a good site to look for it?
>>
>>5201098
rutracker org has an iso of this
>>
>>5194306
I played the first level of Journey to the Haunted Swamp.WAD recently. I must say it has potential, though it has some powerful enemies that appear in tight spaces.
>>
>>5195187
32in24-14 gets me into the holiday mood
>>
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Hey /vr/! Itching to play some doom, but I want to play something more casual and relaxing. Any good wads that play like the maps in first episode of Doom 1? Thank you.
>>
>>5200791
Just soldiers.
>>
What’s the best Douk expansion pack?
>>
>>5201413
Doom The Way id Did.
>>
>>5201413
slaughterfest3
new gothic movement 1 & 2
>>
>>5195187
jimmy finally release the joy of mapping 5
>>
>>5201413
demonfear, scythe 1 outside of the third episode
>>
>>5201503
ebin
>>
>>5201413
Chainworm Kommando
>>
>>5201442
Plutonium Pack. Other than that its generally believed the Life's a Beach one is the best. I like the DC one but its confusing sometimes.
>>
>>5201413
double impact
can you get any more E1 style than an E1 replacement
>>
Where can I find the most up-to-date version of the moonman wad for Doom 2?
>>
>>5198948
Reminds me Krang from teenage mutant ninja turtles.
>>
Fuckin hell, the boss battle in XUMP doesn't fuck around. Multiple Koraxes on the perimeter, spinning blades of death in the center, death spikes, periodic ice-shard shooters, and waves of additional enemies. Took me 5 tries but that made it all the more satisfying.
>>
>>5194306
What is fanmade equivalent of Perfect hatred?
>>
>>5201098
If this game doesn't have Gowron it sucks.
>>
>>5201687
Dang, glad to hear anon.

I really wanted to make it tough - so many iD/Raven boss battles are underwhelming. So I went all out. Also both Korax's have their health boosted...

I'm super happy with how XUMP turned out. It all came together beautifully.
>>
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Is there any potential for 3d monsters in doom to look good?
I think it's the animation that makes them look so bad since Doom's AI uses such a low amount of frames and animations compared to Quake which makes them look so much less natural in gameplay.
Then there's the problem with geometry and texel density. Obviously high res textures and smooth models are going to look like dogshit against a low res 2.5D environment but considering how consistent Doom's art assets are it's a very important part of the look of the game
>>
>>5201887
The engine and gameplay is kind of married to 2D sprites for enemies, IMO.
>>
>>5199415
>>5199405
IDK, I'd like Heretic the Way Raven Did
More quality Heretic is always good
>>
>>5201887
Never ever because
1) there's no interpolation between different animations
2) Monster logic would always make them turn at 45deg. angles
3) movement is entirely linear, without proper "step" pauses which makes it look floaty no matter what you do.

This will make any movement, even well animated to look jerky and unnaural. The only thing that can be well animated under these limitations are robots.
>>
>>5194306
first time playing redneck rampage
>crappy visuals and shooting that makes my heart itch
>'I dont know this game sucks or kinda good'
>hearing mojo nixon bragging on random shits for first time
>"MCDONALDS KISS MY ASSSSSSSSSSSS"
>cum very hard


you can shit on RR on everyday but not the music and based mojo nixon
>>
>>5201557
Chainworm is comfy as fuck, it's a shame it's not longer but at least it doesn't outlast it's welcome.
>>
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>>5201098
why you do this?
>>
>>5201920
I'm sad there's no "gay sex with hats on" tab.
>>
>>5201921
sorry, I just woke up
>>
>>5201924
Good morning, anon.
>>
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>>5201924
Lucky fuck, I've been awake for 24 hours now I think.
I could have taken a sleeping pill, but noooooo, I figured I'd go to sleep anyway.
>>
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>>5201926
good morning to you too anon
>>5201940
I also have trouble sleeping, I got divorced 3 months ago and in general things are not going well
>>
Hey, Vinny streamed that one guy's Doom .wad last night. The weird artsy one.
>>
https://www.youtube.com/watch?v=a16xlFaJA00
>>
>>5201921
/fit/ doesn't count for that?
>>
>>5201887
is drpyspy still working on those d64 sprites?
>>
guys guess what
quake
>>
>>5194757
Are you playing on the easiest difficulty?
>>
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>>5202032
HOLY TITTY SLAPPING FUCK I LOVE QUAKE
>>
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>>5202032
>>
What mods have the best alt fires?
>>
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>>5201941
>>
>>5202089
why is this not a thing?
>>
>>5202060
doom tournament
>>
>>5199958
Why does this thumbnail look like marine holding a deformed anime girl?
>>
>>5199461
you guys should know that the problem inst Bethesda, Todd is only the game director.

The main culprit its the CEO and ofc Zenimax Media.
>>
>>5202106
the fuck?
>>
>>5201898
Most of that can be mitigated with a bit of custom logic. Iirc the rotations can be interpolated though. They'll still be 45 degree turns.
Would be more work thank people think though.
>>
I am addicted to Hideous Destructor now but it's really damn hard to find maps that work well with it, so far the sterilized Ashes map set and DEX have been the most fun with it. Anyone got any recommendations for maps that have a similar urban/indoor setting without absurd enemy counts?
>>
>>5202204
Kuchitsu's pretty good.
Check this page if you haven't: https://github.com/MatthewTheGlutton/HideousDestructor/wiki/Maps-that-work-well-with-Hideous-Destructor
>>
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>>5202204
will there ever be a cure for HD addiction?
>>
>>5202204
I too have become addicted to HD. Hoping for some more suggestions also.
>>
>>5202204
>>5202260
I just finished this map: https://www.doomworld.com/idgames/levels/doom/d-f/deadbs10
It's pretty great for 94. Multi-level buildings, reasonably detailed for the era, a couple tight situations but never unreasonable. Could've done with more of a climactic finish, but it's perfectly serviceable as it is.
>>
>>5194772
Oh you mean when they go prone?
Yeah, you need to TNT those fuckers. Otherwise I havent seen a better way other than a full load from the double barrel shotgun.
>>
>>5194757
>>5197178
Over the lips, through the gums, watch out tummy, here I come!
>>
>>5202207
Just played through the first two maps of Kuchitsu, on the third now. Works pretty good with HD since there's plenty of chokepoints and ways of sneaking up on enemies, although the starts of maps 2 and 3 have been pretty crazy so far (completely surrounded, not much cover) they've at least been survivable.
>>
has anyone managed to recreate the gravity gun in doom?
>>
>>5202524
https://www.youtube.com/watch?v=SceAIDtzT0s
>>
Is there a good WAD that mimics STALKER in Doom?
>>
>>5202663
Wads made by Lainos, and maybe some gameplay mod, like Hideous Destructor, or any other mod with realistic weapons
>>
>>5202663
>>5202670
And Monster Hunter Ltd., maybe
>>
>Can barely see the health bonuses because they blend in with the snow
Still, this is fun so far.
>>
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Does /vr/ typically pistol start or not?
It really depends for me, if I feel a wad is high-quality and well-balanced then I do; if it's too difficult or I just want to get a wad over with then I play continuous
>>
>>5202729
Same thing for me. Also I don't pistol start when I use a gameplay mod since I'm kinda cheesing the wad anyway.
>>
>>5202776
Yeah, and gameplay mods tend to have a feeling of progression that can't be filled up in a single map, especially RPG ones like wrath of cronos.
>>
www.google.com
>>
>>5202780
and some break like fuck with pistol starts, like with Trailblazer.
>>
>>5202837
hacc
>>
>>5202673
That would probably work pretty well with HD I think.
>>
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ultra slow news day
>>
>>5203074
we're probably gonna see fuck all until the 10th, upon which a bunch of cool shit will probably drop
>>
Okay, my dudes, it's done. I've been busy, so it took longer than I thought it would, but here's my map. Since the thread is starting to reach critical mass, I'll post it in the next one, too, perhaps updated if there's anything wrong with the level.

Video: (doesn't show any secrets)
https://www.youtube.com/watch?v=OzaUAWd8sSo

Link is in the description. Also, feel free to post screenshots if your running mods that make it look sp00py or otherwise. Have fun, my dudes.
>>
new thread?
>>
>>5194306
NEW THREAD WHEN!?
>>
HOW THE FUCK DO I GET THE RED KEY REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
>>5203313
Are you sure you're not looking at a flame :^)
>>
>>5203315
It's a key and I even figured out the autistic jump from building to building but getting on those boxes is impossible.
>>
Well I jumped into the lava and found a yellow key and am on the right track, i even got to where the red door leads via a teleporter. But it feels wrong, surely I am supposed to find the red key first and proceed as planned.... maybe it's a cruel prank by the devs.....
>>
>>5203178
Who knows, the usual dude is gone.
>>5199348
>>
>>5202032
HUUH!
>>
>>5202032
say wHAT
>>
>>5203369
BOBOBO
>>
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>>5203369
No, No, NO man you're making me fall asleep. The line is: Say WHHHHHAAAAAAAAAAATTTTTTT
>>
>>5203345
We're doomed.
>>
>>5203441
CARLOS!
>>
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>>51990706
I didn't like how whiny the main protagonist is in this mod, it makes me cringe having to listen to him. But the mod still has it's enjoyable moments, I just hope the devs can fix these issues in the next episodes.
>>
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==NEW==
>>5203496
>>5203496
>>5203496
==NEW==
I did my best since the good OP is apparently away for a bit.
>>
>>5203313
>>5203315
anon I...



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