DOOM THREAD / RETRO FPS THREAD - Last thread >>2761480
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[11-01] The /newstuff Chronicles #486
[10-31] Angry Anna's Halloween Quest, by the swan fox guy
[10-29] Comfy Doom V2 released
[10-28] SUAB v0.4a released
[10-27] Quake Live final update is live.
[10-25] Anon map release: bland.wad
[10-22] BDv21 starter pack, all 150MB+ of it
[10-22] Doom 4 alpha footage (edited highlights, plus marketing drivel. skip to 0:59)
[10-22] Anon map release: Iceplant2
[10-21] Quake Live beta goes public.
[10-21] Doom 4 Closed Alpha leaked weapon screenshots
[10-21] Doom palette converted to 3DLUTs in 3DL and CUBE format for Photoshop etc
[10-21] Battlefield 2142 SFX
[10-21] Doom Retro v1.9 released
[10-20] Doom 4 Closed Alpha about to begin
[10-20] Alien Breed 3D Total Conversion (WIP)
To submit news, please reply to this post.
(in the hopes that nobody bashes my skeleton out my ass by saying this) request time
will possibly do
>GMOTA will never be worked on ever again because GMOTA Guy is being worked like a slave at his job
>Demonsteele will never get updated again because Terminus is working on like 15 mod projects at once and also working on Gloome
>Marty will never work on TSP ever again
>Project MSX continues to be dead
>Berserk mod never was
>Demonsteele will never get updated again because Terminus is working on like 15 mod projects at once and also working on Gloome
I'm working on DemonSteele right now, silly.
Marrub's the one that works on GLOOME.
You're not me, and I'm never working on DemonSteele again! I'm far too busy working on my new Magnun Opus, Comfy Doom, to be throwing peanuts to peasants who are too uncultured (and jealous) to enjoy Comfy Doom for the definitive Doom experience as it is.
How do I get tag 666 to work on Keen's death? I've applied it to a sector, killed Keen, and the sector doesn't open as a door. It doesn't do anything at all. What am I doing wrong?
Here's the file:
I've made the map in MAP01 and cloned it to MAP32 and it doesn't work in either. The idea is to press the switch to crush the cybie in the middle and also crush a keen in a hidden room which should then open a door on the far side of the room but it's not working. Can anyone help?
I didn't think it'd ever get touched again, either. But guys in #doomtwid kept asking me about an update for it and suggesting things to put in it, so eventually I did.
It's kind of ironic that Doomworld's the place that took to it the most, I thought they'd hate me for it.
The moral of the story is that I give in easily to peer pressure, apparently.
going down i quality?
I doubt it, this general hasn't gone to shit like any other /vg/ general that turns into circlejerks
Its the same speed as ever.
If anything, /vr/ lost quantity because you don't see anyone here appearing out of nowhere and saying "hey i made a doom mod, r8 and h8" and then making it bigger and bigger. Hell, the lastest community project got dropped out because no submissions ever.
In all honesty, i sincerly doubt that anyone from the big boys are going to update/release new stuff quickly as mods are big things to do and take time, there's always hope but, you won't see the same quantity like 1 year ago.
Why was the community project so devoid of submissions? I see plenty of people discussing and/or uploading their levels often; one would think a /doom/ community project is not far from reality.
Actually I'm working four day work weeks at my stupid job now. I'm steadily getting my motivation back, though I'm stubbornly gonna finish combined_arms first.
All that's left there is a custom HUD, some extra blur sphere weapons and finish up the particle smasher altfire
Have hope anon.
Also unrelated to your question, I noticed your stairs aren't building correctly - if you step out of the starting area and turn the nukage into ground, then activate the stairs, practically the entire level will raise up and break. What's happening is the top step has a linedef that leads to the floor of the room, and if the connecting sector is the same texture it will raise it.
Flip the linedef circled in the picture and things should be fine.
Thanks for the tip! That shouldn't happen - the start position in the final map isn't where I put it in the file I uploaded (I moved it for testing). It should be impossible to turn the nukage into ground before raising the stairs but I'll flip it anyway to be on the safe side.
Monster girls that are literally monsters that happen to be female are the best
Gotta get those easy questions in so everyone can get at least a pass. People who fail don't pay more fees. But you can't get a job with just a pass grade though, so it all works out in the end.
I'm not sure what this has to do with Doom.
>Brendan, y'know like from That One Show.
>I mean, I'm not trying to be cocky, but it's kind of a big deal.
>only 7 subscribers
>barely 300 views
New mapper here; what do you guys do to get or keep motivated on a map project? I can't seem to keep going on a map just because I keep discouraging myself on how it look or plays.
Hm, been debating on different effects for this secondary fire.
When you directly shoot a monster, the beam collects, shrinks, expands and then contracts sharply into an explosion which I'm gonna try to make cooler, except I'm fucking garbage at making good visual effects.
I'd give it negative thrust forces to draw monsters in, but Zandybam.
I don't have them implemented yet but I'm thinking:
>Shoot the floor
>A wave of energy surges along the floor, sweeping away monsters and shit
>shoot the ceiling
>the energy clumps up and falls to the floor, goes bang
That alt fire.. what happens to the smaller projectiles that explode out of it when you shoot at the ceiling? I've been trying to make a weapon with a very similar effect, but half of the smaller projectiles spawn in the ceiling and get stuck there.
>>New Doom suck . We do a lot better Doom Unreal Engine for real Doomers . Many normal maps will be made and the Real New Doom Doomer will be created .
Reminds me of https://www.youtube.com/watch?v=mCigiEuRvrA
>floor and walls made with galvanized and/or painted stamped/riveted steel plating
>"Let's make it shiny like slabs of solid steel with a polished nickel surface!"
I've never seen reflect maps so furiously abused.
Keep on doing single maps trying different stuff; then ask for feedback to improve some points. After a while, you'll have enough confidence in your skills to keep going, but don't force yourself.
Start small, finishing a level is really satisfactory. If you already have one, I'll gladly check it out.
Here's the current version, just drag the file onto Zdoom. The one in the previous screenshot was experimenting with trails.
I'm not really sure how to have the upward-moving shrapnel not spawn bugged out in the ceiling.
New Q1 release! https://www.quaddicted.com/reviews/retrojam4.html
>Four-day 'retro' map jam following an Episode 4 tribute theme. The result is eight small, dark and brutal levels by various authors. The map sources are included.
It has gone down in quality and speed. It hasn't gone down AS MUCH as /vg/ circlejerks, which is why I'm still here.
Some generals are just heartbreaking now. Like why does every game have to get sexualized by someone? There's a guy writing rape porn for Vermintide who posts constantly. Like, fuck off.
H-Doom and stuff doesn't bother me, because it's not inserted into every fifth post in an obnoxious manner. And I think it's more humor than actual wankbait, although I could be wrong.
sorry I just really like vermintide and I hate that that's what the general has come to, and let's not even speak of mass effect and all
>I keep discouraging myself on how it look or plays.
Post that shit here and get other opinions.
Use constructive criticism as a baseline for what to do to make it fun for more than just yourself.
Your own opinion is important but if you keep putting yourself down then you can not rely on only your opinion.
I've been working on maps for a while now, but I feel like my progress has stagnated a bit.
Here's one of my most recent ones.
Please give as much criticism as you can.
I feel like I really need to improve more.
>>Tested with: Chocolate Doom
Oh my. Vanilla compat level? I'll be sure to try this once I get home.
Is there a map pack that has lots of varying themes/slight humor like Going Down? I enjoy the elevator theme but the later levels start busting my balls ;_;
I just found a ton of old stuff for WADs and maps I never made.
Here's an old little title screen thing I made that I actually like.
It's a bit lacking, but I like the beat, the instruments, and the overall sound. Might polish it up into something else someday.
Try Trenchbroom, apparently it's the new hot shit on the Quake mapping block
They mostly go on /v/. Their /doom/ board is completely dead, and /vr/ is about as active as Terry Schiavo.
The threads rarely reach more than 100 replies, half of them are stale recycled shitposts ("why does everyone hate brutal doom???"), the other half is a strange obsession with talking about things from here (someone took offense to talking about Shiga's halloween quest, lol), with very little actual Doom discussion or modding discussion.
Love it or hate it, for 'chan discussion, 4vr is really the only viable option. It's not like this place is perfect, but the other options simply aren't even an option.
8doom has absolutely nothing, 8vr's flickers of a pulse can barely be considered life, and 8v is more obsessed with flinging trash than playing video games.
But it's /v/, so that's not really surprising.
TrenchBroom is the easiest of the two. It's the perfect tool for pure architecture, building stuff with it is effortless when you know your way around and know the shortcuts. The only downside is that its entity editor is extremely barebones and not noob friendly, something Jackhammer does well (it has a SmartEdit mode inherited from Worldcraft/Hammer)
Love the map, the fun factor IS there, and it doesn't feel like a simple corridor full of enemies.
The start of the map is somewhat more difficult than the later bits; there are more enemies, and the chaingunner sometimes sneak up on me. Some rooms feel empty, but is not a serious detriment.
Good texture variety and fun map. In my opinion, you should make a little more detail on some of the empty rooms and make the last one a bit more challenging.
I took way too long because I tried to make a webm of the map but failed miserably; it used way to much space, or the quality became shit.
Keep up the good work, man.
Ah anon, the problem is they're UPWARDS firing shrapnel no matter what, add this to your projectile's death state:
TNT1 A 0 A_checkceiling ("ceilingshrapnel")
Then make a ceilingshrapnel state where the shrapnel fires DOWNWARDS instead of up.
You'd be amazed at some of the cool shit you can do with some of the lesser known features of DECORATE anon.
Now you finish up that gun, you got anything else planned? I'll want to play the finished thing
Working on that right now, though I'm talking with Yholl on figuring out what effects the beam should have when you shoot walls/ceilings.
I've also been contemplating the blursphere weapons, I might give a few of them have no ammo use or regenerate their ammo, but the tradeoff would be you can only carry one of them at any given time.
I'm planning up a weapons/gameplay mod that brings a similar feel to playing Turok 2 and Unreal, they have a distinct style of "medieval industrial scifi fantasy" that's probably my favourite setting in games ever, it's why I like Strife a lot, too.
I'm the same person doing the Unreal texture replacement thing
Holy shit, tell me more please. What weapons have you got lined up
Basically it's bringing elements from both games, unoriginal, but it's meant to be a homage. Unreal's Automag and Turok 2's Mag60 are combined, the Eightball and Scorpion are merged together, Firestorm Cannon + Minigun, PFM Layer + Razorjack, some sort of delayed explosion screaming weapon (the Tek Bow is awesome), use of silent weapons, etc. it's still heavily WIP on how it's going to work out (and bloody ambitious), but with so many things to do I'm hoping that even if I did run out of steam I'd have something in a playable state to show.
this fucking map.
where's the yellow key?
I'm pretty sure it's right in front of you, in that little marble enclosure, but I'm also pretty sure there's a cyberdemon in there too.
I really disliked that map so I don't remember much about it.
I'm unsure what to do for the SSG replacement right now, but the Shredder doesn't fit its role very well. I currently have that Shredder-like Ripshotgun as a Rocket Launcher replacement, but I'd rather the RL replacement be a more traditional explosives weapon. The current shotgun replacement is a sibling to the Stinger from Unreal. I might have to pull a Demonsteele and have two separate characters with different arsenals, but that's getting way ahead of myself... I'd rather focus on what's right in front of me at the moment.
noice 1 m8, it was fairly fun
>>Known Bugs : Some textures may appear incorrectly in Chocolate Doom
i spotted a small pile of CRATINY with some nasty misalining (?) in the room with the two shotgunguys in the room with the three imps as you go through the right door at the start of the map
i'd post a screenie to save all the shitty contrived explanation here but i tested it with chocodoom and it saves the files with a .pcx extension which i have no fucking idea how to open
>.pcx extension which i have no fucking idea how to open
.pcx is a ZSoft Paintbrush image file. Was the de-facto standard for 256 color bitmap images in the early 90s. In fact, Win9x versions of MS Paint could open these with a certain optional hotfix/update (maybe it came with the Plus! pack or something, i dont remember)
IrfanView, XnViewMP, or any other adequate image viewing program can open these.
wrecked everything but to no avail
the upper upcoming point in the bridge leads to a room with a cyberdemon enclosed in a small pillar with yellow bars, and the lava underneath the marble enclosure is a dead end with a radsuit and a teleporter which only leads to the lava below the aforementioned cybie pillar room with a second radsuit, a non functioning teleporter (the way I came from) and a yellow door which i for obvious reasons can't open
what the actual fuck, did the mapper mean you to entirely keep away from jumping down on this area until you got the yellow keycard? i mean jesus there's literally nothing on the topside either besides a square building with a blue door, and revenants and barons on each side which was tedious as shit to get through and not even then did I find the key
I fucking hate these open arena style maps to death, they're such a fucking slog to get through
>try to start Zandronum LAN co-op server through ZDL
>the server starts off well enough, in its own program
>when I change ZDL to "joining," and hit start, it just starts up its own game
>putting the IP address or the host name in that box doesn't change anything
>try to "join server" through the zandronum server gui
>"you don't have that wad"
>no way to add that wad to me joining the server
>try to join the server in game by going to multiplayer and browsing servers
>"showing 0 servers" no matter what I do
>click "help, my server isn't showing!"
>it's a web link to "port forwarding"
>I do all that and it changes nothing
why does it have to be so fucking difficult? THIS is why there are console fags.
>One is free and basically an engine tech demo based around a game from the 90s, one is a $60 retail product extremely loosely based on a game from the 90s.
>Doom 4 damn well better look better.
>One is free and basically an engine tech demo based around a game from the 90s, one is a $60 retail product extremely loosely based on a game from the 90s.
That's a fourth degree burn right there.
it's pretty known for a fact that UE looks better than most other licensed engines out there. I think the point anon was making was that Doom 4 looks better gameplay-wise than this.
motion which I agree with, honestly. Both games look rather similar in some aspects to me also.
>nah, pretty sure they aren't working on the game
They are. They curate the community content, develop models and maps based on concept art, do better meshes and textures for the models, work on weapon balance, set the movement, release map skeletons that later get textured, etc, etc.
>motion which I agree with, honestly. Both games look rather similar in some aspects to me also.
Please elaborate. The similarities are rather skin deep, if that, to me.
That's a fair reason.
To be honest, I'm honestly surprised they haven't outright cut the in-engine server browser, because it's fucking useless and even the devs have said how useless it is.
Doomseeker is Zandro's "official" server start-up/maintenance tool, and I'd suggest giving it one more shot with that.
I'm about 99% certain my parents aren't related to the project in any way, anon
you mean aside from the fact that the movement speed in the UE remake seems a bar or two above doom 4's and the guns in both games feel and look wimpy as shit?
they're both unfinished and in early alpha state (at least doom 4 is afaic, don't know anything about the other, please correct if mistaken) so I'll grant them the benefit of doubt and wait until either shit hits the fan and flops, or if they genuinely look and play out nicely
but as of now, I'll say it is doom 4 that seems more promising to me than a straight up hd remake of a retro mp-focused FPS if only for the fact that it incorporates other stuff besides prettier graphics and added kickslides
>I'm about 99% certain my parents aren't related to the project in any way, anon
It was an insult, anon. He's asking if your parents are related to one another.
>you mean aside from the fact that the movement speed in the UE remake seems a bar or two above doom 4's
This is bad? UT is significantly faster.
>and the guns in both games feel and look wimpy as shit?
I think the guns in both games look alright (UT doesn't have all the models finished yet, by the way). Can't comment on Doom's feeling. UT feels pretty good, but some sounds need work and they've acknowledged this.
You're equating them here, though. I asked why D4 is better.
>they're both unfinished and in early alpha state (at least doom 4 is afaic, don't know anything about the other, please correct if mistaken)
UT is on pre-alpha. Doom 4 is on alpha, yes.
The validity of the terms in these cases could be discussed, though. Doom's alpha seemed more like a stress test, UT should be called alpha at this point.
> straight up hd remake
> if only for the fact that it incorporates other stuff besides prettier graphics and added kickslides
I can list UT current and planned changes compared to UT99 (which is what I assume you're comparing it to, since you said retro), if you'd like.
Guys, what mods/wads would you like to see or want to make (if you had the skills to) that may or may not have been made before?
I, for one, would like to see a comedy-themed
>It was an insult, anon
it was a joke, anon
did you seriously expect me to take such a shitty excuse for an insult at face value
>I asked why D4 is better
you asked to know why did Doom 4 looked better in my eyes, and if you want me to expand upon that, it's mainly because the devs have chosen to deviate from the omnipresent SSG josting and BFG hogging in the Doom II's MP to elaborate on newer features involving light parkour and glory kills and the such which imo flow better with the style of play they're reaching for
but if you want me to expand on the guns themselves though, I can safely tell you that Doom 4's guns do feel somewhat wimpy and need some sever balance brough to them (the devs acknowledged this and took proper feedback on this thankfully) whereas UT's guns feel severly lacking in almost every way I feel, but I guess I should save up on criticisms at this point seeing as I might very well be wrong
>UT is on pre-alpha. Doom 4 is on alpha
cool, what other new features does it introduce then? I'm guessing maps and maybe a couple new gameplay features here and there but that's about it
>I can list UT current and planned changes compared to UT99
yeah that would be much appreciated
I'm not really interested in the new UT that much at the moment honestly but I guess it'd be retarded to miss out on one game just because I happen to enjoy the other more, even for the sake of curiosity only and seeing how UT is free, I might give it a chance
God Hand mod with the standard Doom enemies but with projectiles instead of hitscan so you can kick them into orbit.
Vanquish mod with more suit power than the actual game so you can actually do fun shit in it for once instead of rolling around nonstop like a jackass
I just tried out Titan Pass, it was neat, I'll admit I was expecting something else though. (picture related)
>sourceports like glquake and joequake don't let you
>-change video mode
>-turn off mouse acceleration
>from the program, you have to command line it
>Play it, it's pretty neat
>Consider playing quake II
>I should finish 1 first though
>quake 3 has no monsters, just enemy bots
Are there quake 3 mods for campaign?
Or is there a way to port quake 1 and 2 campaign maps and monsters to quake 3?
I only ask because I assume quake 3's engine is better/more fun to play
>it was a joke, anon
>and if you want me to expand upon that, it's mainly because the devs have chosen to deviate from the omnipresent SSG josting and BFG hogging in the Doom II's MP to elaborate on newer features involving light parkour and glory kills and the such which imo flow better with the style of play they're reaching for
I understand, but this is a comparison of Doom 2 and nuDoom (if I might refer it to like that, to avoid confusion and because it's fun) not nuDoom and UT4.
However, there's the implied message, and correct me if I'm wrong, that nuDoom changes Doom's multiplayer in a significant way, removing long standing flaws and adding new features to it; but UT4's doesn't fix the flaws of previous titles or shake the formula enough for your liking. Correct?
It's worth nothing at this point, the main difference of spirit between the titles: While Unreal Tournament 4 is Unreal Tournament 4; Doom 4 isn't Doom 4, it's just Doom.
About the guns, a lot of them don't feel as strong as they should. But many animations and sfx are incomplete, and most sounds and some guns are still placeholders. Not to mention gore.
Alright. I'm probably going to miss stuff, by the way. Some changes willseem minor but I want to be somewhat thorough
Liftjumping (a legit, non buggy form)
Rocket boots (not jump boots)
*Vehicles. Land and air.
Hammer secondary launches a wall of air that destroys projectiles and pushes players away based on distance travelled
Enforcer secondary fires a burst
Bio rifle primary and secondary, on hit, will make all other goo on the ground follow you and damage you. Holding both firemodes makes the gun fires faster, but goo won''t stick to the ground. You can charge a secondary blob or join smaller pieces of goo with the linkgun secondary to make webs.
[I forgot to put rampdodging on movement. Woops.]
Keepign on with weapon changes:
Shock rifle secondary blocks enemy fire.
Pulse gun changed to Link gun: Secondary can be used to link to other players using Link gun to multiply their damage. Secondary fire heals vehicle/control points. Holding secondary + primary pulls players towards you.
Ripper projectiles can be directed while on the air.
Minigun changed to Stinger Minigun: Secondary fire launches a shard projectile that can be used as a stepping point for trickjumps.
Rocket Launcher can only load 3 rockets now, fires them in a burst, effectively combining previous fire modes (cluster and horizontal line).
*Vehicle gamemode weapons. This includes vehicle monted weapons and weapons effective against those vehicles.
This is obvious, as you pointed out. New maps are being added. The mapping tools, however, are a lot stronger and Epic has a really detailed documentation on them.
*Onslaught/Warfare (hopefuly the later)
General modern game things:
It's free, with hats and leveling.
Things marked with * are not in yet.
>Are there quake 3 mods for campaign?
while not full-on quake 3, hunter's moon for GZDoom by Zanieon is rather good and pretty decent
with "not full-on quake 3" meaning it includes mostly (?) monsters from Doom 3 or made from scratch
areas are pretty open and employs a fuckload of resources from Q3, but be warned, it's a fucking resource hog as it uses 3D models for often pretty much everything, even enviromental decorations such as torches, lights, even the monsters themselves, you name it
don't know if it's finished yet though. might wanna take a look http://forum.zdoom.org/viewtopic.php?f=19&t=30942
heh don't mention it
>However, there's the implied message--
you got me, I worded that pretty poorly in my post, sorry
damn, i know this might be probably wishful thinking at not much else but I sincerely fucking hope Doom 4 implements at least three or four features from those you mention for the sake of replayability and shit
well, you just got me hyped for both games at this point. but then again i'm a huge sucker for arena style FPS and i've been playing quake 3 arena to hell and back as of lately so im aching for new games that feature fast-paced style of play.
i just hope my future PC will be able to handle both UT and Doom properly
No problem. It's late here too, 5:30 am, so I'm sure I wrote something badly too.
There's been ideas of adding a stone titan somewhere, actually. Enviromental hazard, likely.
Use Quakespasm or the like for 1.
No real campaign I know of for 3. The SP stuff was mostly trickjumping maps.
Are you going to try Quake 4?
am I the only one who genuinely likes Doom 2 Reloaded's music and plays along with it?
Fuck yes, UT4 needs monsters. I remember having a lot of fun with a UT99 map called DM-Titania][, it had floor hazards which would teleport you to an arena with a titan, who talked shit in chat and had his own score on the scoreboard, and could even win the game.
"in rage's side" as in id's current lineage of games released in latest years
if that's not what you meant either, would you care to elaborate as to why you think my post is out of place in any way instead of being this vague
>It seemed to me like he was grouping by similarity of gameplay
nhb Doom 4's gunplay does remind me of RAGE to a certain extent (what with the movement and attack AI for the imps being directly taken from RAGE's bandits, as ID themselves admitted) and the regular shotty feels a lot like Doom 4's as well.
Might as well be just me, but eh.
Playing around with Spellcross houses.
For some reason my Photoshop/General Image Programs is making every screenshot darker after this one, I know its something to do with Colour Settings, but I've tried every option and still not fixed. I've googled and nothing, anyone know a good fix for this?
At the risk of sounding
not retro: https://community.treyarch.com/community/treyarch/blog/2015/11/02/modding-mapping-tools-coming-to-black-ops-3-pc-in-2016 >BO3 having somewhat more proper mod support than D44M >Call of Duty does what Doomn't
I've been looking for a certain wad for a long time.
It was based on different games, having maps based on them or even music.
For instance, one map was like a power plant with Spark Mandrill's theme from Megaman X.
Another was based on Metroidvanias games, with the automap looking like a map from those games with Catacombs from Circle of the Moon as background music.
I've never been able to find this again.
>"If you guys are from Zdoom forum and Zandronum, you guys sucks, don't ask me about have the mod even in alpha version, don't dream for play Hotline Miami for DOOM with GZDOOM or Zandronum."
>If anything, /vr/ lost quantity because you don't see anyone here appearing out of nowhere and saying "hey i made a doom mod, r8 and h8"
W-well, h-here it goes.
>playing Memento Mori map 04
>playing through the level in about 15 minutes, moderately challenging level
>about to beat the level
>final room, door locks behind you and you're trapped in a cramped hallway with a Baron headed your way
>literally nothing to do but just sit there and wait to die
Is this one of the most unfair traps in Doom history? Also, how do you get past it?
i hate to say "shoot it until it dies", but, shoot it until it dies.
seriously though. what did you have in terms of weapons, health, ammo etc? i mean i've done the level from a pistol start, it wasn't impossible.
I did it from a pistol start as well. I was just blasting at it with a double barrel.
A baron needs about 5 or 6 double barrel blasts to kill it, and that takes way too long, considering you aren't allowed to strafe in the hallway and he's just advancing towards you.
Couldn't use rockets because it's too close contact.
It's just a shitty unfair trap and I'll have to see if there's a way to sneak out before the wall comes down behind you, before I attempt the level again.
Actually she gets way more mileage out of her gun mode across the board.
Her melee mode is lacking a bit from what I can tell but the uppercut demolishes groups.
Have not really tried her agility mode.
i tried to record a demo but got lost (it's been years since i played it) and quit, assuming you didn't want to watch ten minutes of me trying to figure out how to get through a door before it closed again.
>punches don't hurt very much
Anon, each punch does 45 damage. With each punch taking five tics, that's a maximum DPS of 315. It's crazy strong for a Doom weapon.
Also, consider that Strength's damage boost adds a 1.25 damage multiplier to all melee across the board; adding a third multiplier with combos means damage increases exponentially with every rank.
I can understand "gun mode is much more immediately effective" (because seriously, it way fucking is), and I can understand "base punch damage should be increased" (Hae-Lin's sword damage is 60 per hit), but punches definitely do hurt quite a bit.
>With each punch taking five tics, that's a maximum DPS of 315. It's crazy strong for a Doom weapon.
this takes perfect timing and her punches are weaker than the sword
on top of this she is bad at closing the distance
>consider that Strength's damage boost adds a 1.25 damage multiplier to all melee across the board; adding a third multiplier with combos means damage increases exponentially with every rank.
shihong is terrible at building rank outside of using the dual pistols or using her sword around a corner because her dodge is terrible
> I can understand "base punch damage should be increased" (Hae-Lin's sword damage is 60 per hit), but punches definitely do hurt quite a bit.
the damage output for her punches demands good timing and the means to not get hit as a character who is not built for melee
the sword is good but she is not good with the sword
so, any other reason for a reply like that besides questioning my reasons for replying to a post i got a notification for and calling that shitposting while unironically shitposting yourself?
yeah that'd be cool and all save for the sole fact that I wasn't even replying to any of those other posts you so rightfully call out but that one in particular.
I repeat my question, what was the reasoning behind your post?
>Have not really tried her agility mode.
Honestly, this mode is one I'm seriously concerned with.
In the most recent git build, I have it so that everything costs two notches, and side special stunlocks everything in a radius around you and gives them a 2.25x global defense debuff to all damage. It was previously 3x but then one shotgun blast took out a hell knight so OKAY THEN.
Back special is cloaking device that also renders you intangible to ranged attacks, lasting 20 seconds. Melee/explosions still hurt. It's pretty useful for sneaking in close.
Forward special is
fucking useless and needs changed because it was fun but god damn it's useless for anything but swinging around.
I'm worried about how stupidly OP these are/aren't, and I'm not entirely sure how to adjust the values to compensate. Do I make them cost more? Last less? Different radius? Longer start-up? Etc.
>shihong is terrible at building rank outside of using the dual pistols or using her sword
Hm. Yeah, this would kind of render everything moot. I'll run some tests later tonight and try to adjust the values, thank you.
I think the other two modes need to be overpowered at what they do because
Gun mode basically covers everything and fits her actual playstyle and design the best with absolutely no downsides while the other two are not built with her weapon/movement in mind
I also feel that tapping the booster should result in a standard dodge that takes however much of the meter you feel would balance it out, because her booster is very.. Imprecise and you have to work around it's flaws.
>Boost too little and you eat the projectile
>Boost too much and you are frictionless and sliding on ice
>Can't tap to boost because it's not nearly enough to dodge
Only ever use it to get to places I was previously at faster as a result.
> side special stunlocks everything in a radius around you and gives them a 2.25x global defense debuff to all damage. It was previously 3x but then one shotgun blast took out a hell knight so OKAY THEN.
Shihong already two shots them in gun mode.
Having to use meter when she doesn't generate meter that well should result in high payoffs.
>Forward special for ghost
Turn it into an afterimage of Shihong that doubles her attacks at the cost of extra ammo.
Have it take more than two notches.
Maybe give her a grenade launcher or change the default throw for the grenades to be the overhand one instead of the underhand toss Shihong has no good weapon made for nonstop shooting despite being so gun oriented
Because it's never too late to strap on the Stratton
>my own LAN server running off my computer has more PING than these nerds
>Turn it into an afterimage of Shihong that doubles her attacks at the cost of extra ammo.
I really like this idea.
Punch, and it punches too, shoot and it shoots too. Would give her melee attacks a LOT of extra range, able to knock dudes silly at a distance, and would allow her to get some extra oomph on ranged attacks.
I have no idea how I'd be able to code it, though. Maybe an entity that follows at a specific distance, like the buttshield, but reacts to the player's inventory, so it knows when the player is shooting or punching? Man I dunno.
>Shihong has no good weapon made for nonstop shooting despite being so gun oriented
How would you feel about a fuckoff minigun?
>I also feel that tapping the booster should result in a standard dodge that takes however much of the meter you feel would balance it out, because her booster is very.. Imprecise and you have to work around it's flaws.
I'll take another look at the booster.
It sounds like one thing that might go well with the problems people bring up is that the speed isn't dependent on pitch/height, but rather on how much fuel is left. More fuel means a much faster boost. Less fuel means a slower boost.
Ergo, if you're tapping it, you don't use much, and you have a massive lunge to dodge. If you hold it, you can maneuver longer, but as fuel deprives it dies out.
This is such an absolutely fucking trivial thing, why do you care? For an "edgy" name, it's pretty fucking mundane, and as the guy pointed out, Hunter is also a name.
Hunter S. Thompson exists, and he's what, like 60? Evidently it's a name that's been in use, and that's just one example.
Did you just want to post that fucking picture or what?
>I have no idea how I'd be able to code it, though. Maybe an entity that follows at a specific distance, like the buttshield, but reacts to the player's inventory, so it knows when the player is shooting or punching? Man I dunno.
Could always just make a sort of ghost afterimage in third person and put some extra transparent sprites while attacking or something so the player knows what is going on.
>How would you feel about a fuckoff minigun?
I'll take it.
Also just to mention it is not really the guns she has are bad so much as when there is large numbers of enemies she can't actually deal with them so good. Her options for crowd removal outside of
melee forward specialis her shotgun and grenade spam. Both of which are tap to shoot and require a fair amount of accuracy.
Single pistol? Not very useful for groups(Really powerful in gun mode though)
Dual pistols? Same issue as single pistol but the burst fire makes it pretty good on hefty enemies(Gun mode only though)
Is a fuckoff Minigun going to be her BFG replacement?
The main thing about the booster right now is that it is made for long range playstyles only.
Hae Lin works well in melee because the lunge is basically made for it.
>Dodge goes forward
>Easy to control
>Can use it up close
>Only need to guide it's direction
Even if Shihong's booster changes only in melee mode to something easier to use it would help her a lot.
Right now she is best in Gun mode because her design compliments it the most(Also that firepower, god damn. )
Melee mode only really shines for the specials(That uppercut mostly)and her sword.
Ghost mode could just be full on utility or something.
Also I am assuming that if her rank becomes easier to build up then her fists and sword should be able to keep up with guns easier.
The guns are really strong even at no rank but the melee weapons take awhile to get going(And at that point the guns stay pretty well ahead too)
why do people hate my name so much every fucking time.
It's a name get over it, sorry yours isn't as cool.
anyway, what are the best settings for co-op, in vr's opinion?
In DOOM, you can just respawn immediately where you died, and I don't think that's very fun or interesting.
cod zombies, a player is "down" if their health reaches zero. Here they lose their powerups, such as double max health, speed reload, etc. If they are not "revived" by a team mate in time, they die and lose their weapons, and the next round they respawn next to the players with their pistol. They can spend their points to get stuff.
So player downs/death punish by
1. reducing player effectiveness
2. focusing enemies on fewer players, giving each player more stress
3. less firepower to deal with the enemies
4. fewer players around to revive other downed players
haloif a player dies, his inventory is left where he died. If his teammates clear the immediate area of enemies, he can re-spawn (and then hopefully pick his stuff up). He CANNOT respawn until the area is clear (sort of).
If everyone dies before anyone respawns, the game starts from the last saved "checkpoint"
And speaking of checkpoints, is there a way to save and load co-op games? I feel like I've done it in PRboom+ at one point...
>In DOOM, you can just respawn immediately where you died, and I don't think that's very fun or interesting.
You can disable that.
>hey i made a doom map, r8 and h8
Probably h8 because it's mostly a platforming map.
Here it is: https://drive.google.com/open?id=0B8xWmOI7IYl3aFNXZy1uS1FzNVE
Replaces MAP01 (the MAP32 in the WAD is a WIP so don't play that).
Based on my previous suggestion that a nature theme would be a good idea for a community project, I made a nature map. And to try and demonstrate some but not too much creativity, I took one anon's idea for a level inside a cyber-tree.
The idea for the level is kind of stolen from Quake's House of Chthon:
>cybie in the middle
>you only have a pistol
>get to the top of the tree to activate the crusher to kill the cybie and open the door to the exit
is there a compilation download/torrent for all the mods/maps in the vrdoom guide? theres a lot of stuff in there id like to try, but its going to be a pain in the ass to hunt each one down.
Hey Term, is there a reason Hae-Lin's grappling hook special input is reversed from other weapon specials? I keep accidentally doing spin attacks with her sword while I'm trying to line it up. (it doesn't help that the grapple attack itself is delayed and can't be held like the Acacia's)
Reversed? I'm pretty sure it's the same as the other alt-fire specials. Hold fire, hit alt-fire.
Code-wise, though, I can very easily add the ability to hold it like the Acacia's. Won't be difficult at all, it'll just be a simple loop at the end of the lift animation waiting for Fire to stop being held.
The sprites will need to be polished up a bit. One of the reasons it's so fast is to hide how absolutely hideous the sprites are.
Oh oops, I thought it was hold alt-fire, hit fire for some reason. the comment about the ability to hold it ready still stands though, I think I just accidentally do sword specials so often with it I don't realize it's the same input as the other weapons.
People are leaving to other places because of the constant censorship on this board. That over eager janitor is constantly hacking threads to shreds with his rampant post deletions.
A community will die out if it isn't allowed to have disagreements.
Janitor does a pretty good job at keeping Doom threads clean.
Now, I wish he paid some fucking attention to the rest of /vr/ too, but that's another thing.
I think you're exaggerating.
>>2776127 Again, was just trying to use the grapple and I think the problem it has is that you're forced to swing Kharon first before you can shoot your grapple, and the grapple is such a small and precise projectile that I end up holding fire down until I can get a good shot off with alt fire.
I also noticed that for some reason you can hold down altfire with the sheath to delay your swipe, it would be nice if the grapple command was altfire+fire for almost instant grapple attack (and it makes sense as Hae-Lin's readying the sheath), but then it wouldn't be the same input as other specials. Mind you it's the only "special" that doesn't use souls, so it could okay with a different command?
Oh what? You're mad that some low tier b8 got swept away and now want to feign incredulence?
>hi, what do you guys think of Brutal Doom/Brutal Doom is the best
Had that discussion a million times and it only leads to shitposting, we're done with that
>Hey, I have a personal grudge against this one guy, you people should agree with me
>I'm a histrionic tripfag who radiates abrasion whenever I open my big fat mouth, please pay attention to me
>X thing is edgy (usually something not very edgy at all)
High value posts m8
That's all the bullshit I can think of recently which the mods have cleaned up in this thread, and dare I say it, this general is better off for it.
>BD's enemy ai
The extra attacks and stuff, right?
What do you mean by this?
My hunch would be no. You would be better off setting the blood to low and if that doesn't work editing the mod yourself to make less stuff spawn (less blood, gibs, casings, empty magazines, shit like that)
Come Zandronum 3.0, it'll have the Reload and Zoom keys. The Zoom key will be a dedicated "special" button--rather than having to push fire, then do whatever else, you'll just need to push Zoom and then direction/alt-fire.
The problem will be, well, the wait for 3.0.
>The problem will be, well, the wait for 3.0.
Indeed. Wonder if we'll get it next year or in 2017. I remember hearing predictions about Zandro 2.0's release date back in March 2014, then it came out in April of this year, one entire year later.
It runs ok unless I blow up a bunch of shit, or if the spider mastermind is attacking me.
The extra attacks, the way they can lose sight of you (and their behavior afterward), their different movement behaviors, etc
The rifle, ADS with the rifle, reloading, firing one barrel at a time with the SSG, basically all the altfire stuff. I rarely see things that use altfire well.
That mod where you can throw the chainsaw with altfire is pretty good.
I'm in zdoom, so they aren't there.
The game runs fine 99% of the time, it's just those few instances with lots of explosions all at once in your face.
And speaking of ports, can someone explain why PRboom+ runs way better than zdoom? I get that PRboom+ is more primitive, but what specifically sets it apart from zdoom?
it's the only sourceport I can get planisphere2 to run on at a decent framerate.
I kinda hated it, but I don't like most things that are trial and error.
But it would be neat style of rapid fire wad, where you were under duress for a bunch of quick fire levels. Where if you restart the map you're never more than 1-2 minutes out from the beginning.
wow this is some utter boring shit.
i normally start hating a mapset at the fifth level on a average day, most certainly did not expect to fucking hope it gets cancer in fucking E1M1. who the fuck thought this was any fun.
I thought you were being harsh so I tried myself - giant empty rooms connected by a 64 unit tunnel maze that loops over itself, hitscan from across said giant rooms, camouflaged blue key and hidden red key, no sense of any direction, starting the player off half dead with little health items, buggy hurtfloor you're forced to walk on because you don't know where you're supposed to go.. 79 monsters on HMP and 112 on UV on just E1M1, yeah, fuck this.
>Has a WarioWare-style WAD been done
Dunno. There are mini map wads but they're generally still around 15 minutes each.
Might be fun.
Also hate was a strong word. I didn't "hate" it. Just not super fun and a little awkward to move about it.
hey cool i made that!
>And speaking of checkpoints, is there a way to save and load co-op games? I feel like I've done it in PRboom+ at one point...
one of prboom's ancestors added co-op save/loadgame. not sure about other ports.
>It is possible to create savegames in multiplayer (useful for cooperative gamemode). When saving, the save is written on each computer using the same filename between each. Loading a savegame, however, must be done from the command line. Both the host and each joiners must use -loadgame name_of_savefile in addition to -host or -join. It is not possible to load while the game is already in progress.
so if Zdoom has this then by extension, so does Zandronum, right?
So Doomseeker would need a feature added which allows you to put a savename in and load that on server join.
Or even better, the server has the savename, and doomseeker loads that savename if you join the server.
But wait, zandronum starts the game and lets people join it, whereas Zdoom waits on everyone before starting.
Obviously this won't work with save state loading...
So someone would have to put multiplayer save state loading into zandronum.
there's no one aspect in particular. one has everything hard-coded in C and compiled to native machine instructions, the other runs everything through a script interpreter / VM in order to be moddable.
i enjoyed the first time i did e1m1. i found i was compelled to play very very slowly and explore every corner of it. but that does not translate to replays and when i reached e1m2 i didn't feel like doing the same thing over again. that was 10+ years ago and i never picked it up again.
Is there any easy way to use mods with Quake?
There's always a different installation process for different mods/maps and I really want to know if there's a simple way (like equivalent to loading mods for zandronum/doom) to using them.
you guys think this is okay for a floor effect when the big beam hits the floor?
Nope, looks like heavy guys don't get launched.
Should probably make that direct hit a little more potent.
Speed of Doom
That looks a lot better than the imps comically flying into the air, yeah. If this was a BFG tier weapon, I'd imagine the beam tossing debris and exploding everywhere as it surges through the ground, leaving a violent rift in its wake (can't put decals on the ground, sadly).
The current push strength and radius is too extreme for the actual damage the weapon does, if this was a BFG level weapon it'd be an awesome room clearer.
Dunno if newsworthy but the Games Done Quick game list is finished: https://gamesdonequick.com/submission/all
/doom/ related games to be run:
Doom e1-3 UV-speed by wakecold
Pirate Doom (!) any% by Cubeface
Strife: Veteran Edition any% bad ending by Cubeface
Quake any% easy by wakecold
SpootyBiscuit any% Descent II (Waiting list run)
Semi related games:
Wrack any% by Shaddex (including it because of Skulltag)
Wolfenstein: The Old Blood any% by Blood_Thunder, developer skype call likely
I probably missed stuff but this is what I saw (checked for Blood, Marathon, Duke, Redneck rampage, Unreal, they weren't there)
How is it pushing them around, is it just constantly exploding every tic? Maybe lowering the radius a bit will make the knockback not stack up on itself as much, or raise the time between explosions.
for real? they've been running e4 with no problems in past editions.
mite b cool
>6 months ago someone finally has the balls to speedrun it on Hard
>we easymodo again
one step forward, two steps back
I'm on the same page. Look, I understand that it is a live event and you want to avoid the best amount of errors, but that's why you practice beforehand.
In all honestly games like Quake and Doom become super boring when they're speedran on lower difficulties, you miss a ton of stuff and even some cool tricks you can pull off; this has nothing to do with difficulty elitism but it's about entertainment, which at the end of the day, that's what draws the most money in GDQ for every charity they're helping.
Doom the way id Did
I'm also quite fond of the 1024 map packs Congestion and Claustrophobia
That lot should be enough to keep you occupied for a good long time desu
What's the closest thing to Doom in film?
I've already seen pic related twice, really like it as a fun B movie with the Rock.
>The initial idea was to make a movie license game based on Aliens, one of the team's favorite science fiction-action films, and some negotiations were made with 20th Century Fox.
I'm no artist, I know this looks like shit. I'm just bored.
But if Doomguy's ingame Height is 56 units, why is the player ViewHeight is 41? Shouldn't it be more like 51?
Is it something to do with the aspect ratio correction?
I seriously loathe the monsters/secrets ratio.
The post mortem that Tom Hall and John Romero were presenting says a different story https://youtu.be/EKg85-TXY5w?t=20m18s
Notice that they already started working on Doom before this happened.
Haven't watched the video yet, but working on Doom before the setting was nailed down isn't that far-fetched.
You can quite easily work on gameplay elements and how everything works before deciding the aesthetic presentation/"feel" of a game. In fact, personally, I think that's the best way to do it.
Ghosts Of Mars, Ice Cube and Jason Statham fights mining workers on Mars possessed by supernatural entities.
Event Horizon sort of, though much less action and way more horror.
They got an offer during early development, pondered it, as they really loved Aliens, but ultimately they decided to do their own thing, the basic idea becoming a mix between the styles of Evil Dead 2 and Aliens.
heh you used my name :)
this was pretty good. nice layout and sense of progression. lots of detail. pretty cramped. that one pain elemental was quite the irritation.
beat it first time. could stand to be harder. put an archvile on the exit instead of the hellknight.
no demo because zdoom :(
>no demo because zdoom :(
i suppose i could have recorded one but i forgot, that's the truth of it.
also that sky texture is unsettling and i quite expected the pile of glowing rocks to damage me
not bad if you go into it knowing what to expect (a puzzle map, not a conventional shoot-the-monsters map). doesn't outstay its welcome, only about half a dozen obstacles to pass. thus, deaths, which i found unavoidable at first*, aren't too annoying.
have a demo:
4 deaths, total time 3:46, final time 1:41.
first attempt with monsters: i had looked at it in -nomonsters and knew where the secret was.
* i'm sure there are people out there who would win on their very first try, though. somebody maxed Steeple of Knives (btsx_e2 map17) on the first go.
Orcs and a Wizard
Does /vr/ prefer Slaughtermaps or Classic Map design when it comes to DOOM wads?
Due to the limited ingame textures, it's likely to be a slaughtermap, undecided as of yet.
What's 4 like? I saw the first one and I was taken aback at how excellent it is for it's small budget, and also found it funny that it was directed by the author of the original book, now that's a rarity.
I can't speak for others, but personally classic map design >>>>>>>>> slaughtermaps. Organically navigating a beautifully-crafted environment and discovering secrets to help with combat is infinitely more gratifying than SR50'ing in circles for 5 minutes, hoping a stray rocket doesn't kill you.
>Community Chest 1 released in 2003
>it's filled with maps that are tiny, cramped, and overtly complicated
>several are copies of tricks and traps except with the addition of tiny, cramped pathways and are complete slogs to play through
I don't understand 2003's obsession with this shit. Several of these maps could've been fantastic if they were slightly more open and less convoluted. I like detailed maps with lots of pathways, but when you're just stacking more and more tiny pathways on top of each other and forcing the player to find a tiny switch in a tiny corner then that's when it becomes fucking annoying.
It's not just the crampedness, it's also how 3 levels (almost back to back) are just modified versions of tricks and traps; however, instead of the rooms being able to be done in whatever fashion you want, you have to follow a super specific path with absolutely zero deviations besides maybe 1-2 extra rooms that just have health/ammo in them.
Maybe it's because I map what I like, so I have branching pathways that can be done in almost any order so the player isn't stuck looking for one fucking button in order to open the one door to find the one key to unlock the other one door and press the other one button.
>making me open up CC1 again
Goin' Down and Termination Center are the ones that are bad versions of Tricks and Traps. I thought "Flow" was like Tricks and Traps too, but it was just another map I really didn't like; I was retroactively associating it with the other two.
I could go on and list all the other bad ones that just aren't fun, but then I'd be listing almost all the maps.
>making me open up CC1 again
i wondered if you were going to say No Tomorrow (map12) or Another Dead Hero (map13), those were the ones that stuck in my memory as being intractable.
of those you mentioned:
i skipped map06 (Goin'Down), more or less. the opening was too annoying and i never went back to it. all Magikal's maps tended to be intractable. i take it you didn't get as far as his map29 (Citadel at the Edge of Eternity). or you should see Industrial.wad, which i think was his first release. oh well, he's dead now anyway.
map09 (Flow) along with a couple of others was part of a mapset named Redux. it was explicitly designed for continuity not pistol starts, so it was not a good idea to include it in cchest.wad.
map10 (Termination Center) i didn't have any trouble with, you just explore it, yes i suppose it helps if you do it in the right order but i don't recall it being impossible if you didn't.
It's not a good movie by any means, but I liked it a lot. It's Hellraiser in space, and goes deeper into the Box's lore. Comfy as shit.
That's where I usually stop playing. I've been through CC1 with GMOTA, Demonsteele, and MSX but I haven't been able to finish No Tomorrow with any of them; not because I can't do it, but because they're such a slog that I don't care to play it anymore.
There's something about that whole yellow key part that I just don't like. The running jump between the two platforms is cool, but something about the whole level is such a huge turn off that I haven't been able to finish it yet.
I've played through Another Dead Hero, and it felt like a mini slaughterwad to me; like, th beginning layout is staggered stairs and almost all enemies are able to see/shoot you off the bat. I loved Nulleth Precinct so much, and I thought there'd be more maps like that; ones that stood out in contrast to other maps like a real assortment. Instead I feel like I got a bag of skittles after someone ate all the purple and reds but left one green amongst a pile of orange and yellows.
I wish I could make PainChance an equation based on the monster's current health, or just.. change it midgame somehow using a Wound state. It doesn't help at all that the NOPAIN flag overrides CAUSEPAIN and FORCEPAIN.
I am on 2.7.1, the map (not the demo) was playable, but really fucked up sometimes (you see that imp in the air? He is standing on the invisible paddle wheel case). Yeah, you are right, skybox looks bad in Zdoom.
I just beat Doom on Ultra-Violence and it was a little easier than I expected
besides Thy Flesh Consumed
How much harder is Doom 2?
I plan on playing it on Nightmare.
Bored, so messing with the old press-release Doom beta (October 1993, I think?)
I don't recall the released version having this feature (although source ports did later).
There is an automap mode that allows you to see all monsters in the level (the little green marks here) and a feature to mark any area on the map you want for future reference (see the gray number 1 here is a mark I made).
Am I just remembering incorrectly, or was this feature scrapped?
>I don't recall the released version having this feature (although source ports did later).
It was in the released versions of doom/doom2.exe. just type IDDT twice (first time shows you the entire map, second time shows the monsters)
I have never actually used this cheat before.
I've only used idbeholda to get the automap.
Add that to the "Things I just learned about DOOM" thread on Doomworld, I guess.
Still really surprised I didn't know this. I must have flipped through Hank Leukart's Doom 1.666 FAQ a million times.
Well I'll be damned.
Not that I really ever actually use it in game, but it is interesting to not.
I never get how people get these screenshots.
I'd have to stop and reach for the screenshot button, taking away concentration from my fighting, I would have surely eaten that rocket if it was me taking that screenshot.
I would have never thought it was possible to come up with something even more cringeworthy and unorganized as vanilla BD (which I still do enjoy from time to time) but I was unpleasantly surprised when I first played it. God that intro.
So I found an old wad that basically replaces all the Doom weapons and monsters with Duke 3D, compatible with GZDoom rather than simply Zandronum like the original versions. And then I tried to play the Starter Pack combined with a custom difficulty wad that basically replicates the high damage death from Brutal Doom's equivalent.
Let's just say every single Imp being turned into a Pigcop turns the game from moderate challenge to death around every corner.
For anyone who wants to play the latest revision of Combat ReDuX that was posted on /idgames recently under GZDoom instead of Zandronum, here is the fix:
In combat_redux.pk7, go to actors/monsters/hellknight.txt
On line 15, remove or comment out the line "var int user_attackTics"
Since the Hell Knight definitions are inherited from the Baron of Hell definitions, which already contain "var int user_attackTics" (and also assigns it a value of 2), that line is redundant, and will cause GZDoom to dump out an error when parsing.
Everything works fine.
Are you talking about Project Brutality?
Project Brutality isn't all that bad, at first. Keep it all to fairly vanilla values and the real horseshit doesn't appear until later on in a playthrough, it's just a fancified Brutal Doom at first.
Once it does get further on, though, the real goddamn mess begins.
More shit sounds good at first until you really start delving into PB and realize there's an excess of weapons that all do similar shit (especially BFG equivalents) and clutter up your weapon list, a multitude of really obnoxious enemy types that flood late game, and a complete lack of quality consistency since it pulls from just about every other thing it can.
Mark's personal Brutal hud he posted at some point, can't remember when or where. Works beyond Brutal Doom of course, but has a counter specifically for grenades. Anything with an awkwardly large hud font change will fuck with it big time though.
Sort of, that's a sky based on one of the Alpha/Beta sky textures.
The original was just the mountain range and then pitch black, which would probably be pretty realistic, but that one is touched up to add a bit of gradient and some stars.
I technically have a personalized wad for it, all four episodes of Ultimate Doom as a mixture of alpha/beta skyboxes and Doom 64 skyboxes. I just not only don't know where i'd upload it for others to enjoy, but also apparently borked something.
A few months ago I was trying to create a lightning effect for Episode 4 with the help of someone here, got the ACS and everything working, but apparently updating my GZDoom since then has broken it entirely.
And it turns out they had a proper sized version after all. To fit vanilla skybox sizes some pixels at the bottom got cropped out though.
yeah i haven't played it yet. or valiant. or resurgence, or going down. i'm a bit behind. i'm having more fun tinkering with the game source and making test recordings of /vr/ maps than playing flagship releases.
those have always been in, the automap marker functionality is of limited usefulness because the interface is imo quite awkward (you can't set and clear arbitrary marks, you can only set next and clear all) and the marks aren't written into savegames (source ports fixed the latter)
yeah community wads were a novel invention at the time. mostly you had solo or team creations with participation by invitation (eg iirc it was front page of doomworld news when fredrik was announced as mapper for mordeth E2 -- he was later fired for inactivity...)
nowadays anyone-can-join is the norm and mapping-by-invitation projects are uncommon, btsx is probably the most well known one, even dtwid started as a community project but was selective.
this means now it's easy to find enough people to make 32 maps. cchest and cc2 both had "filler" - maps released previously that were included just to fill in the gaps because most mappers already had team projects or were too elitist to join.
it would be nice if there were such things as cross-console games but it wouldn't make the console manufacturers as much money than having little timmy whine to his mummy that little billy down the street has Fallout of War 3: The Witchering and he needs a new xboxone for christmas
>You need to remember that CC1 was made by lesser known mappers of the time for their chance to finally be in a big megawad.
That doesn't make it suddenly ok that there maps are a slog to play through. I've played even lesser known wads that were more enjoyable that a lot of CC1. There's some good maps in CC1, but the majority of it just isn't enjoyable; lesser known mappers or not.
>there are streams and posts all over /v/ as of lately showcasing Fallout 4
>shit AI, shit environments and graphics, overall shit gameplay
I HAD TO KEEP ON LIVING SO
IF ONLY TO WITNESS THIS
nah, just shitting with you guys, I legitimately expected this game to not suck at least deep inside to an extent. guess it was justdoomed from the very beginning. I can only fucking IMAGINE the hype train projecting a mushroom cloud in the far distance over the mountaintops though.