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Crafty Goddamn Murder Mutants (DooM, Quake)
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field balm



Joined: 31 Aug 2010

PostPosted: Sat Mar 05, 2011 2:24 am        Reply with quote

really enjoying this undergate pack! I like some of the novelty ones like dark forest, and that one with the big white building by the sea.

is there anything similar for doom (easy way to launch a variety of wads etc without command line fooling)?
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Mon Mar 07, 2011 5:47 am        Reply with quote

I want to try fooling around in a Doom map editor and hopefully make something semi-playable, but damn if every tutorial on the subject doesn't take for granted that you're a veteran of the scene and already know the fundamentals inside out.

I'd actually be more interested in making Quake maps, but that's got to be a quantum leap up from Doom in terms of the labor and technical know-how required. Gotta start small.
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Tulpa



Joined: 31 Jul 2008

PostPosted: Mon Mar 07, 2011 6:06 am        Reply with quote

If you want to learn Quake maps your best course of action is probably learning GTK Radiant (It's cross platform and is also used for making Quake 3 and other id maps so if you learn quake 1 in it you'll learn every other game.)
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CubaLibre
the road lawyer


Joined: 02 Mar 2007
Location: Balmer

PostPosted: Mon Mar 07, 2011 1:45 pm        Reply with quote

Maybe you could find some scans of Alchemy, that textbook-sized softcover that taught you step by step how to use waded by building a sample level. That was my Bible back in the day.
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ella guro



Joined: 11 Mar 2011
Location: pokeland, ca

PostPosted: Sat Mar 12, 2011 11:07 pm        Reply with quote

BAMP to link to some essay/manifesto I wrote some months ago. It's not completely about DOOM and the writing is pretty mixed in terms of quality (and a bit too overambitious), but here it is:

Doom And What Videogames Are Trying To Tell Us
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Dracko
a sapphist fool


Joined: 06 Dec 2006

PostPosted: Fri Mar 25, 2011 5:28 am        Reply with quote


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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Fri Mar 25, 2011 5:31 am        Reply with quote

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remote



Joined: 11 Dec 2006

PostPosted: Fri Apr 01, 2011 9:47 am        Reply with quote

Been trying my hand at Sunder, and I clearly need to work on my monster mashing skills.

I've made my way through a couple of rooms and can get the super shotgun easily enough, but I keep dying before I can find a third switch.

Shit is hard.

I want some more maps that are a good challenge, but also emphasizing exceptional level design, like NRftL. Maybe not quite as brutal as Sunder. Recs?

edit: I think I'll check out Shotgun Frenzy in Skulltag, but more recs would be welcome.

On that note, is Skulltag good for pretty much everything? I like the glow effects it adds to fireballs and such.
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T.



Joined: 11 Mar 2009

PostPosted: Fri Apr 01, 2011 11:51 am        Reply with quote

sunder is as absurdly impressive/beautiful as it is impossible. i love it. have you played speed of doom? it's a good alien vendetta-like; very cool and consistent level design, quite hard. kama sutra, too. those are all a bit obvious, though, so sorry if you've already played them
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remote



Joined: 11 Dec 2006

PostPosted: Fri Apr 01, 2011 8:21 pm        Reply with quote

Not obvious to me, really. I have Speed of Doom and will play that one soon. I agree that Sunder is impressive! I'll make my way through it in time...

Haven't heard of Kama Sutra at all, so I'll grab that one.
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Dracko
a sapphist fool


Joined: 06 Dec 2006

PostPosted: Sat Apr 02, 2011 5:05 pm        Reply with quote


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T.



Joined: 11 Mar 2009

PostPosted: Tue Apr 12, 2011 9:24 am        Reply with quote

after months and months of hearing nothing, a deus vult ii megawad update appears

it is going to be something special, goddamn.

i wonder which ridiculously elaborate and gorgeous and huge and stupidly difficult project will finish first: dvii-2 or sunder? i don't even know which i want more at this point!
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Tue Apr 12, 2011 11:15 pm        Reply with quote

After seeing that map image, Doom needs a fractal level generator.
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Dracko
a sapphist fool


Joined: 06 Dec 2006

PostPosted: Fri Apr 15, 2011 10:45 pm        Reply with quote


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Dracko
a sapphist fool


Joined: 06 Dec 2006

PostPosted: Sun May 29, 2011 6:20 pm        Reply with quote


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Dracko
a sapphist fool


Joined: 06 Dec 2006

PostPosted: Mon Jun 06, 2011 2:39 am        Reply with quote


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Laurel Soup



Joined: 05 Dec 2006
Location: Hitsville, USA

PostPosted: Mon Jun 06, 2011 5:31 am        Reply with quote

Dracko wrote:
coop zombie mayhem


This looks great!
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The King



Joined: 14 Dec 2010
Location: Japan

PostPosted: Mon Jun 06, 2011 6:32 am        Reply with quote

HarveyQ wrote:
i beat DOOM 2 the other day, so i've been trying my hand at some other stuff.

first, Final DOOM. having tried the Plutonia Experiment i can't say i like it very much. it doesn't feel "challenging" so much as "frustrating," and they like to spring lots of dumb traps on you. i'm fine through the first two levels but the third one? with all the curvy corridors Doomguy gets hung up on and arch-viles jumping you in tiny congested places where you can't take cover and yeah no thanks.

haven't really made much of an effort at Evilution.


I <3 Evilution
I never got into Plutonia Experiment for all the reasons you just mentioned.

Evilution has this one odd trigger where you need to go next to the blue door in the first level even though you don't have the blue key yet.
but apart from that one odd snag it is well designed. Pretty steady difficulty progression, unlike Plutonia which just seems ball-busting from start to finish.
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HarveyQ



Joined: 28 Jan 2009
Location: on a beach in a town where I am going to live

PostPosted: Tue Jun 07, 2011 1:12 am        Reply with quote

people seem to be kind of down on Evilution and then they go and trumpet about how amazing Plutonia is and i really don't get it. i've even played around in Plutonia in Godmode and the levels just strike me as tedious.

the first level is pretty cool, though.
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Dracko
a sapphist fool


Joined: 06 Dec 2006

PostPosted: Thu Jun 09, 2011 6:48 pm        Reply with quote

Duke visit Silent Hill:


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eskaibo



Joined: 26 Jul 2008
Location: no!! my body

PostPosted: Fri Jun 10, 2011 4:01 am        Reply with quote

so! I'm playing through doom II at the mo, and I'm just up to the ring of death! heck!

if I wanted to play Quake on a 2006 laptop running linux (it's got a GeForce Go 7400!!) what are some source ports I should be looking at? I basically just want the original graphics but high resolution would be nice
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Mr. Mechanical
ontological terrorist


Joined: 04 Dec 2006
Location: Scare Room 99

PostPosted: Fri Jun 10, 2011 4:20 am        Reply with quote

http://www.celephais.net/fitzquake/

All you really need. There's a link to a linux version from 2008. Should still be working but so far as I can tell it never left beta.
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True Doom Murder Junkies - Updated On Occasion
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Tulpa



Joined: 31 Jul 2008

PostPosted: Fri Jun 10, 2011 5:18 am        Reply with quote

quakespasm was the port of fitzquake made to run a bit better
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Fri Jun 10, 2011 5:22 am        Reply with quote

there's no linux version, but i'm going to recommend engoo all the same.

comparable to chocolate doom, it really makes quake look how it should: a gritty, gorgeous pixel soup spawned from the pits of DOS. there's even support for colored lighting, which i believe is only found otherwise in the saturn version, major graphical overhauls aside.

unfortunately, like chocolate doom, it has problems with memory limit-breaking maps: it'll run them, but walls and textures won't display where they're supposed to. but as far as i'm concerned, it can't be beat for vanilla quake and smaller/older maps.

any idea if there's any other japanese-made quake maps in existence besides this one?
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Tulpa



Joined: 31 Jul 2008

PostPosted: Fri Jun 10, 2011 5:32 am        Reply with quote

There isn't, and Koumei Satou's Quake 2 map is significantly better
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eskaibo



Joined: 26 Jul 2008
Location: no!! my body

PostPosted: Fri Jun 10, 2011 7:44 am        Reply with quote

OK I've got Quake running on quakespasm! Thanks Tulpa!
It's strange how primitive-3D relics like spherical blood droplets, enemy animations and even the warp sound effect are at odds with the general tone of the game, even as the gritty low-poly artifacts complement it.

It's a shame there's no way in quakespasm to get low resolution without bilinear interpolation (there's almost certainly a console command for it but that's OK)!
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Tulpa



Joined: 31 Jul 2008

PostPosted: Fri Jun 10, 2011 8:12 am        Reply with quote

yeah if you were on windows I would have definitely recommended directq because it fixes some of the 'improvements' of fitzquake like bilinear interpolation and glquake blood droplets AND run faster.

eskaibo let's play DEATHMATCH some time I'd love to do an SB game again.
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eskaibo



Joined: 26 Jul 2008
Location: no!! my body

PostPosted: Fri Jun 10, 2011 8:23 am        Reply with quote

heck yeahh
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ninjafetus



Joined: 23 Jul 2009

PostPosted: Fri Jun 10, 2011 11:03 pm        Reply with quote

Decided to mess with Quake ports the other day. I've been enjoying trying to have as many retarded settings as possible, using Darkplaces, high res textures, etc. It can run Quake pretty well, but Warpspasm totally runs at <10 fps lol
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Tulpa



Joined: 31 Jul 2008

PostPosted: Sat Jun 11, 2011 1:00 am        Reply with quote

Warpspasm pretty much chokes on everything except Fitzquake, DirectQ and ProQuake

BTW if you guys want colored lights in your vanilla quake 1 levels (especially if you're running engoo because colored lights are gorgeous in that engine)

Here's the pack of lit files

just put the maps folder in /id1/
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Dracko
a sapphist fool


Joined: 06 Dec 2006

PostPosted: Mon Jun 13, 2011 10:35 am        Reply with quote


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The King



Joined: 14 Dec 2010
Location: Japan

PostPosted: Mon Jun 13, 2011 5:26 pm        Reply with quote

Brutal Doom is now my pc's Doom.

idbeholds
idbeholds
idbeholds

The lost soul fatality is fantastic.
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BotageL
pretty anime princess


Joined: 04 Dec 2006
Location: *fidget*

PostPosted: Mon Jun 13, 2011 7:01 pm        Reply with quote

You know, it never occurred to me that DooM needed QTE melee takedowns. How wrong I was.
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Laurel Soup



Joined: 05 Dec 2006
Location: Hitsville, USA

PostPosted: Mon Jun 13, 2011 7:03 pm        Reply with quote

Tulpa wrote:
eskaibo let's play DEATHMATCH some time I'd love to do an SB game again.


I'm totally down for a Quake DM night!
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Dracko
a sapphist fool


Joined: 06 Dec 2006

PostPosted: Mon Jun 13, 2011 8:59 pm        Reply with quote

BotageL wrote:
You know, it never occurred to me that DooM needed QTE melee takedowns. How wrong I was.

If it's any consolation, that only happens after you've taken a Berserker pack, and some of the tougher demons can do the same to you if you get too close.

Besides, how can you say no to grabbing a Lost Souls in mid-air and tossing it at an enemy to set him on fire?

Oh yeah, and it replaces the pistol with an M-16.
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The King



Joined: 14 Dec 2010
Location: Japan

PostPosted: Tue Jun 14, 2011 3:39 am        Reply with quote

I <3 Brutal Doom.

Oh-my! It is really two things: It is a gore mod and a game balance mod.
Balance wise it reminds me of Doom2xtreme Gold, the enemies are harder, and your weapons are better.
The best balance tweak is probably the ai: having fast monsters who will hunt you down from further away, and jump small heights, helps the game seem less predictable.
The pistol has been replaced with a rifle, so it's no longer that one painfully slow firing gun, to balance this, the troopers have been given the same upgrade.
The new chaingun is an absolute joy: you're given more bullets, it fires fast. It moves you slightly backward when you fire it stationary, and it slows you down slightly if you fire it when moving. The mod is paired with the Skulltag engine. Skulltag removes the infinite height properties of objects, so you actually have to aim at enemies instead of simply aiming horizontally.
Brutal Doom adds location damage on top of that. Headshots are worth double damage.

The gore is the other half of this mod. The new graphics compliment and build on the old. It really is a lot more violent. You've got excellent blood splatter effects that hit your visor and walls. When things get really messy, gore coats the ceilings and drips down. When you get hurt bad your visor cracks and you start to bleed, which is an excellent replacement to the visual feedback from the ol' doomguy head. Headshots blow off enemies heads, enemy limbs go flying through the air. Enemies have new death animations, you can saw enemies in half with the chainsaw. You can blow them in half with guns too. Enemies often have new slow death animations (like Duke 3d), sometimes you'll end up shooting an imp's guts out, and it'll fall to its knees holding its guts in shock.

The fatalities only happen if you finish off a badguy with a punch while having a berserk pack, so they are always a deliberate action on the players behalf, and pretty easily avoided if you don't want to use them. The fatalities are mostly a flourish that replaces an old one: The original Doom let you explode baddies with your fist that way. The standout fatality is of course the Lost Soul fatality. That one isn't simply a flourish, it adds an interesting new game mechanic. You can grab a lost soul and walk around with it, and then throw it a short distance as a powerful flame attack. This would be interesting enough on its own, but it means a berserk pack gives you a counter attack against Pain Elementals. It is a wonderful joyful thing to grab an enemy and then use it against another.



Vanilla Doom doesn't feel the same as it used to. The gore of Doom has become so familiar that the guilty pleasure of Doom's violence tends to be gone. The familiarity with the AI routines and level layouts reshape the game from a tense firefight into a sort of moving gallery shooter, and a playground for speedrunning. There's nothing wrong with this, and it speaks pretty highly of the design that Doom holds up and is reshaped by the players skill, but playing Doom as an adult really isn't anything like playing Doom as a kid. The two halves of Brutal Doom recreate the old feeling of playing Doom as a kid. It's violence is a guilty pleasure, even its basic enemies are an active threat again. So yeah, again I <3 Brutal Doom.
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Dracko
a sapphist fool


Joined: 06 Dec 2006

PostPosted: Tue Jun 14, 2011 11:53 pm        Reply with quote


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allensmithee
polyglamorous


Joined: 21 Apr 2011
Location: wherever it is, im dying to get out

PostPosted: Wed Jun 15, 2011 12:33 am        Reply with quote

can somebody link to me that with like gzdoom or whatever all ready to play? I get so confused at PC games...
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The King



Joined: 14 Dec 2010
Location: Japan

PostPosted: Wed Jun 15, 2011 1:35 am        Reply with quote

http://www.skulltag.com/download/
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1CC



Joined: 08 Oct 2010

PostPosted: Tue Jun 21, 2011 3:58 pm        Reply with quote

I got two old PCs running Windows 98 set up and after reading about how many of those old FPS games support cooperative play, I couldn't resist. DOOM (95), Duke Nukem 3D (AE) and Quake (95) were quickly installed and a crossover cable connected. I tried out all three games, and technically everything went smooth as silk (apart from Quake eratically speeding up from time to time).


The problem is that I can't imagine how playing cooperatively could be any fun with infinite lives. You die, you press space, you respawn and go back to where you kicked the bucket, no challenge whatsoever. Sure I can turn enemy respawns "on" and weapon respawns "off", but then it would just become more time-consuming, not more interesting.


Are there source ports or mods that try and solve this, maybe by allowing you to disable player respawns or by giving you a set amount of lives? I'd also gladly take suggestions regarding PC FPS games from around 1993-2003 that have a challenging cooperative mode.
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mauve



Joined: 07 Dec 2006

PostPosted: Tue Jun 21, 2011 4:34 pm        Reply with quote

Skulltag's survival mode allows you to set a maximum number of lives. It might be a little resource heavy for those computers though.
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