|
Who in the name of rear end is still playing Doom 2 vanilla levels these days
|
# ? Aug 18, 2014 02:31 |
|
|
# ? May 14, 2024 23:34 |
|
I can't believe there are people hating on The Citadel, that is a pretty good map with a lot to do and explore.
|
# ? Aug 18, 2014 02:34 |
|
Former Human posted:He's way too lenient on The Plutonia Experiment there, which is nicer to look at, yes, but full of the same annoyances as vanilla Doom 2, if not moreso. Plutonia has some real dogshit levels after revisiting it. The early few are a chore to work through. The super shotgun was really the main value of Doom 2, along with a more robust range of mid-level monsters. edit: but TNT is just really pretty bad, plutonia at least has some good poo poo
|
# ? Aug 18, 2014 02:42 |
|
The "main value" of Doom 2 was adding enemies who could do things other than throw a fireball at where you were five seconds ago.
|
# ? Aug 18, 2014 02:43 |
|
Fag Boy Jim posted:Who in the name of rear end is still playing Doom 2 vanilla levels these days Me, I'm currently playing it for the first time before trying out some user-made stuff.
|
# ? Aug 18, 2014 02:44 |
|
The best version of Plutonia and TNT in my opinion are the ones from the PSX's Final Doom. All the core maps are there, while the more gimmicky ones dropped. And due to limitations, the high end monsters are used much more sparingly. Oh, and the ambient soundtrack fits the mood much better.
|
# ? Aug 18, 2014 02:47 |
|
Fag Boy Jim posted:The "main value" of Doom 2 was adding enemies who could do things other than throw a fireball at where you were five seconds ago. yeah but one of them is the fuckin pain elemental
|
# ? Aug 18, 2014 03:03 |
|
FirstPersonShitter posted:yeah but one of them is the fuckin pain elemental Speaking of the ol' skull-barfin' meatball: are there any mods that exclude them from fast monsters? It's loving horrible to have them hover in place and shoot souls at you as fast as they can as long as they have line of sight.
|
# ? Aug 18, 2014 03:24 |
|
So I just learned about Doom RPG and DoomRL Arsenal. And that War of Attrition released a 1.60 version earlier this year that totally overhauled how character progression worked. War of Attrition comes with a huge pile of community maps to play it with, but can anyone recommend a good megaWAD for DoomRPG? And is it possible to get Doom to play the WAD in random order, like War of Attrition? I really enjoy WoA, and I think a Doom or Heretic version would be pretty fun. This looks like the closest thing that exists at the moment.
|
# ? Aug 18, 2014 03:56 |
|
Mak0rz posted:Speaking of the ol' skull-barfin' meatball: are there any mods that exclude them from fast monsters? It's loving horrible to have them hover in place and shoot souls at you as fast as they can as long as they have line of sight. I just disable their attack entirely most of the time I play.
|
# ? Aug 18, 2014 04:06 |
|
Nintendo Kid posted:I just disable their attack entirely most of the time I play. Wait. How do I do that?
|
# ? Aug 18, 2014 05:19 |
|
Mak0rz posted:Wait. How do I do that? I don't remember what variable it was precisely, but it's in this BEX file I like to use that also raises the health and ammo limits by a lot: http://fishmech.net/yodog.bex
|
# ? Aug 18, 2014 05:29 |
|
I've been messing with a Doom source port trying to figure out how to add motion blur and jesus this is some loving spaghetti code https://www.youtube.com/watch?v=Y9G6GcvieOQ
|
# ? Aug 18, 2014 06:56 |
Fag Boy Jim posted:Who in the name of rear end is still playing Doom 2 vanilla levels these days When I'm testing new mods (and new versions of mods) I usually load them up in Doom II and see how quickly I can blast through the first four or five maps on UV. That's about the extent of it nowadays.
|
|
# ? Aug 18, 2014 06:59 |
|
Mak0rz posted:Wait. How do I do that? If you stand in front of a Pain Elemental, it can't spawn Lost Souls!
|
# ? Aug 18, 2014 07:07 |
|
Just wait for it to spawn so many lost souls that the level is full, then make sure the elemental dies first!
|
# ? Aug 18, 2014 07:32 |
|
FirstPersonShitter posted:yeah but one of them is the fuckin pain elemental The pain elemental isn't bad in and of itself. It's just that some map makers (I'm looking at you TNT and Plutonia mappers) had this weird fetish for putting Avogadro's number of them in every monster closet. Elliotw2 posted:Just wait for it to spawn so many lost souls that the level is full, then make sure the elemental dies first! I thought that many ports removed that limitation?
|
# ? Aug 18, 2014 10:27 |
|
ToxicFrog posted:So I just learned about Doom RPG and DoomRL Arsenal. And that War of Attrition released a 1.60 version earlier this year that totally overhauled how character progression worked. DoomRPG + DoomRL Arsenal is a fuckin' winning combination. Been binging on it lately (finally went through the entire Doom 1! ) and it's just super fun. It does make you incredibly OP tho - you can get crazy poo poo like a minigun with explosive ammo and an automatic double barrel shotgun with a 20rd mag - but they're amazingly fun to use. Nothin' like walking in a room full of monsters, holding down M1, sweeping the crosshair around and having a mound of bodies in front of you a second later Geight posted:If you stand in front of a Pain Elemental, it can't spawn Lost Souls! https://www.youtube.com/watch?v=HJcf0aOwmiA
|
# ? Aug 18, 2014 10:34 |
That's loving amazing.
|
|
# ? Aug 18, 2014 11:56 |
|
Linguica posted:I've been messing with a Doom source port trying to figure out how to add motion blur and jesus this is some loving spaghetti code Put in HDR effects and a brown filter and you can call it next-gen Doom.
|
# ? Aug 18, 2014 13:05 |
|
No, you also need to make doomguy only barely able to crawl, and give him regenerating health.
|
# ? Aug 18, 2014 13:23 |
|
I don't know if it's a source port change or whatever but if you shoot a revenant it will try to rocket you no matter the distance. However, if you punch it it will get pissy and keep trying to punch you back. It sure makes it easier to hulk out.
|
# ? Aug 18, 2014 14:13 |
|
Tippis posted:I thought that many ports removed that limitation? In zdoom it's a toggle, but I believe it is set to not limit them by default yeah. It's kinda funny if you turn the limit on and the first Pain Elemental you find in a map can't fire at you because the mapper already put the maximum amount of Lost Souls in the map already.
|
# ? Aug 18, 2014 14:21 |
|
Gimnbo posted:I don't know if it's a source port change or whatever but if you shoot a revenant it will try to rocket you no matter the distance. However, if you punch it it will get pissy and keep trying to punch you back. It sure makes it easier to hulk out.
|
# ? Aug 18, 2014 14:21 |
|
Korendian Leader posted:This isn't true. Revenants have a chance of retaliating with a rocket no matter how you damage them. That actually makes sense since I only ever shoot them with the SSG.
|
# ? Aug 18, 2014 14:25 |
|
Geight posted:In zdoom it's a toggle, but I believe it is set to not limit them by default yeah. It's kinda funny if you turn the limit on and the first Pain Elemental you find in a map can't fire at you because the mapper already put the maximum amount of Lost Souls in the map already. This happens in one of the Doom 2 maps on UV apparently.
|
# ? Aug 18, 2014 14:28 |
|
It's The Pit.
|
# ? Aug 18, 2014 14:36 |
|
It's cool when level designers use the Lost Souls limit to encourage you to play the level a certain way, like the level (10?) in DT2WID where you have a maze with lost souls that you can avoid until after you deal with the pain elemental sections. Also Doom 2 vanilla levels are still pretty drat good.
|
# ? Aug 18, 2014 14:41 |
|
Korendian Leader posted:This isn't true. Revenants have a chance of retaliating with a rocket no matter how you damage them. This is why I still have trouble dealing with Revenants to this day. They've got a big random factor at range, and up close there's a dice roll deciding whether they harmlessly whiff a punch at you or blow your goddamn face off. Even if I'm short on ammo, the moment I see one I break out the rocket launcher or plasma. I can whittle down other enemies at my own pace, but Revenants need to die straight away.
|
# ? Aug 18, 2014 14:55 |
|
Nintendo Kid posted:I don't remember what variable it was precisely, but it's in this BEX file I like to use that also raises the health and ammo limits by a lot: Neat! Thanks! God dammit "Agitating Skeleton" gets me every time.
|
# ? Aug 18, 2014 16:11 |
|
For some reason, the comment about Pain Elements generating an Avogadro's Number of Lost Souls made me think of something bizarre: Pain Elementals that spawn more Pain Elementals. The downside being that if they don't summon Lost Souls, they can't really do any damage this way. It'd just be silly to watch as the room slowly fills to the brim with Pain Elementals.
|
# ? Aug 18, 2014 19:38 |
|
Shadow Hog posted:For some reason, the comment about Pain Elements generating an Avogadro's Number of Lost Souls made me think of something bizarre: Pain Elementals that spawn more Pain Elementals. There's definitely a way to do this, I played a gimmick wad with this change in BEX file years ago. Interesting thing was that it would reliably crash Zdoom at the time if you let it run long enough (obviously with invincibility on so you wouldn't get knocked into the various lava pits and such around that they were meant to push you into), but PrBoom would happily keep chugging along.
|
# ? Aug 18, 2014 19:49 |
|
Shadow Hog posted:For some reason, the comment about Pain Elements generating an Avogadro's Number of Lost Souls made me think of something bizarre: Pain Elementals that spawn more Pain Elementals. An arena that gradual grows smaller as big meatballs start to flood the area would be kind of funny with the right setup. It reminds me of all the times I get killed by goatmen because a pinky blocks my dodge.
|
# ? Aug 18, 2014 19:49 |
|
How about Pain Elementals spawn two more Pain Elementals first, and then they start to spawn Lost Souls?
|
# ? Aug 18, 2014 19:54 |
|
Mogomra posted:How about Pain Elementals spawn two more Pain Elementals first, and then they start to spawn Lost Souls? Or, to save on coding, they spawn Pain Elementals until they hit a limit, then they all spawn Lost Souls until they hit that limit. You only need to make one monster type that way! Edit: vvv now that's what I'm talkin' about! Dewgy fucked around with this message at 20:13 on Aug 18, 2014 |
# ? Aug 18, 2014 19:56 |
|
I quickly just made Lost Souls spawn Lost Souls when they die, here's a trip report just before GZDoom totally froze
|
# ? Aug 18, 2014 20:07 |
|
Linguica posted:I quickly just made Lost Souls spawn Lost Souls when they die, here's a trip report just before GZDoom totally froze Now run it on NUTS.WAD
|
# ? Aug 18, 2014 20:15 |
|
Wasn't there a video out there of Archviles turning into barrels when they die, and when the barrels explode, they turn into more Archviles? I can't find the video for the life of me right now...
|
# ? Aug 18, 2014 20:27 |
|
All I can think is shotguns.pk7.
|
# ? Aug 18, 2014 20:35 |
|
|
# ? May 14, 2024 23:34 |
|
https://www.youtube.com/watch?v=qDd30z8taR8
|
# ? Aug 18, 2014 20:40 |