No.4 [Last50 Posts]
DOOM THREAD - 4chan sister thread [boards.4chan.org/vr/thread/1948119]
(other retro FPS also welcome, chances are we played 'em too)
==WEBSITE/COMMUNITY==http://doomwiki.org/The OFFICIAL Doom Wiki, actively maintained and supported by the Doom community. Want to learn more about Doom? Check this site first!
FAQ/Pastebin, updated semi-frequently
http://pastebin.com/vPbiw4NRIRC (Password is in the FAQ.)
irc.zandronum.com
Channel: #vr
##Our WADs can be found here!##
http://pastebin.com/5sKRiJzSTUTORIALS/UTILITIES
http://pastebin.com/7vKYWYp0=WHERE DO I GET WADS?=Vanilla/Boom:
http://www.doomworld.com/vb/wads-mods/ZDoom:
http://forum.zdoom.org/viewforum.php?f=19/idgames torrent (as of 11/25/2013; 12GB):
https://dl.dropboxusercontent.com/u/13513277/idgames.torrent ____________________________
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No.5
=NEWS=Randy has been working on porting Blood stuff to ZDoom! Could this mean Bloodites can finally get a day to shine?
Aliens: Ultimate Doom is a texture/enemy replacement mod that takes Doom levels and reskins them to Aliens!
http://forum.zdoom.org/viewtopic.php?f=19&t=45213Another Dark Forces TC? Will it be better than Ryan's? (Probably not)
http://forum.zdoom.org/viewtopic.php?f=19&t=46173Some dork's been working on a site for us to replace the old, shitty one! Will this one thrive or will it flop as well?
http://万板.縮.jp/Got an itch for realism? Shattered Tranquility is a super-early WIP aiming for slightly more realistic weapons and weapon behaviors.
http://forum.zdoom.org/viewtopic.php?f=19&t=46650Here's a music stream that only plays Doom music, 24/7; feel free to listen if you're interested
http://liquiddoom.net/We've been featured on Doomworld! Well, sort of. /newstuff Chronicles gave 200 Minutes of /vr/ a pretty favorable review.
http://doomworld.com/php/topstory.php?id=4198"Ulti Doom" is yet another take on Doom 3 weapons/enemies in Doom, but Skornedemon's known to have made some pretty impressive stuff before. Will this succeed?
http://forum.zdoom.org/viewtopic.php?f=19&t=46675One of our own has just replaced a beta of his megawad. Give it a shot and let him know what you think!
http://forum.zdoom.org/viewtopic.php?f=19&t=46676=POPULAR MODS=/vr/:
200 Minutes of /vr/:
http://www.doomworld.com/idgames/?id=17781GMOTA:
http://forum.zdoom.org/viewtopic.php?p=742401HDoom:
http://www.best-ever.org/download?file=m12-hdoom-techdemo5.pk3Metroid Dreadnought:
http://zandronum.com/forum/showthread.php?tid=4561Other:
Doom RPG:
http://forum.zdoom.org/viewtopic.php?f=19&t=33292DoomRL Arsenal:
http://forum.zdoom.org/viewtopic.php?t=37044Hideous Destructor:
http://forum.zdoom.org/viewtopic.php?t=12973Hocus Doom:
http://forum.zdoom.org/viewtopic.php?t=45804Got something news-worthy? Reply to this post, or it'll likely be missed.
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No.6
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No.7
>>6>Brutal Doom>2014It's time to grow up, anon.
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No.8
>>6Everyone [and their grandma] knows about brutal doom, it's pointless to put it in a list of popular mods. Just saying
Extra note: If someone adresses about not having Brutal Doom in one of our lists means that they play, know and enjoy Brutal Doom, therefore its pointless to add something that you/me know. Again, just saying
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No.10
Demon Steele for cacoward
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No.11
>>10I think that GMOTA is more balanced, and therefore fun.
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No.12
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No.13
hd for cacoward
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No.14
14th on board for Project MSX best DOOM mod.
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No.20
>not duck nuckem
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No.21
What have you been playing lately? What would you rate it? Currently I'm running through Hellbound with DRLA and it's an excellent set of maps with superb detail, falls a bit during the hell "episode", as most mapsets tend to do.
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No.22
>>21I've been playing through BTSX E1 with MSX, Vrack 1 with GMOTA, Alien Vendetta with Psych, and Eternal Doom and DTWID with Smooth Doom
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No.39
Finally a Doom general!
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No.41
What if I told you these are just one and a half years apart?
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No.44
>>41Why does that right weapon look like it's made from marshmellows?
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No.45
>>44Because I sucked dick at guns back then, simple as that.
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No.48
>>45Okay, now why does that left weapon look made out of plastic?
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No.50
>>48Because I have a raging boner for everything that is shiny as fuck.
and if that's how plastic looks then i like it just the plastic way it is
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No.53
https://dl.dropboxusercontent.com/u/48332341/cyberpunkshootdown-v3.8.pk3changes from v3.72
>shotgunners shotgun again, now with slightly slower projectiles>cyborgs fire single, faster shots>cyborg HP reduced from 200 to 150>shell drops replaced to accurately represent quantity>shotgunners exclusively drop shells>riflemen exclusively drop bullets>cyborgs still drop both>casings fade out over time>riflemen now spawn in waves 16-25>redid spawning scripts to offer better control over what spawns in what waves>increased enemies per wave from 7 to 8>added more shells to the store>new outside texturesEnjoy, cyberpunks.
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No.56
Quick question about Timidity use and the FluidR3 soundfont, what do I enter into timidity.cfg to change the drums from the default Standard to the Power 3?
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No.74
>>53Nice, cyberpunkanon is here.
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No.83
Just finished all the vanilla wads for the first time in my life
bretty good :D
fuck the pyramid level tho, I searched for that yellow keycard for ages
also fuck the last TNT level for making me completely guess where I need to shoot
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No.85
>>83Yeah both the pyramid level and most of TNT can go straight to hell.
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No.87
>>85but they are already set in hell, anon :^)
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No.90
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No.91
THEY DID IT FOR FREE
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No.113
Reelism multiplayer update fucking when
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No.120
>>113Reelism already fucking has multiplayer.
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No.139
>>41Is… is his hand fused into the stock of the shotgun at the right?
Is that a shotgun arm?
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No.143
>>139… cannot unsee, damn you.
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No.289
https://www.youtube.com/watch?v=y7x2Vn2qhCADaily reminder that ZDoom's netplay is the worst and you'll never get to play incredible wads with decent multiplayer.
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No.290
>>289If only Zandronum's community wasn't full of underage Brazilians and furries.
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No.326
Should we move the DOOM general here to 8chan /v/ just to get more traffic?
Because traffic here is plenty dead compared to old half-chan.
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No.327
>>326I don't mind crossposting between the two for announcements and developments, but I won't really 100% want to move.
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No.334
>>327Seconding this. I think crossposting to get attention towards the /vr/ general would be beneficial.
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No.337
Is there a megawad that uses 3D floors?
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No.338
>>337not a megawad, but puterifier does (I probably spelled that wrong)
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No.339
>>337>>338ZPack also makes extensive use of ZDoom features, most prominently among them being 3D floors.
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No.354
So what happens to boards.wad now?
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No.362
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No.369
>>354Can't wait for /bhm/.wad
30x bigger than /hm/.wad, /bhm/.wad pits doomguy against gigantic muscle men, disturbingly clean neckbeards, and Macho Man Randy savage.
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No.416
that picture is gross
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No.423
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No.426
I don't have a single fucking clue where to begin here.
I'm a Duke Nukem fag and I beat Doom 64 and original Doom once.
Where do I begin?
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No.438
>>426This image is a good place to start.
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No.459
>>290as if these furries are going to yiff you through the internet
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No.468
I made a
>>>/doom/ board, check it out.
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No.471
>>468Why? We're so slow it's not even funny.
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No.477
>>468It could grow but yeh we're all over the place so everything's slow.
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No.483
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No.499
Monsters rarely infight anymore when I play GZDoom. Is this a glitch or just the wads I'm running? The last thing I played is Eternal Doom III with Smooth Doom.
Also, any word as to when that one guy's Doom 64-styled graphical mod and megawad is coming out?
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No.511
>>499I'm genuinely interested in what project msx will be later on. It's already so good.
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No.512
Just so you guys know, there is a board for doom and other early FPS games. (Then again, what doesn't have it's own board?)
https://8chan.co/doom/index.html Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
No.520
>>511Is the creator still working on it? I thought it was basically the same as it will be.
>>512Dude, you just viralled 5 posts ago, we're too dead to have our own board.
Though, maybe would could move the general to /vg/, since the activity wouldn't swamp us anymore. What do you all think?
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No.521
>>41What if I told you they still both look like shit?
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No.523
>>520Woops, I didn't see that other post. Sorry for the spam.
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No.545
>>520>Though, maybe would could move the general to /vg/, since the activity wouldn't swamp us anymore. What do you all think?No.
There's still all of the other reasons for not going to /vg/ and they're still just as applicable.
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No.547
I'm looking for a wad/pk3 that has unique pain/active sounds for for most/all monsters. I'd prefer that they that fit with the existing ones. (not "realistic" or super HQ)
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No.555
>>354I have ideas for both a /k/.wad and a /v/.wad, but I have a bunch of other things I'm working on and would like to have other people work on the board wads as well, not because of work load but just because it should be a collaborative effort. Especially for one as important as /v/.
/k/.wad would take place immediately after /pol/.wad innawoods, and would segue into /x/.wad.
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No.556
>>555Also lemme add I'm just posting this as my little part of the boards project.
If you want to see the project go somewhere, be the change in the world you seek!!
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No.557
>>555/tg/.WAD
HAS to be a Hexen or Heretic WAD.
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No.595
Any mappers in here use (G)ZDoom Builder? I'm messing around with it, trying to get the hang of the features with a test map.
http://forum.zdoom.org/viewtopic.php?t=32392 Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
No.617
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No.666
>>555>>557Any progress on that?
Just replayed /pol/.wad and am hyped for more happening.
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No.671
>>666That get in this thread. It was destined.
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No.675
>>671Didn't even realize it.
I know it's a day late but playing unloved with accessories to murder sperglord edition was the best halloween experience.
Anyone else got spooky combos mod/wad combos, I need more.
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No.721
>>5Hdoom is on techdemo 6 by now.
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No.725
>>675Speaking of AtM, how exactly do I get Doom Nukem to work? I remember trying it before standalone and it not working, which leads me to believe that it requires Brutal Doom or BDSE.
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No.726
>>511I gave project msx a try, and it just didn't appeal to me. I am by no means a purist (I probably play brutal doom more often than I play vanilla), but it changed too many things.
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No.736
File: 1415644414915.jpg (418.63 KB,1024x1321,1024:1321,the_face_of_a_demon___doom….jpg)
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No.743
YouTube embed. Click thumbnail to play. So have you guys played Demonsteele?
Shit's great. It's a fun gameplay mod with an over-the-top 90s anime and metal aesthetic were you play as qt3.14 korean girl slaying demons with a magic sword and improbable guns.
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No.744
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No.745
>>743I prefer GMOTA and Psychic, thanks.
Demonsteel is just too unwieldy, in my experience.
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No.747
>>744I doubt Est would viral here.
>>745I have yet to try GMOTA, surprisingly. I'm trying Project MSX and Demonsteele. Will get to GMOTA eventually.
What do you mean by unwieldy? The inputs for the special attacks are weird I guess. But what else? The general gameplay? I suppose that managing a melee weapon (with two different weapons) and several guns at the same time can be tough to juggle. I got used to it, though.
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No.748
>>745psychic is pretty fun, although I had trouble figuring out how to actually use the store at first.
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No.754
Is it just me or is Project MSX really easy?
I'm terrible at games and with a little bit of clever sprinting at the start I can manage to play through OBLIGE maps on Masochist.
Is there any way to make it more challenging?
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No.755
>>754Yeah,
don't use the sprint key Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
No.765
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No.769
>>666The /g/, /tg/, and /pol/ wads have all been made.
They are available in the original Doom general.
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No.773
Heh.
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No.774
>>769google isn't helping. link for those of us who don't want to go back to halfchan?
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No.802
>>743>>745
>Terminus & Gmota_guy shilling itt Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
No.803
>want to play Zandronum with some fun wads
>boot up Doomseeker
>a bunch of lame survival invasion mods
>6 MM8BDM servers
>Decent wads with survival co-op and garbage gameplay mods to shit things up
>Some terrible DayZ mod
>Three Dwango5 DM maps, one of them bound to be Brutal Doom
>tfw too stupid to operate IRC and start a server through BE for /vr/ bros to play Metrood or Jurassic Rift
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No.807
>>8Does that means the popular mods list are unpopular mods? geez, looks like you are one of those elitist fags from Doomworld or just a butthurt modder trying to obfuscate brutal doom somehow.
Anyways, I'm collecting a few Doom megawads (packs of 30-32 maps), here is what I have:
Alien Vendetta
Community Chest 1, 2, 3 & 4
Epic 2
Eternal Doom III
Hell Revealed 1 & 2
Icarus Alien Vanguard
Jenesis
Kama Sutra
Memento Mori 1 & 2
New Doom Community Project 1 & 2
Plutonia 2
Plutonia Revisited Community Project (hard as balls)
Requiem
Reverie
Scythe 1 & 2
Speed of Doom
Unholy Realms
Whispers of Satan
What else am I missing?
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No.808
>>807>>5Also adding ZDoom Wars I to the list, although I consider it a different (and awesome) game using Doom/heretic/hexen/etc assets. It's worth adding it to the list anons.
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No.809
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No.810
is there anything wrong with using zandronum for singleplayer? just can't be bothered to build gzdoom for linux. what am i missing?nvm, here is the fucker that works with debian testing:
http://archive.getdeb.net/ubuntu/pool/games/g/gzdoom/gzdoom_2.0.03-1~getdeb2_amd64.debto run wads:
gzdoom -iwad doom2 -file <absolute-path-to-wad>
i don't know why i'm telling this but you are dead anyway so don't complain.
>>808>>809using IRC isn't that hard, don't be scared. also join #8chan on rizon for maximum shitposting and occasional hotwheels. nice thing about IRC is it's pretty efficient, even when whole bandwidth clogs up IRC tends to run fine.
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No.812
>>809>>810What Network do I connect to in order to join the Zandro IRC?
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No.813
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No.814
You seriously should reconsider the network used. zandro irc has some circlejerking and doesn't hide your ip
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No.816
One last question, can I make it so the server requires a password to connect through IRC? So far I've got:
.host iwad="doom2.wad" hostname="8chan /vr/ Walks the Dinosaur" gamemode="deathmatch" wad="jrift_125.pk3" dmflags=541760 dmflags2=1024
In the message box, ready to send.
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No.817
>>814yes it does faggot, just get a VHOST
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No.818
Man, is there any REAL mod?
Looking for something new here, got tired of these lame weapon mods (sometimes with classes).
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No.825
New server!
8chan and 4chan invited
server "Vanilla Deus Vult, buds and spuds /vr/"
pass: doomdudes
survival nigga
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No.840
>>816Nope, you have to use the rcon.
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No.844
Remember AliensTC? I'm making a wad based off of it, with a dark, claustrophobic vibe. It's supposed to be like a old, abandoned tech base, and i'm wondering if maybe you guys could help design the level, maybe a few enemies…
http://www.filedropper.com/laboratory Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
No.846
May as well post this here seeing as half chan is currently fucking dead
GMOTA update
http://forum.zdoom.org/viewtopic.php?f=19&t=45115 Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
No.852
why is Thy Flesh Consumed such garbage
who the fuck thought any of those levels would be a good idea
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No.933
>>852I wouldn't call it total garbage, but that many barons of hell on the first level is total bullshit.
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No.959
>>53Gureito, anon. Do you have a personal blog or something? I'd like to keep track of this.
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No.960
>>/doom/45 (or >>>/doom/45?)
Please keep this up. I'd use it.
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No.961
>>959>>959Also, I can't download it for some reason.
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No.994
Did FKER ever get a new update? I can't seem to find it anywhere.
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No.1007
woooow the cyberpunk wad link is actually 404
too much for that super duper fotm
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No.1021
>>960I made a good amount of banners for that board, I hope it doesn't die. But, it is just a splinter of this board.
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No.1023
>>743>mfw juggling high hp enemies>mfw the hammer Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
No.1029
>>666>Any progress on that?Just as soon as
>TSP update>Fractal Doom update>Project with Mike12>Project with Marrub>Pistol Start Options (minor)>Them platforms (minor)>Doom Shuffle/Wads of Wads>Skeletons and other ds_cl_toaster stuff I promised Term for DonutSteele are all taken care of it will be top priority!
Also have a realistic shooting milsim script mostly done so you can have boolits affected by gravity and wind conditions, including different wind conditions at firing point and at target. Bunch of work and research will still have to be done though, since all the weapons for /k/ need to be ultra realistic milsim shit. Even though it's just in ZDoom and not a more advanced engine. Because /k/.
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No.1041
is it a bad thng if i actually bought doom on steam?
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No.1043
>>1041As long as you play and enjoy the game, no.
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No.1063
>>1041Not as bad as buying VTMB or an EA game, for example, but keep in mind that none of the people who actually made Doom will get any money from your purchase.
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No.1148
Anyone play Trailblazer yet?
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No.1152
>>1021Can you post the CSS, even if it's incomplete? I wanna use it.
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No.1189
Never noticed this until now
>playing scythe again
>Map 10 you die at the end
>Map 11 is called Sneak Peek and you start as if from the beginning
>Scythe keeps going all the way up to 30 and such
Was that intentional or is everything from map 11 and beyond a peek at what he was planning to do next?
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No.1199
Brutal Doom SE seems a lot more fun now that I figured out you can roll.
With a slowmo mod and forwards/backwards rolling it might be a genuinely good John Woo style experience.
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No.1200
>>1199>you can rollWhoa
How?
>With a slowmo mod and forwards/backwards rolling it might be a genuinely good John Woo style experienceThe Specialists: Doom style when?
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No.1242
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No.1244
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No.1245
>>1244>haven't played the majority of theseIs it even possible for me to be more pleb?
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No.1254
>>1244>>1245I've been using it as a To Do list.
It's hard to find recommendations even on half/vr/ because the "Muh Purity" doom autists, bless their autism for what its worth, don't like it when people ask for recommendations.
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No.1262
>>1244that's a good list, i think i've played about three quarters of it. but i'm going to have to answer with "write-in for TVR"
>>1254can you post an example? i am not sure what you mean, since in my experience requests for recommendations are most often met with a simple repost of the "so you want to play some doom" info graphic. how is that interpretable as hostility toward recommendations?
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No.1268
>>1199>>1242Feels like Contra and that isn't a bad thing at all.
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No.1287
How terrible is it to play doom on an android, and is their a way to play customs stuff, Like Hdoom? I've got a controller, and a keyboard.
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No.1320
>epic 2
>not the best megawad ever made
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No.1325
>>1320>textures from PowerslaveI'm gonna enjoy this one.
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No.1333
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No.1344
>>1320I can't even get past the first room, for some reason.
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No.1353
>>1344shoot the wood boards
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No.1369
So I've played the original IWADS. Then I did Scythe 2 which I thought was fucking incredible. Now I'm playing Plutonia 2, and even though it's REALLY good, it doesn't touch Scythe 2 or the original Plutonia for me. I'm currently on map 20.
I think Plutonia 1 and Scythe 2 are fucking ridiculously good. I stress that I REALLY like Plutonia 2 but are there any other megawads that are as good as Plutonia 1 and Scythe 2? Suggestions would be appreciated.
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No.1394
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No.1413
>>1287Which device? I can't really think what could go wrong…
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No.1470
This got posted in a GG Law & Order thread on our /v/
Reposting:
>Welp, i added the face, sadly i couldn't re-scale it in-game to make it not look like garbage, so i had to resize it to the original game's size, and i replaced all the face animations with the same image because i'm too lazy to draw every reaction, also i rotated the gun to make it look less retarded, anyways here's the WAD:http://www.filedropper.com/lememegun Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
No.1512
Hey guys, What happened to the old /VR/ Board? It's just not the same here.
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No.1515
>>1512Well, yeah, there's less posters here.
>loads of halfchan boards are getting nuked>/vr/ isn't one of them Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
No.1516
>>1515I meant, what happened to the /VR/ board on 4chan? did it get deleted or something?
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No.1517
>>1516Oh, it is down? I figured it was up since there's no more traffic here. Nearly every board over there is dead for some reason.
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No.1597
>>1512>>1515>>1516>>1517Well half/vr/ is practically in a bubble, ironically like staying in the past itself.
The main problem is that even if half/vr/ goes down, they don't know of a backup site to go on, which could easily be here if we let them know about it.
I would start by getting the doom community from /vr/ to consider this as a second base to post on and that will establish a foothold for more /vr/ posters to flock to. Go to the IRC, subtly advertise it past the wordfilters, etc. Just give them a reason to post here. Everything else will fall into place.
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No.1637
Does anyone know the difference between Doombuilder 2 and GZDoom Builder?
I noticed Doombuilder 2 stopped getting updates in 2012 but GZDoom Builder gets semi-daily SVN builds. Did they take the project and continue it?
Either way which version of GZDoom builder is the stable or official one?
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No.1771
When's Project MSX guy gonna update?
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No.1774
>>1771The guy behind project msx disappeared and then reappeared after a long time with the version we have now.
So hopefully that will happen again and all we have to do is wait.
I hope he at least fixes the bug where if you do a super jump while tossing a charged grenade, the grenade moves with your jump as you fire it out.
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No.1961
>floodgates opened
>this thread is second to last
heh. anyway, bump
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No.1988
reposting this here incase anybody doesn't check out the /v/ doom topic. It's not doom but it is Duke so it's partially related, episode two of the AMC TC was released today:
http://www.moddb.com/games/the-amc-tc/downloads/amc-tc-episode-two-v10 Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
No.2125
Is there anyway for me to play doom on a chromebook that isn't the basic flash shareware version? I've got enterprise management on mine so I can't go into developer mode and use ubuntu. I have a Dell 11 model.
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No.2204
>>2125
>doom on a chromebook
Not sure how those work
> I can't go into developer mode and use ubuntu
Dayum son. In my case, after compiling GZdoom to play on linux mint, FMODex wouldn't work no matter how many times I tried. Even after installing other midi devices, the correct midi music still wouldn't work. It's easier just to play it through WINE but it would be nice to have it play natively without xorg.
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No.2211
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No.2217
Reposting from /v/: >>>/v/3329602
>biggest Doom-related event in the past 10 years is happening
>halfchan's doom thread is paying attention to a terryfag instead
fuuuuuuck that noise.
Anyway, Romero just published the source code for DoomEd (the original Doom level editor) and a bunch of other cool stuff (unused graphics, early versions of maps)
https://www.dropbox.com/s/8rphr5ty6k7r3r6/DoomEd.zip?dl=0
https://www.dropbox.com/s/2u0ezmvn87tcxqb/doom-maps.zip?dl=0
https://www.dropbox.com/s/rx9nqhal8j5sys4/doom-textures.zip?dl=0
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No.2242
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No.2248
>>2242
There is literally no reason anyone should be making maps for DOOM anymore. All the best maps have been made already
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No.2250
Thoughts on Complex Doom? I've been playing it quite a bit and its seems pretty neat. Although DemonSteele remains my favorite.
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No.2384
>>2250
Just downloaded it and honestly it looks like absolute amateur shit. If this was 2005 or 1998 I would have thought the wad was pretty cool, but I don't see it having any placement today.
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No.2398
Someone explain to me like I'm a complete retard, how to enable GUS playback in zDoom.
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No.2442
YouTube embed. Click thumbnail to play. >Doom 4 was almost this
It's utterly baffling as to how anyone familiar with even Doom 3 looked at this and thought "Doom." At least it would have been the HL2 ripoff to Doom 3's HL1 ripoff.
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No.2456
>>773
What WAD is that screenshot from?
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No.2459
>>2442
Kind of looks like you'd be playing some non-doomguy during or right after the ending of Doom 1. When you finally come back to earth and see its gone to shit.
Neat story aspect, but I don't think I would've liked this as another Doom game. Maybe as a spin off game or something.
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No.2501
I want to play doom maps with my friend.
Why is doomseeker so complicated.
I keep getting the fatal error. This map has no vertices.
I've set the iwad and the wad right, I've set up dmflags I believe I did it right.
Why is this so hard for a game so old. I'd think it'd be simple by now.
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No.2510
>>2501
nvm I'm a dumb fuck also I didn't know about port forwarding till now.
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No.2532
Man, this thread is deader than Romero's career.
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No.2633
>>2532
There's the occasional doom thread on /v/ to keep things going.
Sometimes some salty halfchan spergs go there to shit up the thread so the doom modders will think 8ch doesn't want them, but otherwise the threads have been pretty great.
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No.2766
>can't have a decent doom thread on /v/ ever since the doom 4 e3 reveal
And threads have been pretty good lately too.
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No.2771
>>2766
>complains about threads not being decent
>doesn't produce any content
What wads are you playing anon?
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No.2773
>>2771
Adventures of Square and Valiant. Shame the latter doesn't work with Smooth Doom.
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No.2797
>>2771
I gave HDoom a go. I think it'll be cool when the monsters can do stuff to you when they 'kill' you.
also DRLA. Lots and lots and lots of DRLA.
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No.2799
>>2797
What kind of things do they "do", anon?
Teabag you incessantly?
Stick their skeletal boners in you?
Ladle up the parts of you that remain and sell you as a hellish version of frogurt for health replenishment?
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No.2842
>>769
>/tg/
That map only had few /tg/ references, it was a good map but not enough memes.
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No.2844
>>2842
I'm too scared to load the first map, in case it's just an endless maze of tree sprites recoloured yellow.
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No.2975
>>2771
>>doesn't produce any content
That would only apply if the complaint was where's all the OC?
The e3 reveal had a terrible affect on all doom discussion where not even the classic doom threads were left alone. Luckily enough time has passed since the active thread is pretty good and filled with comfy discussion.
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No.2978
>>2975
>That would only apply if the complaint was where's all the OC?
Except not really: this thread's about how awesome Doom is, not how dead a thread on /v/ is.
If you want discussion on the game, generate it.
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No.2979
>>2844
checked
No, it's just four rooms themed after the Chaos Gods IIRC.
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No.2982
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No.2990
>>2982
I find HDoom too comedic to successfully fap to it. I do appreciate the insane amount of work that's going into it, though, and I like the Imp-tan's design.
Anyone working on any projects? I'm working on something dumb to really feel around the process of making an actual PC/TC mod. I think you guys will find it amusing.
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No.3001
I recently came upon my old backup disk of quake2, with mission packs, game modes, player models and whatnot. With some nostalgia, i copied some of that stuff, got me the latest kmquake2 and tried to play ground zero, but the levels come out wrong. Triggers dont activate, elevators dissapear, doors refuse to open… Its kind of a longshot, but has anyone here ran afoul of this stuff? I went back to the normal engine to play, but i wanna play with music on.
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No.3002
>>3001
Maybe your files just got corrupted. How old is the disk?
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No.3006
>>3002
Pretty old.
I Suspected that might be an issue, so i only ripped out player models in the meantime, and downloaded the game and mission packs anew. Still the same problem. Im no level designer or anything, but my guess is that the new engines somehow don't recognize certain objects or flags and omits them; getting me picture related.
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No.3358
Is brutal doom actually shit or do people only dislike it for it's popularity?
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No.3361
>>3358
Little column A, little column B. It's a decent mod.
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No.3546
>>3358
people shit on it (and rightfully do so) because the Brazillian "developer" stole all the content from people on the zdoom.org forums and didn't properly credit anyone.
fuck brutal doom and fuck doom4 if that piece of shit is credited in any way
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No.3587
So I've recently revisited Doom after not touching the series since the '00s, can someone give me a rundown of what I NEED to play? I've only played Doom 1.
Also is what Doom wad is most similar to Gauntlet?
I'm using Zandronum 2.1.2.
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No.3589
>>3587
Look up, you daft bastard: >>438
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No.3591
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No.3596
>>3591
You're welcome, sweet pea.
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No.3676
>download project brutality
>seems pretty cool but it adds fucking awful music to the title screen, makes doomguy sound like the main event at a gay pride parade, and makes enemies sound even worse than that
>can't disable the music or sounds
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No.3695
>>3676
You should be able to mute the program via your sound settings; in the control panel audio output settings if you're on a desktop, or from the sound mixer in your little speakerphone icon down on your taskbar if you're on a laptop.
I haven't played Project Brutality but I'm sure that you should be able to mute it via Windows if it doesn't mute via the ingame settings. Not sure if you're using Windows though, but if you are, then I hope this helped you.
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No.3696
>>3695
I don't want to mute the game. I'm just bummed out that this mod edits all the sounds and there's no way to get the old sounds back other than to just not use it.
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No.3697
>>3696
Ahh.. Yeah I can understand that. Sorry I can't help you out.
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No.3698
>>3697
No worries. It's not your fault, and it's scummy of anyone to include mandatory sound changes in a gameplay mod.
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No.3699
>>3698
How difficult would it be to mod out, Doomanons?
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No.3817
YouTube embed. Click thumbnail to play. Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
No.3827
>>3699
Easy as a patch mod after the first mod, like painting over an ugly spot.
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No.4314
>>3546
>implying stealing is real
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No.4315
>>2771
Wrong one.
>>3546
Why did no one on /v/ tell me about this when I asked about good ports, WADs and the like for a relative? I even left a few more comments about BD as I decided to try it myself (you can only re-play the originals so many times and, back then, I was kind of a purist in that regard).
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No.4316
>>4315
>why didn't the inpatients of a mental ward give me reliable counsel?
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No.4319
>>4316
Well, I mean, it was just several months ago when /v/ was already completely overrun by the cancerous hordes that we hoped stayed behind on halfchan. Still, I've seen old-timers pop up now and then even at that stage. Probably none of those saw the thread at the time and then it just fell off the board.
Also, overdue pic.
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No.4329
>>4315
The reason Doomguy is such a powerful soldier is that he has mastered running and looking down a gun's sights at the same time.
It is a secret art that very few men are even aware of, let alone practice.
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No.4383
>>2456
Looks like SUAB/Doom 2.
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No.4517
>>290
oh shit i only now see warios eyes are normal, i thought he had white pupils makingng the ^^ emoticon
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No.4518
>>4517
congration, you done it!
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No.4597
just migrated because half chan's doom general is dead as fuck, how active are things here?
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No.4631
>>4597
If you haven't already figured it out, this is a very slow board.
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No.4667
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No.4679
>>4667
Indeed true.
Fuck, why doesn't Hiroyuki go and seriously consider the calls by folks on his e-mails sent to him via e-mail or the 4chan rizon irc chatroom to FIRE the SJWs, cucks, and plain dummies among the Moeration team and developer team? What exactly is he thinking by refusing to do that? He could always open up moderator interviews/auditions shortly after firing the scumbag SJW and dumbo mods.
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No.4708
https://dl.dropboxusercontent.com/u/27048651/iwads.zip
this link is broken, but I can't find any other downloads. Can someone help me out?
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No.4709
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No.4903
>playing Doom on Nightmare for the first time
>not as hard as I thought
>get to Thy Flesh Consumed
>mfw
God DAMN, id were not fucking around with this episode.
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No.4905
What's some of the must play WADs for a new DOOM player, /vr/?
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No.4928
>>4905
Going Down is pretty fucking kickass.
It's hard as balls, though.
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No.4948
YouTube embed. Click thumbnail to play. How would a "spiritual successor" to this .wad be received?
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No.4952
>>4903
>God DAMN, id were not fucking around with this episode.
Took me by surprise. Man I wish more games could do that. To what I understand Thy Flesh Consumed was made for people who already beat the game on the hardest difficulty. The same goes for Final Doom.
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No.4953
>>4948
I'd totally play it.
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No.4954
>>4953
Alright, working on the first level, the School. I plan on not giving the player any weapons when they start, with weapons being hidden by the Perpetrator prior to the game in broom closets or alley ways. I'm going to try and do this with mostly stock-textures, but I could use some window textures.
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No.4955
>>4954
Are you the original developer or some dude? OG dev posted a comment on that video and seemed pretty out of it.
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No.4957
>>4955
I'm some dude I guess. It's not necessarily going to be based on Columbine, just mass-murder in general, a sort of Postal/Hatred Doom.
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No.4958
>>4957
>I'm some dude I guess. It's not necessarily going to be based on Columbine, just mass-murder in general, a sort of Postal/Hatred Doom.
Stuff like that's always neat. Good luck fam!
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No.4963
>>4957
>Hatred Doom
I would absolutely be down with that.
Have the entire game be in that dark desaturated gloomy tone, as well; with the only colours being from fire and explosions. Hatred gets shit on from time to time, but I fucking love its aesthetic. It reminds me of those overly-edgy B&W 90's comics.
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No.4965
>>4963
I was thinking of making it more akin to Postal, with terrifying fleshy hallucinations obscuring certain things that the stock textures can't portray or can't portray very well.
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No.4966
YouTube embed. Click thumbnail to play. >>5
>Got something news-worthy? Reply to this post, or it'll likely be missed.
TrumpDoom: https://mega.nz/#!8gxATDiY!Yr_PUwk1xCy1KYaehl6tRGfx0AFvzoE_T1--9o9RKxs
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No.4980
>>4963
I have to admit I absolutely love its asthetic too it really does look great.
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No.4983
>>4966
Damn, I've been playing this. It's really neat.
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No.4993
>playing Heretic it runs on the Doom engine so it counts on what's basically UV
>game's way too fucking easy for the most part
>beat the main game
>get to the Shadow of the Serpent Riders episodes
>devs realised the original game was too easy to they just threw enemies everywhere
Oh fucking boy, you know what's fun? 15 wizards popping out of nowhere and trapping you in a tight space. That's great level design right there, A+.
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No.4997
>>4993
>Oh fucking boy, you know what's fun? 15 wizards popping out of nowhere and trapping you in a tight space. That's great level design right there, A+.
The sad part is that it's still better level design than 99% of FPS these days.
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No.4998
>>4997
There's at least some thought put into it, in modern games it's just pretty scenery with like 13 enemies in an entire level.
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No.5001
>>4998
>in modern games it's just pretty scenery with like 13 enemies in an entire level.
It's fucking great when people making Doom wads in the current year (although Quakefags tend to have higher consistent quality) know more about level design than the vast majority of the people working in the industry. I remember thinking to myself when they were actually talking about NuDoom in the first place "Shit why don't they just hire a bunch of faggots from /vr/." It probably would have turned out 1000 times better.
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No.5003
>>5001
Honestly, with the mechanics and core design of nudoom, how good a level's design is will barely make it play any different.
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No.5004
>>5003
>Honestly, with the mechanics and core design of nudoom, how good a level's design is will barely make it play any different.
You're not wrong but you get my point. I still hate how much normalfags ate that shit up.
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No.5005
>>4957
>just mass-murder in general, a sort of Postal/Hatred Doom.
So totally like Postal 1 right? That would be pretty damn cash money baby.
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No.5006
>>5001
Realistically, people would have complained about "muh diffculity :'(" if you got people who's first FPS wasn't Halo or CoD to make Doom 4.
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No.5007
>>5003
Good level design would at least made it more bearable. That Easter Egg were E1M1 is in the game just shows how bad its level design is in comparison.
But there's nothing you could really do about the clunky ass-backwards mechanics. How the fuck do you make the simple act of moving unfun?
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No.5009
>>5006
It's bullshit how you have to use marketing nowadays to justify having a game that isn't casual shit (you know like the Dork Souls maymay when they had the balls to be about as hard as any RPG made before the turn of the century, and still not as difficult as Kings Field)
>>5007
>How the fuck do you make the simple act of moving unfun?
AND THEY STILL TRIED TO SELL IT AS A FAST GAME TOO
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No.5016
>>5009
I've always retained that DaS was released in 2000 nobody would have batted an eye.
Casuals are so used to pisseasy games that when they play something that used to be average a few years ago; they flip out.
>AND THEY STILL TRIED TO SELL IT AS A FAST GAME TOO
That shit works on casuals, they honestly think that just because you're moving faster than you would in Gone Home, it's somehow a fast game.
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No.5017
>>5005
Yeah. The School's floorplan is nearly finished, I do need to get a monster and weapon pack for the .wad though. Can someone make one for me?
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No.5018
So, I've never made any maps for anything before and over the past few months, I've decided to fuck around in gzdoombuilder and create some simple levels for Doom 2. I've gotten feedback for it here and there and I just made some new changes to it.
I was wondering if anybody wants to test it out and give me their thoughts on it.
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No.5019
>>5018
Just upload it and post it here anon.
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No.5020
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No.5021
>>5020
>mega
Try using something like cuntflaps in the future.
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No.5022
And by "in the future" I mean now, because Mega doesn't work for me
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No.5024
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No.5026
>>5024
The first level has a serious ammo problem, I repeatedly found my completely running dry on UV.
I also noticed a missing texture at one point.
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No.5027
>>5026
The first level is supposed to be more of a 'apply chainsaw to demon's face' level. That's why the cacodemons are in there. I've only recently added added shotgunners. Before that, the only shotgun in the level was a secret.
Thanks for the heads up on the missing texture. Never would've noticed that.
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No.5032
>>5027
I have a weird knack for seeing glitches.
Also, I like the detail in the second level, although it certainly think it's too big.
I liked that little throne room you had.
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No.5034
>>5032
Thanks. I like to give rooms a vague purpose and sometimes I feel decorating the shit out of a room really makes for some cool things.
How did you do on health/ammo on the second level? I'm still trying to figure out good item placement.
I also notice that the Hell Knight lying there isn't a Baron, which only happens on lower difficulties. I should have mentioned in the download post, but I've mostly only designed the levels to be played on Ultra-Violence. I've semi-fucked around with making enemies for lower difficulties, but I don't know how it plays at all and I don't know if some health/ammo pickups accidentally don't spawn.
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No.5038
>>5034
>I also notice that the Hell Knight lying there isn't a Baron, which only happens on lower difficulties.
I replayed the map on a lower difficulty just to get that picture, I played it on UV first.
>How did you do on health/ammo on the second level?
All that seemed fine, I never ran out of ammo and health didn't become a problem. Granted, health never really becomes a problem for me because I've been playing Doom for near 20 years, but you get my point.
> but I don't know how it plays at all and I don't know if some health/ammo pickups accidentally don't spawn.
I didn't even try to finish it on a lower difficulty, I just went to the level via console, played up until that point to get the picture, quit the game and made the post.
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No.5039
>>5038
Ah, cool.
Any thoughts on the secrets?
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No.5041
>>5039
I actually didn't find very many on the second level, I think only one out of nine. I never really felt like I needed to go out and look for them.
I only found two on the first level, the armour and shotgun secrets. Like I said, I didn't feel the need to seek them all out.
I really liked the armour secret, it wasn't too obvious but it's the kind of place a veteran Doom player would look. I wasn't a fan of the shotgun one, though. It basically requires wallhumping to find, and that's exactly how I found it.
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No.5048
So, do any of you other anons make Doom wads?
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No.5053
>>5048
Nothing too special. I'm mostly a Quakefag but I love playing Doom wads and they are certainly plentiful.
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No.5054
>>4948
Alright, I've got the floor plan and some detailing done, the classrooms are bare and some other features are needed for the actual map. I might have other people do the classrooms in their own style. Here's a list of non-classroom things that need to be done:
>hallway lockers, a pistol and some magazines will be put here
>further additions to the "office" near the front
>hidden details(sound chambers, monster boxes, etc. etc.
Here's a semi-playable demo, all difficulties under ultraviolence are monster-less, as the monster placements are just to give the demo some gameplay value. The level can not be completed currently.
http://s000.tinyupload.com/index.php?file_id=00930748246120025541.
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No.5056
>>5054
Straight off the bat: the music needs to be changed. It has the generic MAP01 track and it completely ruins the mood.
You could even just have a fucked up distorted version of Running From Evil if you wanted, like this.
https://a.cuntflaps.me/admozf.mp3 I'm not saying to actually use that, I just made it as an example.
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No.5057
>>5056
Music will be done much later on in the project.
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No.5073
>>5057
So, what's the timeline for the wad? How long do you think it'll take?
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No.5074
>>4953
I was wondering if anyone actually saved the image I made, guess I have my answer
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No.5094
>>5073
I don't know to be honest. I need to do a lot of things before I can release anything beyond the bare level.
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No.5100
I've been playing this recently. Far from perfect but it's silly, hacked together, and really fucking funny. Rated W for Wumbo too.
http://www.moddb.com/mods/spongebob-doom-ii/downloads/spongebob-doom-ii-update
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No.5103
>>5100
I wasn't able to get past level 8 as apparently certain things weren't able to spawn according to console, but it just seems like a stupid joke wad.
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No.5106
>>5103
It is but it was pretty fun.
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No.5108
What are some megawads with fun weapons?
Nothing stupid or OP or anything like that.
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No.5109
I need some sprites for a beefed up version of the revenant.
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No.5110
>>5109
You could go into some detail on what exactly you want, anon.
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No.5113
>>5110
Much like how the hell knight is a weaker version of the baron, I think the revenant ought to be a weaker version of something else. Now, for something as unique as the revenant, I don't think a recolour would work.
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No.5119
>>5113
So something like this?
I know, he looks kinda stupid, but it's just an example.
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No.5120
>>5119
Not really. I'm thinking more bones, more armour, and a meaner looking demon skull.
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No.5121
>>5120
>more bones
I'm guessing you mean more limbs?
He looks fucking ridiculous, but is it somewhat on track? I'm not intending to do the entire sprite set, by the way. I'm just trying to clear up what you're looking for so if somebody does want to do all the sprites, they'll be able to do what you want.
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No.5122
>>5119
That actually looks kind of cool.
>>5121
>I AM BECOME REVENANT; DESTROYER OF WORLDS
His bones are huge, he looks like he could punch through walls.
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No.5123
>>5121
Yeah. Maybe swap the skull with a homing lost soul that he'll shoot out at death.
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No.5124
>>5123
He looks way too silly at this point.
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No.5126
>>5124
I don't know about that, I think he looks fucking awesome.
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No.5127
>>5124
I like how you added a red glow on his armour from his skull.
But why wouldn't you do an entire set? You don't seem bad at this.
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No.5128
>>5127
It would take far too long, and there would be no anatomical consistency between the different frames because I'm awful at that stuff. I'm intending these single frames to be mock-ups more than anything else.
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No.5132
>>53
Getting a 404 from that link, mind sharing a mirrror?
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No.5134
>>5132
Note the date, anon.
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No.5136
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No.5143
Any of you guys play DoomRL?
It's pretty fun. Works great with that random level generator mod.
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No.5170
>>5100
SHELL CITY IS A GIFT SHOP
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No.5185
Here's a quick look at an Aracnocide level I'm making. Play with Aracnocide for the best results.
https://mega.nz/#!y0kAAQqQ!b5BwNbV7njLPUGC2bRxlC02kwQflgZWu5kghe64ps1I
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No.5186
>>5185
>Aracnocide
I'd play it if not for the fact I own three pet tarantulas, two sparassidae and two jumping spiders
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No.5187
>>5186
>owning seven spiders
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No.5286
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No.5312
I'm starting a speedmap project on the other /vr/, and I decided to post here too. This is the rough draft of the document, but the guidelines won't change much.
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No.5314
>>5312
Alright, there's been a change of plans. Here's the new document.
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No.5358
What is the best megawad?
Any list I find online only lists meme-tier ones like BD.
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No.5380
How do I turn off mid-map autosaves and why is quick saving cancer
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No.5394
>>5109
What exactly were you doing that you needed sprites, anon?
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No.5586
>>5109
>beefed-up revenant
Amuscaria's got you covered, fam.
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No.5587
>>5586
And I'll just leave this here, for anyone who doesn't usually visit the /v/ doom threads.
http://8ch.net/v/res/11829979.html#q11919598
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No.5589
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No.5591
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No.5593
>>5591
Terminator DOOM mod WHEN!?
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No.5597
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No.5632
trying to find a .WAD I made as a teenager in the mid 90s. help me /vr/ you're my last hope. i thought the file name was something like 'g0-und1.wad'…
it was an arena style deathmatch map, or a shell-counting single player hoarde challenge. it had a large round outside/upper level. the inside was square and had 4 sets of triangular stairs down to the bottom. there was a pillar in the middle with megahealth or blue armor.
the overhead map looked something like pic related.
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No.5820
>>5632
faget
if that's the map you were looking for, it's part of r-green.wad dm map compilation and it's fucking shit, should've been ashamed of your map design my man
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No.5824
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No.5829
>>5820
That looks like nice oldschool map. From before doom mapping became pretentious dogshit circlejerk.
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No.5909
>>5820
no the inside of the circle was the part of the map. the dotted lines are walls with windows with buttons to open the doors and lower the powerups. would have been made in 1995-96…
i guess i'm going to try to rebuild it with some newer tool.
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No.5914
>>53
>>5017
Where are they.
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No.5947
>>7
I use brutal doom for the visual enhancements only. All the gameplay changes are trash. A good gameplay changer is Doom RL Arsenal
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No.5960
>>5947
You should try Project Brutality in Traditional then. That mode is the only thing keeping me from deleting it.
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No.5994
So what is the consensus over Ion Maiden, the prequel/spinoff/whatever to Bombshell?
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No.6001
>>5994
It seems like it hasn't released, or was it leaked?
I had lost hope earlier this year, glad to see it isn't abandoned.
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No.6016
Never forget the agony of Martyrs. The truth is out there. And I shall not be censored so easily.
Doom will live on.
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No.6093
anyone here doing a map for 300 minutes of /vr/?
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No.6164
>>5994
shit nigga this looks good i love build
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No.6168
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No.6193
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No.6355
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No.6363
>>6355
As if anyone actually posts here. It's a shame too, having IDs would really help to filter S'Arais and the other constant shitposters on 4cuck.
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No.6373
>>6363
I am sarais you fucking underageB&
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No.6423
>>6373
If anything, I, S'Arais, are one of the few people that are anti-shitposter in the cuckchan threads.
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No.6483
hi from /vr/
the BAD /vr/, HAH!
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No.6596
So it turns out James Paddock murdered Kate Fox.
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No.6644
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No.6678
any of you lads got some advice for someone who's just started making custom weapons
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No.6679
>>6678
forgot to turn trip off whoops
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No.6844
I thought he did it for the users
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No.7501
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