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/vr/ - Retro Games


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10000818 No.10000818 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9993234

DOOM/QUAKE/DUKE/64/HERETIC/HEXEN/UNREAL/SAM/HALF-LIFE/ETC
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct

SO YOU WANT TO PLAY SOME FUCKING DOOM
(or Quake, Duke, Marathon, Thief, Deus Ex)
https://imgur.com/a/wWS8zXz

Same thing, in video format:
https://youtu.be/ietb4JwaaXA
https://youtu.be/CGj4gXyCzg0

IWADs and more (>6 GB): https://mediafire.com/file/wuniyrhsjjgq4y8
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake Trilogy (2020-11): https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more):
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
More /vr/ shooters:
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Doom Shovelware:
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
Fileplanet archives:
https://www.quaddicted.com/files/mirrors/ftp.planetquake.com/
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/3t8nzSIS#947kyMN6Z80f8HS7q2XlqA

== INFO/LINKS ==
OFFICIAL DOOM WIKI
http://doomwiki.org/

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

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

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

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

MAKING NEW THREADS PROPERLY
https://pastebin.com/8mDnrsrB

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

OUR WADS
https://rentry.org/8ca3061522e0

OUR SRB2K SERVER (Kart Game in Doom), more info here:
https://pastebin.com/ZMjJyQE5

PLAY SOME RETRO FPS WITH /VR/:
http://clovr.xyz/

>> No.10000823
File: 236 KB, 1099x527, 1687072075410750.png [View same] [iqdb] [saucenao] [google]
10000823

=== CURRENT PROJECTS ===
A SERIOUS CASE OF /vr/
Rules: https://desuarchive.org/vr/thread/9611263/#9611406

FORE/VR/ ALONE (new deadline : June 30th)
Rules: https://desuarchive.org/vr/thread/9890843/#9896579

=== FINISH LINE ===
VIOLENT RUMBLE 2
https://desuarchive.org/vr/thread/9941667/#q9941720

=== NEWS ===
[6-19] ROTT: Ludicrous Edition Demo released
https://store.steampowered.com/app/1421490/Rise_of_the_Triad_Ludicrous_Edition/

[6-18] Anon attempts to back up every possible D2RPG comic
https://imgur.com/a/slxE9or

[6-15] CyClones set to be re-released on Steam & GOG this June.
https://www.gog.com/game/cyclones

[6-14] Anon brings in Doom mapping resources
https://mega.nz/folder/dTpB0CzR#vqy5NsldbETiTyIMH4YGmQ

[6-11] Deathmatch Dimension, A single player episode containing 10 maps inspired by the official Quake deathmatch maps
https://www.quaddicted.com/reviews/dmd.html

[6-10] Violetshift, 13-map wad inspired by Stardate 20x7.
https://www.doomworld.com/forum/topic/136502

[6-7] New ACE injection demo dropped.
https://www.doomworld.com/forum/post/2655386

[6-5] ROTT: Ludicrous Edition release on July 31, 2023.
https://www.youtube.com/watch?v=vRdZEY6EL5I

[6-1] Pandemonia updated to 2.4.
https://forum.zdoom.org/viewtopic.php?t=60984

[5-31] Duke Nukem Collections 1 & 2 announced for Evercade.
https://www.youtube.com/watch?v=jcuNpWd-G6g

[5-29] dsda-doom 0.26 now available with beta UDMF support
https://github.com/kraflab/dsda-doom

[5-28] Walpurgis 0.98 is out
https://youtu.be/ieMJf-BHTv4

[5-28] Corruption Cards updated to 5.0
https://www.moddb.com/mods/corruption-cards/downloads/corruption-cards-50

[5-27]Combined_Arms Gaiden upgraded to 2.1
https://combine-kegan.itch.io/combined-arms-gaiden

[5-25] Explore Jam 3 for Quake released
https://www.slipseer.com/index.php?resources/explore-jam-3.228/

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST

>> No.10000831
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10000831

>> No.10000834

Hey, I'm wanting to make a retro FPS based on IdTech2, what's the best open source sourceport to start from in your opinions?

I'm not wanting something with GZdoom level options, I just want something lightweight that'll run smooth on modern hardware

>> No.10000840
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10000840

Extra progress on the HDoom mancubus map, it's almost finished!

>> No.10000841

>>10000834
FTE or Darkplaces would probably be your best bet.

>> No.10000858

>>10000831
>greek archvile wants head

>> No.10000864

Who did death match areas inside single player maps better? REKKR or SIGIL, as Romero contends?

>> No.10000868
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>>10000831

>> No.10000870
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>> No.10000874

>>10000864
I've played Sigil's deathmatch maps and they're complete garbage. Three of them are almost identical copies to IWAD maps.

>> No.10000879
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10000879

I've been playing a lot of Quake lately, and I think I've realized it's most fun when you only have these weapons. The super nailgun and rocket launcher give the player too much power and range, which lets mappers start doing stupid shit that's not as fun as close-quarters brawls with the grenade launcher and double shotgun. Lightning gun is also fine as a panic button, because cell pickups are so much smaller than nails, you have to really pick and choose when to pull it and when to settle for the regular nailgun or grenades. When you can just rip apart a Shambler in seconds with the SNG and then get 100 nails around the next corner to refill so the map can hit you with another two Shamblers and a Vore, those sorts of encounters just become busy work.

>> No.10000896

>>10000879
This guy fucks.

>> No.10000904

>>10000879
I prefer the super nailgun because it looks like a minigun. I always thought the lightning gun was lame as hell I find myself switching between rocket launcher, super nails and super shotgun most of the time.

>> No.10000905
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10000905

>>10000831
>arthritis forever

>>10000864
SIGIL's are awful, aside the IWAD remakes, one of them is literally pic related

>> No.10000918
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10000918

>>10000823
Here's my proposal for the menu logo considering we're going to use some bits of greek and japanese style I guess. I also re-used that broken heart picture from the old logo. Any feedback would be cool.

>> No.10000919
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>>10000905
>megawad

>> No.10000921
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10000921

>>10000818
>shaking out the last drop

>>9998835
Oh, no grudge on my part. I'll say I didn't deserve a LITTLE of the shit a few people have spouted, but in large part I have still earned MOST of the flak for how slow and quiet development has been.

Early June was me overestimating myself, again, and while I couldn't maybe outright promise late June (somewhere into July is likely), I am actually getting fairly close to done. Still cursing Doom's palette, but also still dealing with it.

>>10000485
I understand that it's supposed to be close, but MBF21 still has a lot of that DeHacked baggage, and there's some ideas which were nixed early on because they're not doable, or not easily. I've mostly put off doing any of that myself to focus on the other parts.
I've found myself banging my head against the wall for a few things which I could have learned to do by myself, such as MIDI, but the fact that I've focused on graphics, sound, and UDB for all this time, and that I've gradually improved my work and its flow, is probably why I've even gotten this far now.

I'll probably futz around a bit with stuff like DecoHack and MIDI after all of this is finally over. Maybe slightly hesitant about DecoHack itself, as I've seen vague mumbles by various people about implementing some sort of low level, demo compatible form of Decorate proper for whatever is going to follow MBF21 some day, but who knows when or if that'll be.

>> No.10000924

>>10000918
Unbelievably fucking good looking.

>> No.10000927

>>10000879
Quake's weapons are just kind of shit honestly. The axe has no weight and is nearly useless, the regular shotgun is a complete joke vs half the enemy roster unless it has quad, the regular nailgun is literally useless after finding SN, etc. You play Quake for the atmosphere and level design. The weapons are probably the worst thing about it, and even the ones that are effective still feel kind of limp and soggy to use.

>> No.10000930

>>10000831
>brutal difficulty needed

>> No.10000932

>>10000927
This guy doesn't know shit about video games.

>> No.10000935

I think Quake's shotguns are fine, and I love the Super Nailgun and Rocket Launcher, they're the most fun. Axe is dogshit though, they should have mirrored Doom with how you could find a level-lasting powerup which makes it more powerful or something, or maybe let you use it to dispose of downed zombies.

>> No.10000938

>>10000927
>the regular shotgun is a complete joke

shotgun is useful if you dont want to waste ammo finishing off enemies or takeing them down from afar.

>> No.10000941

>>10000918
YEEEEEEEEAAAAAAAAAHHHHHHHHH amazing.

>> No.10000942

>>10000935
Drake actually has that in the form of the berserker helm. It ups your melee damage and regenerates hp on every hit. Couple this with the chainsaw and it's fun as fuck.

>> No.10000946

>>10000932
This guy has sex with his own ass

>> No.10000947

>>10000935
I don't get the whole thing of the axe killing zombies that AD seemed to start. The whole gimmick is that they can only be killed with explosions, so there's at least some risk in dispatching them if you aren't keeping distance. Letting them die from the starter melee weapon makes them less of a threat than they already are, and walking around chopping harmless, sleeping corpses in the multiple AD maps that do it is boring.

>> No.10000949
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>>10000904
The axe could use some love and the ng/sng dynamic can be weird, but I otherwise think the weapon roster has a nice balance. My own issue is the super nail gun feeling more satisfying to use than the lightning gun, and it could be my least favorite "90s idsoft super weapon".

>> No.10000954

>>10000870
I was wondering why voxel doom feels so chonky if it's just recreations of the sprites and >>9996107 might be the culprit

>> No.10000958

>>10000949
The lightning gun doesn't really do much to stand out from the SNG anyway. It's stronger and has a shorter range, and there's the funny underwater trick, that's about it. I like how Copper tries making it like the BFG, in that its "full potential" is unlocked with good positioning, letting you combo damage through multiple enemies.

>> No.10000960

Not sure if it's been mentioned or is of interest, probed the exe for the new ROTT demo, they added some new cheats to this release
>\demi, mrbuddha: Demigod mode, player can't go below 1HP.
>\ole, eggcide: Oscuro Lays Eggs! Destroy all eggs in a level.
>\net, netme: Get caught in a net.
>\stab, knifeme: Give yourself a knife.
>\clip, spispopd: "No Clipping" mode.
>\iiam, pinkflyer: "No Target" mode.

And some new command-line args, though they're more or less blocked off in the demo release.
>-skipmovies: Skip Movies
>-connect <room_code>: Connect to an online lobby by room code.
>-host: Host an online lobby.
>-connectLAN <address>, Connect to a LAN game by address.
>-hostLAN: Host a LAN lobby.
>-filertl: Load an RTL campaign levelset on boot.
>-filertc: Load an RTC battle levelset on boot.

You can also load SF2/WOPL/OP2 files by using the following console command, looks like either SF2 isn't fully implemented or the file they have doesn't work. There's four of them in the KPF file.
>opl_pathfile

Finally, you can patch a few bytes in the main exe and it'll load a full game file containing the rest of the game's levels, doesn't fully work but you can load levels as well as a changelog compiled into the executable.

>> No.10000961

Can someone explain the difference (if there really is one) between "mods" and "maps"?
Multiple places (including DoomRunner, which is pretty dope now that I have things mostly set up how I want them) make this distinction but it seems like most (all?) sourceports don't. It's basically just "give me the iwad and then give me X number of additional wads/pk3s/etc. using the -file flag".

>> No.10000962

>>10000960
Whoops, meant "opl_patchset" not "opl_pathfile"

>> No.10000971

>>10000961
Generally, maps don't change the gameplay while mods do. Although they're usually used interchangeably. There are also lots of mapsets that make gameplay changes but are packaged in with their maps and aren't something you can readily use on its own.

>> No.10000990

>>10000921
No one really believes your
>just two more weeks guys trust me
bullshit anymore so at this point mentioning deadlines is a giant waste of time. It seems that you're allergic to the concept of deadlines anyway. Just deliver eventually without pressuring yourself with a deadline, as no one is going to believe it to begin with. Alternatively, which is what should have happened by now, be a fucking man and know when to quit. There's no shame in admitting you are not fit to do something or that your ambitions were too big. I've been there myself. The shame lies entirely in constantly bullshitting yourself and blueballing others for months. Instead of self-deprecating and whining about muh flak and how you deserve it, how about you stop being a faggot and get your shit together for once? Maybe work on that next after this project once it's out. I'm not even remotely interested in the project itself, but I've been observing the whole debacle for a while now as a lurker, and I can say I have no fucking idea how anyone could have a non-zero amount of respect for you when you have no respect for others or yourself apparently. Conveniently add this post to the list of shit you didn't deserve, or grow a fucking spine and take the time to reflect on it. The choice is yours.

>> No.10000993
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>>10000918
This is really cool, and combines both themes discussed here perfectly. I do miss the overly colourful palette, but this is a good trade-off. You are missing the の character which was coloured yellow on the previous version tho.
Also, unless someone has a TITLEPIC and other graphics resources ready, I guess we are going with the Japanese/Greek Waifu theme.

>>10000840
damn, you'll have two maps done by the time I even post a playable version of mine.

>> No.10000996

>>10000971
A lot of the ones that do, fall somewhere in the region of being a partial conversion,

>> No.10001002
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10001002

>> No.10001006

>>10000996
Just as an example, I wouldn't count any of Skillsaw's wads as partial conversions.

>> No.10001010

>>10000831
>dont fail

>> No.10001015 [DELETED] 

>>10000990
you're replying to a redditspacer dude
what do you expect?

>> No.10001024

is there a way to bind a key to toggling full mouselook in gzdoom instead of having to hold down a key while you do it?

>> No.10001025

>>10000993
>You are missing the の character which was coloured yellow on the previous version tho.
No biggie, I can fix that later. I used some anon's .psd from the last thread as a basis which it didn't came out with that character at all.

>> No.10001026

Is pandora's box supposed to kill everyone on the map? i barely killed 200 enemies out of 900 and after triggering the box all i was finding was corpses

>> No.10001046

>>10001026
Yeah. Completely intentional. I may have to add a flag to only do that for resurrected enemies instead of all of them.

>> No.10001049 [DELETED] 

>>10001015
Weak argument, but I see your point.

>> No.10001053

>>10000918
looks like something straight from an arcade game which is cool, good job

>> No.10001067

>>10001026
>>10001046
Weird. I'd never actually noticed that before. But I've only been though two Boxes.

>> No.10001071

>>10001067
I added it so you don't have to go through the effort of cleaning up the map after a huge fight, but I didn't consider the box getting deposited to the fuck all dimension early on. I always open it last after I've figured out a good place on the map to fortify in preparation. Gonna have to take a look at this later.

>> No.10001079

>>10000990
I wouldn't have even been upset if there was some transparency and proof of the thing actually being worked on. As of now we know of a plasma gun sprite and final boss enemy, and that's it. Just words.

>> No.10001081
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10001081

I've been told for a long time this game was bad but I enjoyed it and I like the humor. Do I just have shit taste?

>> No.10001084

>>10001081
I remember playing and enjoying it years ago. My only problem with it are the horrible levels and graphics.

>> No.10001090

>>10001081
A lot of that seems to be people sourcing opinions from youtubers.

It wasn't exactly a great game, it had a fucking lot wrong with it, but it was still passable enough to play and have some fun with it.

>> No.10001091

>>10000927
This fucking guy.
>>10000879
I think the super nailgun and rocket launchers should be used for climactic encounters, otherwise I agree completely. I also agree with somebody else that id should have included a berserker pack type item, but I love using the axe to style on near death enemies. Quake, with the right level design and enemy placements, hits a really fantastic rhythm of gameplay that surpasses Doom at times.

But in terms of custom maps, the more I play them, the more I realize that most of the Quake community old and new seem very preoccupied with making really easy maps. You can find SHITLOADS of challenging megawads out there, but Quake only has Warpspasm, Something Wicked, Ter Shibboleth, maybe four others because people just want to make pretty maps with unchallenging gameplay. /rant

>> No.10001095
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10001095

>>10000831
>another almost updated finally

>> No.10001107

>>10001081
LithTech 1 is a dog to get running properly on modern systems, and Blood 2 is the weakest LT1 game, but Monolith were still competent enough developers to get something OK out despite their crunch and rush.

>> No.10001108

>>10001081
Did you play on easy? If so that probably helped
The harder difficulties make it waaaaaay worse than it needs to be

>> No.10001128

>>10001107
>and Blood 2 is the weakest LT1 game
Only if you go out of your way to not count Might & Magic IX.

>> No.10001153

>>10000818
Just a heads up for those who wants to work with quake 2 very soon
Wally and wad2wal works on Makkon's alkaline textures on the sheep's domain

give him credit after converting all of it to .wal

>> No.10001157

>>10001128
That's on Talon rather than 1, isn't it?

>> No.10001187

>>10001157
Nah, it was on 1.5.

>> No.10001247

>>10001108
I did it on suicide mode. But yeah the enemies have annoyingly preternatural reaction speeds and aiming skill. But at least they don't rip half your health out in one hit like cultists. To be honest the worst thing is how overly dark the levels are, it's either 'dark' or 'washed out'. They put a flashlight powerup item in but honestly they should have just made it permanent

>> No.10001253
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10001253

First stairs I've ever created and I think they look good

>> No.10001284
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10001284

claiming maki for the fore/vr/ alone project!

>> No.10001314

>>10001284
Didn't they already have 32 maps? Wouldn't be a problem with UMAPINFO, but it's Boom, right?

>> No.10001319

>>10001187
I'm seeing contradictory reports, Wikipedia says 1.5 but PCGW says Talon. Doesn't matter, I ain't reinstalling that piece of shit to check.

>> No.10001321

>>10001314
shit do they? i already started working on it too

>> No.10001325

>>10001314
400 minutes went over 32 maps, it goes from 29 to 31 to leave the icon of sin in slot 30

>> No.10001327

>>10001314
In order: no, no, yes

>> No.10001328

>>10001314
I counted 29 maps but I'm bad at counting

>> No.10001465

>>10001128
Blood 2 gets extra points for being a particularly bad sequel to a good game, in addition to being trash in a vacuum.

>> No.10001517

>>10001314
UMAPINFO isn't tied to MBF21, it was just introduced at the same time, so if you demand MBF21 it's guaranteed to be supported. But it works on any format.

>> No.10001520 [DELETED] 

>>10000000
there's no digits on /vr/ right?
>>10000001

>> No.10001532

>>10001253
They look good, but turning the corner will be awkward with that corner bulging out.

>> No.10001542

>>10001253
You are probably better off not using texture with strong borders or add extra sector looking like something else to the side.

>> No.10001547

>>10001465
Even with that criterion in play M&M9 would still "win" for taking a successful RPG series and piledriving it into the grave.

>> No.10001579

>>10000960
>Spoiler
Wait, does the demo version includes the full game that's just inaccessible?

>> No.10001582
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10001582

>>10001081
>caring about what the internet says about things you like
maybe you do, just not in a way you thought.

>> No.10001587

>>10000831
>love game
>playing doom
:)

>> No.10001594

>>10000818
>Quake Trilogy (2020-11): https://pastebin.com/Ucb11XhU
Should be updated to include Ironwail. And the soundtrack in id1/music is the wrongly de-emphasized version; the official Quake soundtrack on YouTube proves that it's meant to sound sharp and harsh.

>>10000927
Debunked, sweaty.
https://danboland.net/2021/08/21/are-quakes-weapons-weak.html
Compared to Doom, Quake weapons generally have lower TTK but greater ammo consumption.

That said, most id shotguns feel good to use. Doom's shotguns fire slowly but have great animations and sounds. Firing Quake 1's shotguns are as satisfying as firing the auto shotgun from CS. Quake 3's shotgun is straightforward and well rounded, 100 damage per shot, 1 shot per second. Even Doom 3's shotgun would be almost as good if not for the ridiculous spread.

>>10001091
>Quake, with the right level design and enemy placements, hits a really fantastic rhythm of gameplay that surpasses Doom at times.
I find that the instant weapon switch, weapons all having a high firing rate, and the less floaty movement play a huge part in this. Doom is also fun but the sluggishness of certain things like the floaty movement, and the rocket launcher's firing delay and autoaim can be mildly frustrating sometimes.

>> No.10001596

>>10001547
Didn't just kill the series, it killed the company behind it too.

After that Ubisoft got their hands on it.

>> No.10001605

>>10001596
The company behind it would've died anyway even if M&Ms 9 was a success. They were having a really bad time even before that game, if memory serves me right.

>> No.10001612

>>10000879
>>10000927
Upvoted.
IMO the common mods that add/modify the weapons are almost always more fun than the default roster.

>> No.10001613

>>10000947
Zombies in a large group still pose some risk with the axe, since you're up close. I agree it's pretty weak, if the axe was slower and the zombies moved quicker i think that would work better in AD - more risk of getting swarmed.

>> No.10001620

>>10001605
>check M&M9 release year
>2002
>same year as HoMM 4, same day even, if wikipedia is to be believed
Yeah, 3DO was super dead at that point.

>> No.10001678

>decided to make an archvile sprite edit
>opened SLADE to rip the sprites
>instantly realize the price I'll have to pay for my hubris

Is the archie the only monster that has an attack with all 8 sprite rotations?

>> No.10001681

>>10001678
No, but it's only for big monsters like the Cyberdemon.

>> No.10001690

>>10001678
I think most of those who swing arm around do, but I'm not going to check.
Arch-vile has extra frames due to resurrection.

>> No.10001719

>>10001678
Console and then frustrate yourself with how it mirrors its three walking frames in reverse to make a full walk cycle.

>> No.10001797
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10001797

>>10000918
>>10001025
Man, I'm swept off, that was unexpected. I was having trouble putting の character anywhere in the open without the picture becoming too busy looking, that's how it ended up in the background with bright yellow color. Grammar anon also advised putting さ particle at the end, but ultimately I abstained from it in favor of visual composition. Besides, it plays on illiteracy that majority of pretentious wapanese have.

https://files.catbox.moe/4azddm.zip here is the latest point I was working on, nothing of much of use but it has cleaned up Pygmalion pic. If it's to be used somehow, I reckoned giving it additional flair in form of edits is warranted to bring it closer to project's theme. But in which way, that I haven't decided yet.

>>10000990
>I have no fucking idea how anyone could have a non-zero amount of respect for you
I could, he put a bold stroke in defining the character of 2048 units and Ad Mortem, so I know he's capable of putting his mind into something he loves and delivering on it. I could go as far as to say that 2048 would've been more of another unremarkable restriction-based project without the weapons, and WWII firearms are the single big connection Mortem has with culturally significant horror classics. As a matter of decency, this effort and dedication are at least worth acknowledging. No one spurred him into it or paid him, he hasn't made any possessive claims as I'm aware, and no one keeps any expectations for Protons outside this place - with the exception of a couple of shitnuggets not missing the opportunity to shittalk someone they don't know along the way.

Although, regarding your bigger and fairer sounding point, having a clear mind on things is something I'll get behind. It's reassuring to hear that he's finally in tandem of helping hand and there's a prospect of letting it go in good conscience. Video games are not something to take your life over and lose heath.

>> No.10001831

Ion Fury put out another game design news post, this time covering colour, lighting, objects, etc. Plus some Aftershock shit.
https://store.steampowered.com/news/app/562860/view/3691310299711896924
Part 1 for completeness, mostly talking about gameplay stuff: https://store.steampowered.com/news/app/562860/view/3664276023011887311
Possibly of interest to Buildfags.

>> No.10001834

Yo, Chiaki map dude, don't know if you saw my post, but the PE room fight was broken for me on your latest upload, the enemies didn't spawn.

>> No.10001835
File: 244 KB, 484x741, fillherup.png [View same] [iqdb] [saucenao] [google]
10001835

Almost there

>> No.10001872

>>10000935
>Axe is dogshit though, they should have mirrored Doom with how you could find a level-lasting powerup which makes it more powerful or something
I just wanna say for anyone passing through who hasn't yet played classic Serious Sam yet: don't use the knife. It's overtuned, completely shits damage out but removes a lot of strategy from those games. No idea why croteam did that. Later games attempt to mitigate the issue by doing things like making enemies attack faster.

>> No.10001882

>>10001872
But the knife is fun.

>> No.10001895

>>10001579
No, it works with the original game files, if you drop game files from the full game or the full shareware episode it states "cannot load this in demo version" and patching that out lets it load albeit some things like the JSON needs to be modified too due to the changes they made in how it loads the order of levels however it can work without doing that. Though regardless completing any level dumps you back to the title so you can only pistol start, but you can do the level change cheat.

>> No.10001906

>>10001882
I agree. It just trivializes some of the encounters when you realize its utility.

>> No.10001908

>>10001797
>and no one keeps any expectations for Protons outside this place - with the addition* of
Couldn't phrase it better, as I tried to say that the local minority of trolls also don't care

>> No.10001909

>>10001906
Oh yeah, for sure. But you do put your ass at risk seeing as it's a melee weapon and the rate of fire isn't too fast. Really it's best when you slash up single targets.

>> No.10001917

>>10001835
Nice.
When do you think it'll be ready? Thursday?

>> No.10001938

>>10001834
Yeah I've seen the post. I'm curious why would this happen. I haven't tested it in GZDoom, but don't see any immediate reason why the fight wouldn't work. I'll check it later.

>> No.10001950

>>10001834
>>10001938
EDIT: I've quickly checked out the map and it seems I really have screwed something up?? The fight doesn't work in prboom either.
I'll upload a fixed version later today.

>> No.10001958
File: 3.78 MB, 1280x720, 1666843903377851.webm [View same] [iqdb] [saucenao] [google]
10001958

Re:Mobilize is so fucking refreshing. The designs on these levels are so fucking awesome.

>> No.10001967

>>10001831
Cool. Looks like the crossbow was initially going to be the shotgun and rocket launcher, I think I approve of the direction they ended up with with how fun the shotgun is.
>>10001909
It was my “kill gnaar” reactionary weapon slot, and still kind of is when playing the newer ones. It mirrors my relationship with pinkies after I’ve grabbed a berserk kit.

>> No.10001976
File: 253 KB, 1047x517, kkmap.png [View same] [iqdb] [saucenao] [google]
10001976

I know I never actually formally submitted my map for Fore/vr/, but just to avoid confusion for anyone keeping count of the maps, this one's not going in.

>> No.10001998
File: 143 KB, 1920x1200, Untitled.jpg [View same] [iqdb] [saucenao] [google]
10001998

>>10001950
Maybe it's because they are outside the area they are supposed to spawn at? They are here at level start.

>> No.10002002 [DELETED] 
File: 24 KB, 420x315, kys.jpg [View same] [iqdb] [saucenao] [google]
10002002

>>10001015
Redditspacing?

This is Redditspacing.

As in, you linebreak every single time you end a sentence.

Like this.

See how there's no paragraphing at all?

It's all just smeared out like shit?

It's really fucking annoying to read text formatted like this.

No goddamn idea why cancerous newfags like you call it Redditspacing though, because you can go and look at screencaps and archives of 4chan posts from the early 2010s and the 2000s and see people format their text exactly like this.

People don't format their text like this anymore, thankfully.

But inbred retards like you, looking for something to complain about and something to assert yourself over, will call any kind of paragraphing or linbreaks of any kind, in any context, Redditspacing.

It's because when the doctor delivered you, he also pulled down his pants and fucked you in your soft spot before handing you over to your slovenly pig of a mom.

Now please go ahead and drop your favorite basedjak or tl;dr in response, so I can tell you to kill yourself, or tell you to go back to /v/ (which is worse).

>> No.10002015

>>10001071
The cube has been “luckily” dropping in Eviternity levels with the death exit where it will then disappear. I’m starting to miss the rush it brought about in BTSX and when I tested the mod through TNT.
>>10001958
The hooking I’ve done through Drake has been fun and all the hooking in Violent Rumble was amazing. I’m looking forward to REMOB a lot, but I have to beat Something Wicked first.

>> No.10002025 [DELETED] 
File: 147 KB, 500x583, 1270736470952.jpg [View same] [iqdb] [saucenao] [google]
10002025

>>10002002
I think calling out "reddit spacing" wrong was a meme... or maybe it was the original meme that newfags didn't realize was a meme, and started parroting unironically.
Either way, it's just a cancerous newfag shibboleth at this point.

>> No.10002030 [DELETED] 

>>10002002
First I thought he was referring to MySpace or something, eternal summer is eternal.

>> No.10002032 [DELETED] 

>>10002002
>keeps redditspacing
didn't read

>> No.10002046 [DELETED] 

>>10002002
I think you're right, anon, but!
>tell you to go back to /v/ (which is worse).
That's pretty fucked up, anon. I think it be less fucked up to tell him to get raped by a dog.
>>10002032
you're trying too hard, newfag

>> No.10002051

>>10001976
>this one's not going in.
What do you mean?
Can we at least play your wad?

>> No.10002063

>>10001314
>>10001325
I'm confused. Does this mean it matters, or it doesn't?

>> No.10002102

>>10002051
The waifu in question is a vtuber and I got second thoughts about the map because the whole concept and the visual gag is kind of gross and incredibly specific reference I found a bit disrespectful. I wouldn't want it into any project.

>Can we at least play your wad?
It's just a short shitpost really so nothing of value was lost, but sure. I also caught up a bit on newer submissions and they look great. That's another kind of self-critical reason I wouldn't want it in.
https://litter.catbox.moe/d7seki.wad

>> No.10002147

>>10002102
It's all good, thank you for letting play it.
Don't sweat it, even if the reason was just cold feet I think everyone should respect your decision.

>> No.10002153
File: 33 KB, 418x499, 9bf039a2293e19695a2a7e836c04ba74.jpg [View same] [iqdb] [saucenao] [google]
10002153

>>10002063
>>10001314
It doesn't matter if the wad has 12 or 54 maps, they are all going in as long as they are submitted.

>>10001976
Noted.

On the horse problem, I went back to search for the post claiming the purple one in the archives, but I can't find neither that post nor any that mentioned problems that anon would face posting progress with GR 15. Does anyone has a working link to those posts ?

Claimed and left
Anon - Jenny (Teenage Robot)
Anon - Maki Nishikino (Love Live)

In limbo
Anon - Other Animal (My Little Verboten) ?

Shown something
Anon - Betty Boop

Mapping started and shown in thread
Anon - Olga Discordia
Anon - Mikazuki (KanColle)
Anon - Madoka
Anon - Maka Albam (Soul Eater)
Anon - Hatsune Miku
Anon - Goblin (started as Bara Baron)
Anon - Alice (Touhou)
Anon - Shanalotte (Dark Souls 2)
Anon - Filia (Skullgirls)
Anon - Mordred (Fate/Apocrypha)
Anon - Mancubus (HDoom)

Maps delivered
Anon - Outis (Limbus Compagny) - Outism
EyeballTank - King Cai - Eto
GuyWithTeaCup - Toph - Dirty Foot Canyon
Hand-peeled - Madotsuki - Sleep Tight
Anon - Curly Brace - Robutt
Anon - Taihou (Azur Lane) - Red Boat
Anon - Merula (Hogwarts Mystery) - Can I Slither In?
Anon - Daina's Ass (ass only)
Anon - Chiaki Nanami (Danganronpa) - Thousand Autumns, Seven Seas
Anon - Shantae - Half-Genie in a Bottle
The Great Swamp Witch Metallia - Viscole Dotrish - The Amataya Inquisition
Accensus - Akasha Bloodriver (Rosario+Vampire) - Bloody Seasons
Anon - Rainbow - Rainboom
Anon - AK-15 (Girls Frontline) - Panacea

lazy lead
me - Witch (Puyo Puyo) (still not even done with a basic layout)

>> No.10002158

>>10002153
not sure if this starfox anon was sincere
https://desuarchive.org/vr/thread/9986256/#9991154

>> No.10002162

>>10002147
>It's all good, thank you for letting me* play it.
I swear to god as time goes on I'm becoming more and more brain-damaged.

>>10000918
Didn't respond but pretty cool by the way.
>>10002153
I believe in you, anons! You can do it for her!

captcha:gayytv

>> No.10002214
File: 56 KB, 622x814, 2488bcc14df965906851cbcf35bc61f94c2e34be_hq.jpg [View same] [iqdb] [saucenao] [google]
10002214

>>10001998
Ah, thank you for the nice catch. They must have gotten loose while I was adjusting the geometry.
I've fixed the bug in the new version of the map. It also fixes the bug where one of the monsters in the final fight would sometimes not appear if you rushed through the blue key area too fast.

https://files.catbox.moe/dnziwg.wad
>>10002153
>Anon - Chiaki Nanami (Danganronpa) - Thousand Autumns, Seven Seas
Please keep in mind my map has been renamed to "Trapped by the Ocean Scent".

>> No.10002216

Is there a version of Smooth Doom that is compatible with PrBoom+?

>> No.10002219

>>10000868
the word cloud knows all

>> No.10002224

>>10000918
i like it

>> No.10002230

>>10002216
Yeah. Vanilla Smooth, but it's only for weapons.

>> No.10002242

>>10002230 I see. Thank you.

>> No.10002245
File: 265 KB, 621x701, fillherup.png [View same] [iqdb] [saucenao] [google]
10002245

>>10001917
the art part? Yeah
Gameplay wise? Nah.

>> No.10002261

>>10002245
I was making a thicc filia thursday joke never mind

>> No.10002262

>>10002216
Vanilla Smooth Doom, uses vanilla-compatible dehacked and as such only does the weapons (take a guess why):
https://www.doomworld.com/forum/topic/102462-vanilla-doom-smooth-weapons/

Black Ops and SMOOTHED, uses fancy dehacked which requires at least a port with the relevant limits raised high enough, this should include all the major ports at this point. (Unsure if this includes PrBoom+um, haven't tried it)
https://www.doomworld.com/forum/topic/84859-black-ops-smooth-weapons-dehacked-mod/
https://www.doomworld.com/forum/topic/85991-smoothed-smooth-monsters-for-doom-retro-and-crispy-doom/

>> No.10002268
File: 3.27 MB, 1280x591, 1671488577056772.webm [View same] [iqdb] [saucenao] [google]
10002268

Quake's a fun mobile game

>> No.10002290

>>10002262
>(Unsure if this includes PrBoom+um, haven't tried it)
Addendum: Seems to work fine

>> No.10002343

>>10002268
There was someone a long time ago posting screenshots of what I think was Hideous Destructor with Freedoom on that one Android port. I don't know how much dedication (or self-hatred) you'd need for that, but Godspeed.

>> No.10002354

>>10002343
It's better than playing FPS on a controller and there are millions of people doing that.

>> No.10002380

>>10002262 >>10002290 Great! Thank you very much!

>> No.10002403
File: 749 KB, 792x577, kaboom.png [View same] [iqdb] [saucenao] [google]
10002403

>>10000009
>>10000150
upd8:
froze while claymoring a couple of revenants to death on map03 of community chest 3, one of them with a white shield.
reloading the save and trying again fixed the issue for now. the expedition continues.

>> No.10002419

>Early Quake releases had pre-emphasis flags on the CD music, later releases did not
>The official standalone soundtrack release is definitely not "de-emphasized"
>The soundtrack has de-emphasized applied in Quake Enhanced anyway
How does this happen?

>> No.10002446

>>10002354
I think it's bearable. Doom locks your view down and uses the auto aim for vertical shots, so if you've got a good twinstick gamepad it actually adapts well. Wolfenstein 3D adapts even better.
I've never tried it, but some people claim that gyro aiming is a good substitute for mouse turning.

>> No.10002457

>>10002446
>so if you've got a good twinstick gamepad it actually adapts well.
A trackpad / touchscreen is infinitely better than analog. It offers 1:1 mapping to movement like a mouse. Sure, your thumb isn't as accurate as a mouse, but analog is objectively broken for controlling a POV.
Even better if the Y-axis is locked like doom.

>> No.10002463

>>10000918
this is good shit, nice job!
>cracked marble, red and gray only palettes
wait I think I recognize this artstyle.. i hope i'm not wrong but if you're vaeros, you think you have some time to draw a doomguy protecting his dakimakura from the demons? that would be fucking cool from you cuz i liked the bossback art you made for 2048vr and some of the stuff from ad mortem

>> No.10002479

>>10002403
>one of them with a white shield
The suspect list shrinks. I'll take a look later. Thanks for the report. If possible, please note if there are other instances of cloaking/god shields around when it freezes. I'll rework how those shield effects are distributed because the implementation is rather flawed.

>> No.10002483

>>10002419
Idk but I just use the pre-emphasized version. It just sounds right.

>> No.10002489

>>10002354
It's honestly not the worst platform for playing Quake if you're not playing multiplayer. One of the first things I do with every Android phone I get in the past 15 years is load up a port of Quake on it.

https://youtu.be/KR0SVLXxW48

This was really impressive for 2008, with the keyboard and trackball that was built-in it was really like having a full PC in your pocket. It's too bad the Android software scene's been entirely co-opted by pajeets, chinks, and gacha/freemium scams since then.

>> No.10002492

>>10002479
i`ll be sure to delve deeper and come back with what i can find when i`ll have the time. thank you for the efforts.

>> No.10002512

>>10002483
It's fairly obvious that the pre-emphasis flags were added erroneously, since CD pre-emphasis was a weird thing that was done only on a scant few early CDs and certainly wasn't being done as late as 1996, which brings me to the fact that it just sounds fucked up and muffled with de-emphasis EQ applied, and furthermore doesn't have a sound signature like anything that Trent Reznor had produced up to that point

>> No.10002515

>>10002492
No problem. We'll figure it out eventually. I looked at the code and I don't see anything that could cause any sort of infinite loop. Others, myself included, most definitely would have caught it by now if it was related to shields due to how common they are. Just to be sure, I'll boot up MAP03 of CC3 later. For info's sake, what's your load order this time around? And if PM is included in it, are you playing with the latest github build? Cause I know Project Malice has some super ancient release that may or may not be fucky.

>> No.10002521

>>10001895
Interesting. Thanks for the details, anon.
>>10002489
That's pretty neat.

>> No.10002548

>>10002515
it`s just cc3 and ds, in that order. the group of enemies consisted of 2 revenants and an archvile behind them, in a short hallway right after a larger cave with a mancubus and a hell knight.
and just in case, the ds release is from 2 days ago.

>> No.10002559
File: 968 KB, 1280x720, doom00.png [View same] [iqdb] [saucenao] [google]
10002559

https://litter.catbox.moe/y425dn.wad
I have an update for the Visco map. Using some very janky voodoo scripts courtesy of a friend, I managed to implement flooding one of the rooms instead of just raising lifts like the previous version.
During testing some earlier drafts of the scripting worked on PrBoom and GZDoom but not Nugget, so I'm very concerned about it working properly on various ports. It's currently working on all three, but I would really appreciate feedback from anyone using a different port, even if only to confirm it does work as intended.
The properly working script should flood the room uniformly up to the highest few steps, but not actually reaching the upper floors, as shown in the screenshot. The secret switch should also drain a specific section while raising a dam.

There's also some more minor and mostly visual tweaks, but there's still placeholder and undetailed parts.

>>10002153
It didn't occur to me until after I made the post, but if you intend on giving credit to the maps on the intermission like some megawads do, shorting it for my map to simply "Metallia" would be fine and probably look better. I mostly did the the full GREAT SWAMP WITCH routine as a joke for the post itself and credits file without considering that. Even for the list itself I'd rather the game (The Witch and the Hundred Knight) be credited than just doubling down on the credit joke.

>> No.10002563

My "waifu" map has a secret that can only be found with mouselook, is that ok or should i change it for the purists?

>> No.10002573

>>10002548
Alright, at least the chance the ball is in my court is 50%. Has this happened with any other non-CC mapsets? I know the mapset shouldn't matter but I'm poking at everything just to be sure. If so, then the chance goes up. Also which version of GZDoom and what OS? I know the Linux builds have been fucked for a friend of mine so I am not excluding this being a GZDoom problem in one way or another just yet.

>> No.10002593

>>10002573
last time it happened on cchest4, i don`t remember well what i played before except for augzen and older extermination day. but then i used other mods, including the accursed pandemonsters and nashgore.
i am on win10, GZ version is a 4.11pre-178g39cea95db, though it did freeze on one of the previous 4.11 betas and 4.10.0 as well. i think, it would be pretty embarrassing otherwise.
will try a different mapset next time.

>> No.10002606
File: 67 KB, 500x663, 83549873.jpg [View same] [iqdb] [saucenao] [google]
10002606

>>10000818
does anyone remember that doom2 wad where you can play as the columbine shooters? some areas gave me a liminal space vibe lol

>> No.10002615

>>10002593
Try the latest devbuild just in case. The one you're using is from over two months ago.

>> No.10002619

>>10002615
sure, will keep it in mind.

>> No.10002654
File: 976 KB, 1920x1080, doom04.png [View same] [iqdb] [saucenao] [google]
10002654

>>10002559
Pretty cool map, the scripting worked on dsda, but to no surprise given you already tested on PrBoom. Is the whole castle side of the map meant to be optional ? I will edit the credits for a shorter name in the intermission, and maybe for the credits/help screen when I'll make one.

>>10002563
We're mapping in Boom format, so try to keep your map completable without any mouselook required. I know secrets are optional by definition, but playing a map for a long time only to realise that the secret you've been looking for is inaccessible in your port leaves a bad impression. I don't know what kind of secret you created, but you could just untag it and leave it in your map.

>> No.10002663

>>10002654
>so try to keep your map completable without any mouselook required.
That reminds me of something to consider for everyone mapping: Don't test with your autistic 180° fov. THere was a map in, I think 512 lines, that had revs blasting you from way above where you could never see them unless you increased FOV.

>> No.10002669
File: 765 KB, 2990x1200, Untitled.jpg [View same] [iqdb] [saucenao] [google]
10002669

>>10002559
Ah, you are the twin waifu guy. I like what you did with the dog part of the map, looks a lot more distinct and generally better now. The water rise mechanic is also pretty cool.
This time I tried doing the witch part first, and I liked the high speed low drag feel of it.
The thing though, I think you should split them into two maps. Doing the second part, in whatever order you chose, is trivialized by all the gear you have from part one. yeah, it's not an issue for people that do continuous runs, but for the pistol starters, it would honestly be better.
Otherwise, I am pretty confident this door should not open with just the red key.
> I tried
you did good, very cute

>> No.10002674

>>10002559
>>10002669
I also tested the other way around, and the red key exit in the witch area can be opened with the red skull

>> No.10002706

>>10002654
I would have assumed if it worked fine on PrBoom, it'd work fine on anything else, but a playtester told me it was busted on Nugget at first, either from the scroller speed not being consistent or the linedefs being less reliable at that speed. I was really concerned about it breaking on some other, more obscure port.
As for the castle portion, I made it completely optional because it felt almost off topic to the /vr/ wad. It's an adaptation of a level from the game in question, but that wouldn't be obvious on its own. Both portions are intended to be completable before touching the other though.

>>10002669
Splitting them into two maps would mean cutting the secret area entirely for the /vr/ wad, which is something I offered in the initial post. Really they are intentionally designed to be separate to begin with. I'd really prefer not forcing the secret portion on people for the main wad, but I also don't really want to cut it entirely, especially because I think it's better as a level than the art section. I was hoping more people would voice an opinion on this either way.
Trivializing the sector art area with the loot from the secret was also somewhat intentional as it's a bit rough on its own, and as pointed out most people will play continously anyway.

>>10002674
I actually did this on purpose as a way to let you skip the slaughtery bit since it's not really that much faster, especially if you're bringing in other secret area loot like the BFG. I don't have much confidence in the balancing of that area or any area for that matter, so I wanted to give people a relative easy way out if it's just frustrating or boring, especially if they're tired of the secret area. I also considered setting it to the blue key instead so you at least have to go through half the secret to do so.
It's not a feature I'm very commited to so I am willing to set it otherwise.

>> No.10002713

>>10002669
Overlooked the part of the post about that door in the secret area, that was NOT intentional. It's been fixed to specifically check for the skull.

>> No.10002714

>>10001958
Fuck Echoes. Everything was fine in that mod until Echoes showed up.
Swamps of Heretics is probably the most visually impressive map in there, once you get out of the sewer area.
Urn has great atmosphere, but some of the floor detail has enough change in level to make walking around a hassle.
Expedition to Carcosa will allow you to softlock yourself right at the end, though in retrospect it's obvious what's going to happen.

>> No.10002721
File: 3 KB, 100x100, no.png [View same] [iqdb] [saucenao] [google]
10002721

>>10000918
>の

>> No.10002752

>playing through my map in HDest
>every time I get fucked up I add something to the map to make it slightly easier
This might make the map slightly too easy. BUT I don't care.

>> No.10002771

>>10002752
Sounds like you're having fun. I wonder what would happen if someone would do the opposite.

>> No.10002831
File: 41 KB, 1440x900, E3M6.png [View same] [iqdb] [saucenao] [google]
10002831

>>10000823
KEK HUNT for Doom 2 was released
https://www.doomworld.com/forum/topic/136799-cuck-hunt-duck-hunt-with-chickens-for-doom-2/
(Any similarities to german source port developers is purely coincidental)

>> No.10002861

>>10000927
grenade launcher is the shotgun of quake
rocket launcher the SSG

>> No.10002864

Was the guy that did tears from god trying to do 4chan's god machine? Such a slog of a level.

>> No.10002872

>>10002864
He's pretty mild on difficulty compared to his inspirers desu, but I played so many difficult wads so what I could know about your personal experience. Try Jaded on HMP, also by him.

>> No.10002879

>>10002752
You could get crazy and have placements change according to difficulty, then relabel them as like “HD solo” or “HD Coop”? I play solo and am often terrible at HD so keep on keeping on.
>>10002861
I mean if we’re being serious (and we’re not) we gotta call the grenade launcher the “SSG” because it has far less range while potentially dealing more dps.

>> No.10002881

>>10002872
The fights aren't ballbusting or anything, it's just 2.5k enemies in small 100-300 arenas gets old pretty fast. I am only at 1k right now and I've been at it for a while. Nice cyberdemon "secret", fucking love shit like that.

>> No.10002898

>>10002153
The horseposts were removed because 4chan doesn't tolerate them, I know that because my first post about my horse map was removed because I showed the character in my map's screenshot, so it's likely to have happened to the other horsefucker.

>> No.10002904

>>10002898
>4chan doesn't tolerate them
Not 100% true. There is /mlp/, the containment board, for a reason. Then there is one other board...

>> No.10002906

>>10002898
The only thing jannies are worth for.

>> No.10002908

>>10002153
I was the other guy who picked the purple horse but i never actually intended to do it, it was just a joke, so you can remove it from the list

>> No.10002909
File: 25 KB, 640x153, Screenshot_Doom_20230617_094738.png [View same] [iqdb] [saucenao] [google]
10002909

I've been having freezing issues too, along with some VM aborts, but basically only when I've been using add-on weapons, and one occasion that I tested where I had two Voidstorms cast at some enemies, but I can't get that freeze to happen again.

Have I needed to update GZDoom? I'm on 4.10.0, I usually don't fuck with dev builds.

Pic related is one of two VM aborts I get on EDay when I blow up some of the cars and gas canisters.

>> No.10002914
File: 30 KB, 640x185, Screenshot_Doom_20230617_094711.png [View same] [iqdb] [saucenao] [google]
10002914

>>10002909

>> No.10002917

>>10002908
if there's only one horse now, who will be the other secret map?

>> No.10002923

>>10002881
Didn't play it yet (might wait for a final release when Vaeros will finish those tasteful monster sprites), but your description reminds me of how underwhelmed I was by the ending of Cocoa Puffs map from 10x10 when I got sicced by hundreds of monsters inside some vast empty cavern. And that was just a single fight, can't imagine getting a full course of something like that. But I'll leave my judgement for when I personally see it, usually he is damn exceptional with monster setups.

>> No.10002924

>>10002923
Ad mortem is still getting updated?

>> No.10002925

>>10002924
Vaeros refuses to call it finished until it hits 32 maps.

>> No.10002926
File: 98 KB, 880x660, cac 2.png [View same] [iqdb] [saucenao] [google]
10002926

>> No.10002937
File: 3.81 MB, 2299x3334, 2fd780d4aed0a7dbd8a4da8cd8208a1a16eed975c9e362169ec7305e0f9551fe.jpg [View same] [iqdb] [saucenao] [google]
10002937

>>10002153
Claiming Lion.

>> No.10002980

Is there any way to filter maps in doomworld to only show those that use vanilla assets? no custom textures,weapons,sounds or enemies at all

>> No.10002994
File: 1.45 MB, 2160x1080, Screenshot_20230621-183747.png [View same] [iqdb] [saucenao] [google]
10002994

>>10002917
The secret will be a colaborative map where each mapper draws a yuru yuri character
https://m.youtube.com/watch?v=wt6ePwOPsoA

>> No.10003020

>>10002909
God damn it. I'll fix the abort when I'm home. This isn't the first time EDay has bitten in the ass in some stupid way. I remember in the early days some of the toilets were shielded. As for the freezes, lame, but at least I know it happens to more than 1 person now. It seems to somehow be connected to enemies. At least until more info comes out and this theory gets shot to shit. Thanks for the report, is appreciated.

>> No.10003024
File: 2.10 MB, 2560x1440, 4118.jpg [View same] [iqdb] [saucenao] [google]
10003024

>>10002015
>but I have to beat Something Wicked first
Speaking of which, awesome scale of things so far.
>>10002909
By chance are you the anon who got it to work with Strange Aeons? It crapped out on me when I tried it.

>> No.10003038
File: 402 KB, 999x726, CHAINGUNNERS could be here.jpg [View same] [iqdb] [saucenao] [google]
10003038

We Kartan?

>> No.10003045
File: 443 KB, 1461x829, Screenshot 2023-06-21 232509.png [View same] [iqdb] [saucenao] [google]
10003045

alrighty.
Catacombs anon here, finally I think with a playable version of the big underground maze map, still WIP but ready for testing.

https://files.catbox.moe/17moqm.wad

Primarily made with GZDoom & Hideous Destructor in mind - you can complete it in vanilla, but it's not made with vanilla in mind and it might not be fun.
It might not be fun anyway, this took a very long time and may be a bad idea. Has 4 player starts if you want to try it in co-op.
Any feedback would be much appreciated. Thank you.
there is a secret exit, but no secret map yet

>> No.10003059
File: 3 KB, 435x126, Doom Engine Kart Game.png [View same] [iqdb] [saucenao] [google]
10003059

The SRB2Kart server currently isn't any different, but I'm planning to change that in the next couple of days.
Please reply to this post with any character/map/mod requests you have, and I'll see what I can do.

>> No.10003095
File: 308 KB, 1300x825, 1525260348184.jpg [View same] [iqdb] [saucenao] [google]
10003095

>>10003038
I cannot.

>> No.10003096

>>10003095
Maybe Linux wasn't the right choice after all.

>> No.10003107

>>10003096
Nah this is definitely a user error problem. I probably fucked something up during compilation or I forgot something. Because everything else works except for Kart.
The real shitty thing is I don't know what to search for in terms of troubleshooting, because this could be a SRB2Kart thing, or a problem with the custom client, something definitely wrong with the client as I said before: The option menus are different from what I had before.

>> No.10003108

>>10003095
I'd have assumed this issue would cause a problem much earlier, but does your main menu say
v1.3 CEP v.0.23.1 (Moe Mansion+ Custom Edition Project)
In the bottom left corner?
I know one of the big changes to the custom client was more options in the stage select, so if you compiled the wrong version, it might be why you're crashing when you are.

>> No.10003113
File: 2 KB, 1363x118, Fug.png [View same] [iqdb] [saucenao] [google]
10003113

>>10003108

>> No.10003117

>>10003107
You could ask the /vm/ thread for help, they developed the client after all.

>> No.10003135

>>10003117
No shit? Maybe I will.

>> No.10003149

do we have a price for the ROTT port update thing .

>> No.10003152
File: 443 KB, 640x480, Screenshot_Doom_20230612_010528.png [View same] [iqdb] [saucenao] [google]
10003152

>>10003020
Okay, shielded toilets are pretty funny. I can't say whether the freezes are due to shields or not, since they've been when I was firing the BFG or the Pale Monument(turns out it doesn't just fire screaming voids, it also fires VM aborts and hard freezes) at groups. I'll have to load up a test map and fire at imps and some of the bigger guys separately and together.

>>10003024
Yes, I'm the same one. I made my own patch for it. Rather, I repurposed the one Term made for High Noon Drifter.

https://files.catbox.moe/ssd4oo.zip

I hope it's okay I put Zhs2's steroid add-on in it. It replaces Rage spheres, while Backpacks replace Ammo spheres. Known issues are you'll probably be hit with the Doom 2 ending enemy crawl after finishing some episodes. I have no clue what to do about that so you'll need to put "changemap flagship" in the console when it happens. And Nyarlathotep's floor flame attack is invisible. I checked for sprite overlaps and I don't think there were any.

Unlike normal Strange Aeons, you can kill the green ghosts in this, because I don't think there's anything Solomon shouldn't be able to kill.

>> No.10003168
File: 504 KB, 1238x1273, IMG_0134.png [View same] [iqdb] [saucenao] [google]
10003168

>> No.10003183

>>10003168
I was just thinking about your art, was wondering if you had given up. Nice to see you're still at it.

>> No.10003201

>>10003152
The good news is that the freezes are not caused by anything that the player is directly responsible for, like picking up items, or pressing specific weapons buttons, or navigating the menus. That means whatever is happening is something in the background and indirect. It greatly narrows down the list. Ironically, that's also the bad news, because it's nothing obvious that can be reproduced easily. I haven't looked at the Pale Monument code, but I am going to assume it uses code similar to the Voidstorm and BFG. However, the BFG doesn't do the whole suckathon, while the rest of its code is pretty straightforward, so I am inclined to believe it has nothing to do with the projectiles either. That leaves either enemies or shields. If you need help debugging the shields on the test map (map dstest if you want to use the built-in one):
>ds_debug 512
This makes all spawned enemies have a shield instead of relying on RNG. Godspeed. I'm greatly interested in those VM aborts btw.

>> No.10003208

>>10003152
>(turns out it doesn't just fire screaming voids, it also fires VM aborts and hard freezes)

Correction, I'm testing on kinsie's map without Project Malice enemies and both of them are working fine. So it's that or EDay or the combo that's fucky.

>> No.10003228

>>10003208
The VM abort from >>10002914, assuming it's the same thing, is caused by the barrels because EDay spawns barrels and immediately explodes them, which makes the stuff in Death get called before PostBeginPlay can set the handler pointer. It's an easy fix, that one.

>> No.10003229
File: 16 KB, 640x124, Screenshot_Doom_20230621_105955.png [View same] [iqdb] [saucenao] [google]
10003229

>>10003201
Well, I said aborts, but I think it's mostly just been this one. There might have been another, I'll see when I test EDay's test map with and without Malice.
>debug
Oh, that's handy.

>> No.10003242

>>10003229
I am going to assume the monolith does not do a null check after calling DamageMobj, which may potentially destroy the damaged actor. I have not checked the code to see if this is the case, but I'm gonna risk making an ass of myself because this is a very common mistake to make when dealing with DamageMobj calls. I'll tell Zhs2 about it.

>> No.10003260

>>10003229
>>10003242
It's been fixed.

>> No.10003261

>>10003168
Got a place you put your work on?

>> No.10003269
File: 3.89 MB, 640x360, intotooombs.webm [View same] [iqdb] [saucenao] [google]
10003269

>>10003045
I'm trying it out for a few. Starting with a security guard initially felt too naked, but just after this there was a liberator spawn and a sentry I could snatch. Grabbed a vulcan, a slayer, now I'm heading east.
>>10003152
>Yes, I'm the same one. I made my own patch for it. Rather, I repurposed the one Term made for High Noon Drifter.
You're amazing, thanks for the delivery.

>> No.10003295

>>10003168
cute

>> No.10003303

was going to continue where I left off with arcanum but something has gone fucky with the save file so now all the enemy and pickup models are swapped around making it borderline unplayable. ogres are rocket boxes, shamblers appear to be shell boxes, etc.
Don't know what the fuck happened but I can't be arsed replaying the first 3 maps again so back to warp spasm it is.

>> No.10003319
File: 563 KB, 800x572, 1665088183229197.png [View same] [iqdb] [saucenao] [google]
10003319

Gonna play Community Chest with War Rooster and custom monsters

>> No.10003320

>>10003303
Are you using one of the original .exes? I think model errors when loading saves happen in them.

>> No.10003324

>>10003038
GGs

>> No.10003325

>>10003320
not sure, I did a test by making a new save at map start then reloading but the error didn't happen

>> No.10003342

>>10003303
Same crap happened to me last week. Open the console and type map arcanum4.

>> No.10003380
File: 25 KB, 640x184, Screenshot_Doom_20230621_183439.png [View same] [iqdb] [saucenao] [google]
10003380

Now with Project Malice enemies.

Test 1. Every imp I summoned has shields. No VM Abort with the Pale Monument, but a straight freeze. I'd like to assume this is a performance issue since it looked like a bunch of gore actors were spawning at once, but this weapon has given me freezes even when I've accidentally shot it right in front of me well away from any enemies. Though there were a lot of projectiles coming my way.

Test 2, all PM Imps, no shields. No freeze.

Test 3, all PM Imps, some have shields, some don't. Freeze just before Monument's projectile was even fired. I was also shaking from being damaged from a shock shield. Dunno if that's relevant.

Test 4, summoned all shielded barons, no freeze.

Test 5, what the fuck? Threw extra summoned BFG at the vendor, GZDoom froze as it was being sold and I was turning back to the imps. Did not even fire anything yet. I am genuinely confused.

Test 6, went back to normal Doom enemies to test them all with shields. Imps and a few barons and cacos, no freeze.

The freezes were pretty much just with the Monument this time. The BFG was working fine.

I tested on EDay with both normal monsters and Malice a bit. Normal monsters, no freezes with or without shields. Project Malice only froze on one of the last times with a bunch of imps without shields. I'm gonna try Kriegsland Enemies and Ashes Monsters, but right now it's looking like Project Malice isn't playing nice at times.

>>10003260
Nice. This is the other VM abort I get with it.

>> No.10003393

>>10003380
I'll analyze this in-depth once I get some free time and attempt to reproduce this. Many thanks for doing the testing. Told Zhs2 about the other abort.

>> No.10003550
File: 993 KB, 1858x1057, Screenshot_Doom_20230621_233240.png [View same] [iqdb] [saucenao] [google]
10003550

>>10003045
A vanilla-sized player can't fit in some gaps in the green bricks area near yellow key without crouching, which is fine as long as it's clear from the get-go
There's not a lot of hp to go around for vanilla health. If you don't want HDesters repairing themselves too much use stimpacks because overdosing makes them superfluous past the first couple you find anyway
also, missing textures here

>> No.10003601

>>10000831
Girl levels set feels eternal

>> No.10003610
File: 1.62 MB, 1088x1088, Untitled_Artwork 3.webm [View same] [iqdb] [saucenao] [google]
10003610

>> No.10003613
File: 644 KB, 1238x1273, IMG_0136.png [View same] [iqdb] [saucenao] [google]
10003613

>> No.10003617
File: 73 KB, 828x961, Fy_Gk95XsAIVBSD.jpg [View same] [iqdb] [saucenao] [google]
10003617

>WAD doesn't give you the super shotgun right away

>> No.10003619

>>10003617
I can deal with that. What's truly suffering is holding off on the normal shotgun and chaingun for an extended period of time.

>> No.10003630
File: 9 KB, 132x76, M_Update.png [View same] [iqdb] [saucenao] [google]
10003630

>>10000918
2nd update of the logo.

>>10002463
>Spoiler
lmao you got me there so yeah, you're correct. but unfortunately I still have to design a HUD and finish the rest of my waifu map so i'm not quite sure, i'm sorry.

>> No.10003653
File: 1.11 MB, 1920x1080, hole in one.png [View same] [iqdb] [saucenao] [google]
10003653

>>10003168
Always nice seeing the longtime regulars sticking around.

>> No.10003654

>>10003613
You should do a C.Kid map for Fore/vr/ Alone.

>> No.10003665

>>10003045
Spent 37 minutes wandering around in confusion, slowly losing my liberator rounds and armor integrity to hitscanners a hundred miles away, got stuck in an endless brick maze while getting harassed by dabbing skeletons who said they were gonna bone me, found only one skull key, ran out of medical supplies and couldn't find more, and ultimately crawled into a featureless, copy-paste brown corner that wasn't marked on the automap, to bleed out and die from a spectre who snuck up on me.

10/10, pure misery. Would certainly be better in co-op, but I'd have to remember how to get it running or wait and see if someone else steps up.

>> No.10003721
File: 56 KB, 1920x1080, Screenshot_Doom_20230621_232607.png [View same] [iqdb] [saucenao] [google]
10003721

>>10003654
toooakiby did it years ago
crazy how ahead of the curve he was

>> No.10003728

>>10001081
Most of the game's problems stem from technical issues, and comparing it to the previous one. In that regard, it is pretty shit.

>> No.10003756

>>10003721
Yeah, but Anon could make one with his very own artwork.

>> No.10003769
File: 189 KB, 708x512, questionmarkfolderimage451.jpg [View same] [iqdb] [saucenao] [google]
10003769

What, in your opinion, are the right ways and wrong ways to utilize Cyberdemons in DOOM maps?

>> No.10003774

>>10003769
Don't.

>> No.10003778

>>10003769
>if the cyberdemon doesn't infight you die
The biggest wrong.

>> No.10003780

>>10003769
Consider his abilities:
>fast
>big
>lotsa HP
>spews out destruction like no tomorrow
>immune to splash damage
He can provide serious heavy support, he can oppress you from a far distance, and he can also be exploited extensively for infighting with other monsters. One Cyber can vastly improve your odds against a tough slaughter encounter if there's a good way to use him.

>> No.10003781

>>10003380
Okay I can safely say I legitimately have NO fucking clue what's going on. Tested the 1st and most likely scenario with the Pale Monument and like 60 PM imps + 30 barons, all shielded, active, and trying to violently murder me. I even tried spawning a mix of the two with the big sucker active. Then I tried the BFG. Then Voidstorm. Then the 35mm nuke. I tried every single combination, including dropping like 15 BFGs at the merchant's feet, while firing nuclear rounds, while the pale monument was screaming, while also blasting Caramelldansen in Winamp just for good measure. Absolutely fucking nothing. Even went back to GZDoom 4.10 and that one dev build anon used, using all 3 renderers. At this point I feel like you guys are running out of memory or some shit. Can you try playing in windowed mode with task manager open to monitor the memory, including GPU memory? Something is very, very wrong here, and I'm almost convinced it has little or nothing to do with either mod. Not directly, at least. This is highly frustrating.

>Freeze just before Monument's projectile was even fired.
>Threw extra summoned BFG at the vendor, GZDoom froze as it was being sold and I was turning back to the imps. Did not even fire anything yet.
So it freezes before you even get to the part where something interesting could potentially begin to start freezing... Yeah, memory issues is definitely starting to sound a lot more likely than it used to be. That might also explain why PM freezes more often than the vanilla monsters, given that it's an effect-heavy mod, much like DS itself. I may have to add a "gimped visuals" option for some effects if the memory theory gets confirmed.

>> No.10003790
File: 909 KB, 1000x800, MAP08.png [View same] [iqdb] [saucenao] [google]
10003790

>>10003769
long distance, or close up with invincibility.

>> No.10003869

>replay Moonman Doom
>just remember it being an edgy reskin
>the imps throw basketballs which BOUNCE off of surfaces several times before perishing
>pinkies are suicide bombers, blowing up and leaving damaging fire particles when killed
>Moonman's shotgun replacement is satisfying to shoot
What are some other joke mods with neat gameplay changes?
It's a missed opportunity that the soundtrack isn't MIDI renditions of songs Moonman has covered.

>> No.10003875

How do I start making a standalone game in zdoom. Google is completely useless nowadays.

>> No.10003897
File: 347 KB, 623x820, file.png [View same] [iqdb] [saucenao] [google]
10003897

>>10002153
maki anon here
just letting you know i started working on a basic layout last night and im still trying to figure out where i wanna put her
she just has to be part of the layout in the form on linedefs right? i'll have an aneurysm if i tried to incorporate her linedefs as something meaningful to the level

>> No.10003930

>>10003269
>>10003550
>>10003665
Thanks for the feedback! Yeah, I definitely could stand to add more health and ammo pickups it seems, someone in the tactical general said as much as well.
Maybe need to tinker with enemy positions as well - I wanted it to be a mix of claustrophobic corridors and ranged but yeah in the course of testing I got fucking owned by some enemy HERPs a mile away. I'm not too concerned with the confusing nature of the tunnels, I wanted to encourage that (and I tried to give different areas different textures to give you a GENERAL idea, though one part of the map is deliberately designed to be a fucking mess).
Much appreciated, it's valuable stuff. I'm gonna tinker with it some more later.

>> No.10003934

What's a good mapset to try Highway Acceloroid Booster on?

>> No.10003948

>>10003897
You know about the
>Edit - Grid and Backdrop Setup - Show background image
right?
In other maps, you recreate your character with linedef art

>> No.10003957

>>10003024
>step outside of the spawn-in area
>nailgun-Ogres immediately start shooting at you from across the whole map
I love it!

>> No.10004005

https://twitter.com/gematsu/status/1671811658904215552

It's over

>> No.10004014

>>10004005
It's over? It's only just begun, anon.
We're back.

>> No.10004019
File: 540 KB, 640x480, Screenshot_Doom_20230622_033240.png [View same] [iqdb] [saucenao] [google]
10004019

>>10003781
I tested other enemy mods with and without shields. I can say freezes with shields happened more than without. Vanilla never froze, even if it was more shielded imps and barons than I was summoning with other mods and even if a rift exploded while it was eating them. I don't think Kriegsland ever froze. Malefactors rarely did. Ashes bug dogs with shields did but it was inconsistent even with the same group.

>Can you try playing in windowed mode with task manager open to monitor the memory, including GPU memory?
I've never looked at this while playing before, but it doesn't look like I'm using even half of anything when it freezes. I can't see GPU memory but I can tell you my graphics card is a Radeon HD 5450. Next mapset I try it'll be with one of the other monster mods and I'll see if these weapons still cause freezes like this in normal gameplay.

I was having more luck with PM enemies in the test room recently, but mostly while they were notarget. Shields or no shields, everything seemed okay. Then I tried while they were alerted and attacking and got freezes again. But, tested just as many shielded imps now in the grassy area of Doom 2's first map with everything else dead and it's working fine even with them attacking.

And now again on EDay's test map with as many shielded imps as the button will let me summon. I turn on god mode and aggro all of them and let them throw fire until my frames are taking a hit and shoot the Monument right after this. Frames drop more, but no freeze. I did this at least five times, and then some more with a bunch of Barons and Revenants added. Still good. Frames were shit until they all died, but no freeze.

>> No.10004038

>>10004005
I hope they do another expansion.

>> No.10004053 [DELETED] 
File: 8 KB, 1005x99, Untitled.png [View same] [iqdb] [saucenao] [google]
10004053

Opinions on this post?

>> No.10004075 [DELETED] 

>>10004053
/vr/ post 6th-gen has been utterly disastrous, this thread being the only refuge from all that bullshit. No one can keep on-topic for longer than maybe 10 replies and even that's a miracle. So, no wonder most people don't bother with the rest of the board when most of it is low quality baiting and shitposting and discussions and arguments that go nowhere.

>> No.10004096

In tears from god, how do you enter the secret arena?

>> No.10004115 [DELETED] 

>>10004053
Worthless.

>> No.10004125 [DELETED] 

>>10004053
Don't know what the insinuation of "ReddiDoomer" is but it's true that I never venture outside this thread. Doom is my obsession, I don't really care about other retro or other games.

>> No.10004129 [DELETED] 

>>10004053
So its going to be demanding to put a "fuck reddit" texture in every /vr/ project? Ad mortem did it first.

>> No.10004136

New Golden Souls 3 trailer!
I'm still hard at work on the mansion level, but hopefully this one will give you a little taste of all the work done, please enjoy!
https://www.youtube.com/watch?v=K5raQosL-a4

>> No.10004140 [DELETED] 

>>10004053
Reddit has been on a decline for a long time, it makes sense why they'd migrate. Call them fags a couple times and their Redditardism will stop.

>> No.10004150

>>10004005
Hopefully this will be the kick Q2 ports need to stop being dumb. It's pretty sad that a Nightdive Kex port could be a solid contender for best Q2 sourecport.

>> No.10004152
File: 8 KB, 133x147, cacopost.jpg [View same] [iqdb] [saucenao] [google]
10004152

>>10004136
I like this.

>> No.10004154
File: 238 KB, 418x356, image.png [View same] [iqdb] [saucenao] [google]
10004154

>>10004136
>GZ embassy
>no chickens
Still the most anticipated project that will be released.

>> No.10004162

>>10003875
>You need to make an IWAD for your project. - ie a WAD that is used instead of Doom2.wad. Your project needs to have in its IWAD enough lumps in it to identify it as the correct game type and, either in your IWAD or other game files, you need to make sure you have all the lumps that Zdoom needs to start up properly.
https://forum.zdoom.org/viewtopic.php?t=20645
First google result you retard.
https://forum.zdoom.org/viewtopic.php?t=70232
Good luck with your game but I have little hope.

>> No.10004164 [DELETED] 

>>10004053
Does anyone even know what makes something "Reddit" nowadays?
Feels like we're in an age where different website cultures/personalities stopped being a thing because too many people use very few sites so it all overlaps and became a monoculture of sorts.
The exact kind of people that mocked 9gag in 2012 are using Twitter terms they'd normally avoid if they wanted to be "internet pure" in some way.
Not even "oldfags" keep up with this anymore.

>> No.10004167 [DELETED] 

>>10004164
>Does anyone even know what makes something "Reddit" nowadays
"thing I don't like"

>> No.10004184

>>10002268
Gyro would probably help.

>> No.10004193 [DELETED] 

>>10004164
>>10004167
I prefer discord as a boogey these days.

>> No.10004206

>>10004136
Really nice

>> No.10004219 [DELETED] 

>>10004053
Funny thing about that post is that no one in the doom community likes r/doom for being nothing but Eternal memes, so I guess we're not quite "ReddiDoom" as that retard anon thinks.

>> No.10004238

I once played pk3 that randomly selected map, weapons, enemies and various perks for player and monsters. I think maps were included. I can't find it anywhere now. Does anyone know any addon like that?
Thanks!

>> No.10004241

>>10004238
https://forum.zdoom.org/viewtopic.php?t=74992
?

>> No.10004256

>>10004241
>https://forum.zdoom.org/viewtopic.php?t=74992
Does not seem like that one but I'll try it anyway! Thanks!

>> No.10004287

>>10003769
the only cyberdemons i liked are trapped and stationary hazards that force you to keep moving, with a teleporter later in the level that telefrags it.

>> No.10004305

>>10003769
cyberdemons have way too much health to begin with in my opinion
those "tyrant" variants with less health I see in some wads need to be used more

>> No.10004314 [DELETED] 

>>10000918
>>10000993
>>10002153
Are all/most of these entries loli/pedo?

>> No.10004324

>>10004305
>those "tyrant" variants with less health I see in some wads need to be used more
Genuinely, what boss-like monsters from 90s FPS wouldn’t benefit from a similar healthpool nerf?

>> No.10004339 [DELETED] 

>>10004314
That's what makes it based.

>> No.10004340 [DELETED] 

>>10004314
Nah, all waifus are strictly over 9000 years old.

>> No.10004343 [DELETED] 

>>10004314
Maybe other websites are more your speed.

>> No.10004348 [DELETED] 

>>10004219
Was about to post this myself. Every single doom community (including dw) absolutely despises reddit's "doom community". Thus when someone here posts like /vr/ is in some forum war against reddit, it makes me think that the poster doesn't actually know more about doom than average /r/doom poster. Everybody who plays even some wads, knows that reddit is the absolute bottom of the barrel of doom community. There's not even reason to hate it, it's just a sad place. Hating /r/doom is like bullying retarded child with cancer. Everything in it is just sad.

>> No.10004352

>>10003769
>right ways
Using Cyberdemon(s).
>wrong ways
Not using Cyberdemon(s).
Simple as.

>> No.10004353 [DELETED] 

>>10004314
Nope. Most are teens to young adults.

>> No.10004356 [DELETED] 

>>10004343
>/vr/ is the pedophile doom community
what

>> No.10004359 [DELETED] 

>>10004314
Nahh, we got some hot obaa-chans like Outis to raise the median age.

>> No.10004360 [DELETED] 

>>10004356
Who are you quoting?

>> No.10004364 [DELETED] 

>>10004360
(You)

>> No.10004367
File: 371 KB, 850x704, 1663029901804.png [View same] [iqdb] [saucenao] [google]
10004367

>>10000818
What is this new NotBlood port? What are its advantages over NBlood and GDX? Also why is it called 'NotBlood'? Not a nice name for a faithful port desu. Is it actually a demo accurate faithful port like GDX and NBlood are?

I bet this is a stretch but does it fix BUILD's shitty mouse aim and make it feel like Fresh Supply's mouse? NBlood's mouse, while obviously a huge improvement over the OG DOS game, still feels like total shit compared to Freshy Supply's mouse feel. One thing KEX engine always does right is have a great feeling mouse. I wish he made a "KEX wrapper" over NBlood port so we could have gotten the best of both worlds.

>> No.10004370

>>10000823
various source port updates

SS ClassicSuperPatch
https://github.com/SamClassicPatch/SuperProject/releases/tag/1.6

Doom64 EX+
https://github.com/atsb/Doom64EX-Plus/releases/tag/3.6.5.8

>> No.10004376
File: 165 KB, 353x565, 1665247900432484.png [View same] [iqdb] [saucenao] [google]
10004376

>>10004370
I was just about to post the Serious Sam ClassicSuperPatch but you beat me to it.l

>> No.10004379

>>10004136
ganbatte batandy

>> No.10004387

>>10004376
>>10004370
I don't really get it. The Sam stuff seems more geared towards multiplayer and some foundational shit for an unreleased mod? My copy of Serious Sam TFE still works so whatever.

>> No.10004389

>>10004287
Same except I prefer getting a BFG at the very finale to clean them up.

>> No.10004390

>>10004314
My gobbo is 23 years old.

>> No.10004392

>>10004367
>What is this new NotBlood port? What are its advantages over NBlood and GDX?
NBlood with GDX difficulty customization, all sorts of options and customization, and NBlood-tier compatability. Gets updated and supported by some basedboy who hangs out in these threads.
>Does it make it feel like Fresh Supply's mouse?
I haven’t played that port in a few years so I can’t say.

>> No.10004394 [DELETED] 
File: 25 KB, 680x639, a38.jpg [View same] [iqdb] [saucenao] [google]
10004394

I don't have any frens

>> No.10004398 [DELETED] 
File: 153 KB, 320x200, 1551433226024.gif [View same] [iqdb] [saucenao] [google]
10004398

>>10004394
Why not? Don't you want any?

>> No.10004404 [DELETED] 
File: 5 KB, 111x100, pepe-the-frog-sad.gif [View same] [iqdb] [saucenao] [google]
10004404

>>10004398
nobody likes me

>> No.10004405 [DELETED] 

>>10004394
me neither

>> No.10004412
File: 11 KB, 83x79, 1660121334572166.gif [View same] [iqdb] [saucenao] [google]
10004412

>>10004387
Those are just the changes for this specific update. You should read all the changes included with the patch here: https://github.com/SamClassicPatch/SuperProject/wiki/List-of-features
But it mainly has a bunch of QoL features that makes running the game a bit easier, like proper borderless windowed mode and more resolution support. There are lots of nifty features included like loading TFE levels in TSE. It doesn't change actual gameplay at all because this is just a plugin.
I highly recommend this plugin to anyone playing classic Serious Sam nowadays.

>> No.10004415 [DELETED] 

>>10004394
>>10004404
let's not have friends together :)

>> No.10004416 [DELETED] 
File: 450 KB, 851x967, 1647640733027.png [View same] [iqdb] [saucenao] [google]
10004416

>>10004394
>>10004404
There are frens here in the classic Doom thread.

>> No.10004425

>>10004324
Most of them weren't conceived as something that comes in groups.

>> No.10004429

I've kinda alienated most of my internet friends because all I play is Doom.

>> No.10004436
File: 2.03 MB, 1920x1080, SeriousSam_Custom 2023-06-22 08-27-04-121.png [View same] [iqdb] [saucenao] [google]
10004436

>>10004412
Any idea why rain isn't showing up in TFE levels using the patch?

>> No.10004440

>>10004436
I'd doublecheck the settings, something with the particles might have changed but otherwise I don't know.
Are you loading TFE in TSE with this patch, or are you using the TFE version of the patch in TFE?

>> No.10004453

>>10004440
>Are you loading TFE in TSE with this patch
That one.

>> No.10004467

>>10004136
Everything looks super so far. Thanks for all your hard work!

>> No.10004481
File: 60 KB, 400x240, 1476373556684.png [View same] [iqdb] [saucenao] [google]
10004481

>>10004394
Good. You don't need any.

>> No.10004485

>>10004425
While true, things like stone gargoyle minibosses in Blood could’ve benefitted from a health cut.

>> No.10004490 [DELETED] 

>>10004053
Immensely braindamaged.

>> No.10004495

>>10004305
They have the perfect amount of health to remain a constant danger. Even if they had as much health as a Mastermind you'd be able to delete them with a single BFG shot.

>> No.10004497 [DELETED] 
File: 122 KB, 690x1085, evil eye chan.jpg [View same] [iqdb] [saucenao] [google]
10004497

>>10004219
This. r/Doom is nothing but memes about Doom Eternal, they don't make any .wads and barely discuss the classic games. They also don't allow funny shit like Hard Fast Faggot Maps or Gaynigger Cock Commando, nor any fun degeneracy.

>>10004314
This guy for instance clearly doesn't belong here, he probably wouldn't even give Evil-Eye Chan a kiss.

>> No.10004502 [DELETED] 

>>10004497
loli and moeshit is for fags

>> No.10004503
File: 413 KB, 640x728, fillherup.png [View same] [iqdb] [saucenao] [google]
10004503

Art is ready, now to scale this up and make it a map

>> No.10004514

>>10004503
Those missing parts of Samson's tentacles on the left and right is triggering my autism something fierce.

>> No.10004521

>>10000954
No, the proportions and height are the same, the issue is that trying to voxelize sprites tends to make them very thick, it's something 3D Realms ran into as well.

>> No.10004525

>>10004453
Strange then, I'll give the dev a heads up then.

>> No.10004530 [DELETED] 

kys janny

>> No.10004535
File: 871 KB, 778x954, 1529934328305.png [View same] [iqdb] [saucenao] [google]
10004535

>>10004514
Too bad the original art doesnt connect them

>> No.10004543

>>10004370
The Second Encounter works but The First Encounter won't launch anymore.

>> No.10004546
File: 1.32 MB, 640x640, a mimir.gif [View same] [iqdb] [saucenao] [google]
10004546

>>10002403
new day, new freeze.
ds version from 1 day ago, gz version 4.11pre-195-gbc41356b3.
map06 of oops all techbases, spot with 3 monster closets with pinkies, knights and revenants on a walkway in a curved corridor with green sludge.
froze while i was shooting the fenris at a revenant, with no shields present during the incident this time, at least none in the line of sight. there was a blue-shielded knight earlier in the level, but that one went down smooth.

>> No.10004562

>>10004005
giev mission pack 3

>> No.10004564

anons, I'm unemployed right now
do you know if is there someone working on a better n64 quake port?, maybe I'll try to give it a shot before killing myself

>> No.10004568
File: 2 KB, 191x35, 1676193796366069.png [View same] [iqdb] [saucenao] [google]
10004568

>>10004543
Make sure you downloaded the correct version of the patch for your TFE install (that is if you are not loading TFE maps in TSE and instead are running TFE directly.). It'll be this zip called "TFE1.05_2023_06_22.zip" and not the others.

>> No.10004572

>>10004564
Better than what? The add-on for Bethesda's Quake port?

>> No.10004579

>>10004572
no, the midway n64 port, I want to try something with the console
is this or trying to port unreal

>> No.10004580

>>10004436
>>10004453
Dev knows about that issue. Said that it has different entity logic which is hard to restore.

>> No.10004584
File: 1.69 MB, 1362x956, necrobestial-analbuttsex.png [View same] [iqdb] [saucenao] [google]
10004584

necrobestial analbuttsex is aptly named, it wrecked me.
started out pretty slow but the second half was a lot more engaging.
thanks, coffee achiever.
>got the n-rune
its still funny

>> No.10004597

>>10003875
>Google is completely useless nowadays.
No, that's a (You) problem.

>> No.10004605

>>10003769
I don't know what's right, but what's definitely wrong is putting more than one Cyberdemon in a hole with a million PEs pouring in

>> No.10004626
File: 752 KB, 1920x1080, whelp.png [View same] [iqdb] [saucenao] [google]
10004626

>>10003934
pls respond

>> No.10004639

>>10004626
Valiant Vaccinated

>> No.10004654

>>10003875
>Doesn't know what an IWAD is
Very serious post anon

>> No.10004685

>>10000818
So how do I incorporate custom textures and monsters in a vanilla compatible way?

>> No.10004687

Oh my God the 20th Anniversary World Tour edition of Duke Nukem sucks so fucking bad holy shit, someone please rescue from this poor franchise from the hands of fucking Gearbox

>> No.10004691
File: 70 KB, 1218x1030, brainrot.png [View same] [iqdb] [saucenao] [google]
10004691

>>10003781
you know, excuse my dropout brain, might be a retarded idea, but anons talking about SS in this thread remind me of that one bug that fucks up the laser gun`s fire rate due to time value going too high.
combined with seemingly completely random freezes, is there any autonomous processes running in the background in the mod that can cause errors?

>> No.10004693 [DELETED] 

kys janny

>> No.10004738

>>10004019
This graphics card is 13 years old at this point and on the low end of its generation even. It might be time for an upgrade if you want to handle all fancy particles ever.

>> No.10004763

Considering the extended deadline and potential map list, i'm surprised nobody is taking the opportunity to rush out extra maps but i guess some anons are really that loyal to their waifus

>> No.10004764

>>10004687
I thought the new episode was quite cool. Better than 90% of Duke's mod content at least.

>> No.10004769
File: 2.68 MB, 1920x1080, q2_0056.jpg [View same] [iqdb] [saucenao] [google]
10004769

>>10004562
Already a thing - if you count this one or Unseen as a canon Xpack.

>> No.10004776

>>10004764
I haven't tried playing it yet since the port sounds and feels like I'm underwater, gonna see if I can extract the episode from the files or something

>> No.10004792

>>10004764
It works fully through Raze too. You’d only want to play it through the new port for the lighting.

>> No.10004810
File: 113 KB, 240x160, Duke Nukem Advance (USA) 2023-06-22 15-13-16.png [View same] [iqdb] [saucenao] [google]
10004810

holy this game is cool

>> No.10004816

>>10004019
This is so inconsistent that I don't even know where to begin, to be honest. The fact that it's all over the place and triggered by completely unrelated actions makes this very difficult to investigate properly. My money is still on memory given how ancient that card is.

>>10004691
Mostly just effects. Some effect on the ass-end of the map could potentially affect processing speed/memory, but you'd need to be playing some xbox hueg map like God Machine. Actually, that gives me an idea. Hey, anons, could you boot up that map or any other monster-heavy Sunlust map, do notarget, and just fly around without aggroing anything? Bonus points if you do it with ds_debug 512 for maximum shielding. I think that might be the best way to test this. Could also try to set gl_precache to 1.

>>10004546
Hardware specs? I really don't want to be pulling a Graf here, but that might be the only consistent thing in all of this. I'm going to install DS on this hilariously shitty laptop with integrated graphics that I have on hand and give this a try, assuming I can even get the game to run, DS or not.

>> No.10004827

>>10004005
>plot twist, it doesn't come with the 64 campaign

>> No.10004864
File: 94 KB, 1001x768, mixdown.jpg [View same] [iqdb] [saucenao] [google]
10004864

>>10004816
>Hardware specs?
Intel(R) Core(TM) i3-6006U
6gig RAM
GeForce MX110

frames are actually fine and smooth, if that matters.

>> No.10004885

>>10004769
Does Unseen work on Yamagi? I tried Oblivion once but new monsters were bugged. Is there way to make it work? I should play all 4 unofficial expacs (Juggernaut, Zaero, Oblivion, Unseen) sometime.

>> No.10004887

>>10004776
You can play it on Eduke. That's how I played it.

>> No.10004891

>>10004810
This should get pc source port like Doom 64. Cool game.

>> No.10004929
File: 18 KB, 434x532, McFucking Had It.jpg [View same] [iqdb] [saucenao] [google]
10004929

>>10004816
Tested on that laptop on MAP20 of Sunlust using OpenGL ES. That was the only backend that could run, even if at 10 FPS. Used the Pale Monument a couple of times in a monster-heavy area with no problem. The plot thickens and I still have no clue what's up. Pic related.

>> No.10004951

>>10004887
Last I checked they did not have the new weapons and enemies, do they now?

>> No.10004970

>>10004887
How do you do that? Last I checked only Raze could (there's also a neat script for you to pack Alien World Order into a GRP for use with Raze)

>> No.10004987

>>10004096
Which one?
There's a hidden switch in the gargoyle-heavy arena to get to the secret cave.
There's a hidden switch by some trees near the cyber arena.
There's a pressable wall next to the skeleton lock-in fight that takes you to a secret pond

>> No.10004994

>>10004987
I found it in the end, and i was talking about the second secret of the map, the pond.

>> No.10004996

>>10003769
Wrong way is to put it in a huge area where you can circle strafe around it with no risk. Right way is to put it in an enclosed arena with a few hell nobles that can weaken it

>> No.10005003

>>10004994
>>10004987
So is that map any good or is it a slog?

>> No.10005007

i am probably late, but today quake is now 27 years old.

>> No.10005018

>>10005003
That's a hard question, the answer to it is probably down to personal taste. The map is genuinely well made, can't really complain there, but it's 2.5k enemies, spread in a whole bunch of small mini-slaughter encounters with 3 big fights and every secret punishes you for finding it, which is a thing I absolutely hate. In the end, I did not enjoy it, especially since it had the gall to end with a platforming section over damaging floor.

>> No.10005024

>>10004885
>Juggernaut
If you're going to play Juggernaut, make sure to get the 1.2 release (folder called JUGFULL, I think). It adds some additional content. Still not good in any way, though.

>> No.10005068
File: 448 KB, 1366x768, Screenshot_Doom_20230623_032012.png [View same] [iqdb] [saucenao] [google]
10005068

god this thing sucks so fucking much i honest to god want to full charge punch my nuts

>> No.10005071

>>10005068
is that a FAMAS :^)

>> No.10005074

>>10005071
Yes. Shotgun FAMAS.

>> No.10005110
File: 1.02 MB, 1600x900, spasm0021.png [View same] [iqdb] [saucenao] [google]
10005110

>first time ever encountering a trap that kicks you out of the game into the console screen

>> No.10005123

>>10004287
Perfect Hatred is a hell of a map.
Romero's best?

>> No.10005125 [DELETED] 
File: 309 KB, 2497x941, Doomed Gays.png [View same] [iqdb] [saucenao] [google]
10005125

Why is Doom modding, especially hardcore simulation mods gay?

>> No.10005126

For those of you who might be interested, Duke Nukem 3D: 20th Anniversary World Tour is currently on sale for $2 on Steam, which is about what it's actually worth.

>> No.10005130

>>10004605
>a million PEs
I don't think this is ever the right way to do anything.

>> No.10005131
File: 1.11 MB, 1855x1060, spasmMyAsshole.png [View same] [iqdb] [saucenao] [google]
10005131

Got past the point I stopped playing spasm at last time (I didn't get very far into map 2)
I thought the non-stop shamblers were bad in map 1 but these spawns and fucking flying fart bags that go invisible are rimming my asshole.
Spasm appears to be really keen on starving me of ammo, trying to shotgun spawns fucking sucks.
GIVE ME A ROCKET LAUNCHER ALREADY

>> No.10005141 [DELETED] 

>>10005125
and here i was just about to give hideous destructor a try
thanks for saving me anon

>> No.10005148 [DELETED] 

>>10005125
>Why is Doom modding, especially hardcore simulation mods gay?
Mentally stable people abandoned both the internet and this hobby when they were ruined over a decade ago.
(fuck off tranny, there's far worse shit on here you're ignoring)

>> No.10005161 [DELETED] 

>>10005148
>He thinks he has the final word on what desires count as objectively "stable" or "unstable" when it comes to mental and neurological health.
NTA BTW.

>> No.10005162 [DELETED] 

>>10005125
and here i was just about to give hideous destructor a try
thanks for saving me anon
(did this really get deleted? grow thicker skin lmao)

>> No.10005183 [DELETED] 

>>10005161
Shut up and go do your job properly.

>> No.10005204

>>10004951
Yes. All content is there and works.

>>10004970
There's info thread on Duke modding forums. You need to get Stopgap.

>> No.10005235

>>10005131
>me playing Something Wicked after Warpspasm rapesessions
It’s night and day. Wicked’s big map has over 600 monsters on nightmare and still didn’t feel anywhere near as oppressive, rude, or ammo-strict as most/all of Warpspasm.
Completely aside, I also replaced Drake’s plasma cannon thing with Quoth’s lovely plasma dickgun model.

>> No.10005242
File: 1.04 MB, 1671x1048, FOUR(4)III-FUCKING SHAMBLERS IN A CLOSET.png [View same] [iqdb] [saucenao] [google]
10005242

>>10005235
I HAVE NO PLASMA, WARPSPASM PLEASE.
Oh and to top it off, the tunnel I'm in shuts a door at the end to box me in, only opening on a timer, with a bunch of zombies waiting at the end.
Was spasm only tested with secrets or something?

>> No.10005263
File: 1.17 MB, 1600x900, spasm0016.png [View same] [iqdb] [saucenao] [google]
10005263

>>10005242
That's what you get for not shotgunning Vores and Fiends to death across any corner that allows you for it...
but is the Quoth plasmagun even effective against Shamblers as an explosive weapon?

>> No.10005274

>>10005263
I think a shambler takes like 7 ish shots before dying? At the very least I'd be able to kill 1 or even 2 before I get pressed against the door that rises to trap me in. As it is, unless I go autistically secret hunting, I just need to shambler shuffle like I'm the best quake dancer you've ever seen.
If the nailgun didn't pepper them like an airsoft gun I'd just use that but it's only useful when there's one shambler, not fucking four. It sucks that their beams don't hit each other and just phase through.

>> No.10005284 [DELETED] 

>>10005162
It's hilarious how I can already tell the context of the post you're replying to. I haven't seen the original post that got deleted but I just got a feel I know what it is.

>> No.10005317

I had a guy on /v/ try to tell me that MGS did more to popularize video games than DOOM

>> No.10005341

>>10005068
Treat it more like a pistol than a shotgun. It's fast and weak, better used for mopping up human enemies, or softening up mid-size targets. It's fast and spammable

>> No.10005354 [DELETED] 

>>10005125
and here i was just about to give hideous destructor a try
thanks for saving me anon
(did this really get deleted? grow thicker skin lmao)
(lol again)
>>10005284
yep
hate to see it

>> No.10005361
File: 3.93 MB, 960x540, shimshammyspasm test.webm [View same] [iqdb] [saucenao] [google]
10005361

>>10005242
>Was spasm only tested with secrets or something?
Oh hell no I'm not scouring these long ass levels for those, and even them half of them would probably be trapped.
>>10005263
>spoiler
It deals about the same damage per hit as the double shotgun does, just at a much higher fire rate and to where you can outrange and bully shammies. I don't think they're immune to its "explosive" damage. And yes this pack really rewards you for loving your shotguns whenever you can.

>> No.10005379

>>10005317
to be fair more people know about mgs than doom
for normalfags that's all that matters
also
>timeout
fucking faggot mod deleting relevant discussion and warning people for calling them out

>> No.10005383

>>10005379
DOOM is responsible for the creation of DirectX, and was part of the marketing campaign for Windows 95. It's referenced in mainstream TV shows like Friends. I would absolutely be willing to say that more people in the late 90's knew about DOOM than MGS

>> No.10005390

>>10003059
Melon Pack got updated to 8.1
https://mb.srb2.org/addons/melon-pack.2267/
Yholl from this pack
https://mb.srb2.org/addons/flesks-chars-pack.4538/
Alex Yiik
https://mb.srb2.org/threads/rift-pack-v3-2-md3-support-up-to-v1-6-cast.26589/

>> No.10005401 [DELETED] 

>>10005162
>RRRRRRRRRREEEEEEEEEEEE Hideous Destructor is NOT HALAL! KABILIBIINALALAHA!!!
>Being this fucking petty over what the creator of the HD mod does with his life.

>> No.10005402

>>10005383
and who, aside from us, remembers any of that?
most of the idiots playing videogames today don't even know what directx is

>> No.10005409

>>10005402
>and who, aside from us, remembers any of that?
Anon, the initial argument was about which game made gaming more mainstream, now doesn't matter, we're talking about at the time

>> No.10005410

>>10005317
Metal Gear's popularity is because of Smash Bros and internet memes, which would still put Nintendo higher
DOOM actually had cultural impact in its own day

>> No.10005415

>>10004367
>Also why is it called 'NotBlood'
Because the options available can change the difficulty beyond what was possible in the original game - such as hitscanners that use projectile sprites and having an invulnerability timer when you take damage, aka you're not playing Blood anymore. You can also disregard all the features and play in vanilla mode with software rendering. Choice is yours.
>Is it actually a demo accurate faithful port like GDX and NBlood are?
GDX is almost 1.21 demo accurate, but there are some demos that will break in GDX while NBlood/NotBlood will work fine. Running NotBlood with the -validate command will go through about 10 hours of demos, and compare the RNG seed/player position to that of 1.21 DOS. If there is a single bit out, it'll show up an error message. I'd say that is pretty accurate.
>I bet this is a stretch but does it fix BUILD's shitty mouse aim and make it feel like Fresh Supply's mouse?
No, NotBlood is still limited to the input system of NBlood/EDuke32 and does not change that fact - if you don't like the way the mouse works in those ports it won't be any better. But NotBlood does allow you to use the awful DOS mouse implementation for that 1997 experience.
Have you tried Raze's implementation of mouse look for Blood? It may be what you're looking for.

>> No.10005416
File: 997 KB, 1760x948, Might as well join them tbh.png [View same] [iqdb] [saucenao] [google]
10005416

>>10005361
A lot of these secrets suck for how annoying they are to get, usually involving precarious ledges, fucky grenade jumps or swims in acid. And they usually just give a megahealth or something. There was a quad once but I found it well after the fight and you know spasm isn't going to give you a findable quad prior to some anal fisting encounter. Currently at 482/522 but I can just feel the next pack of 8 shamblers and 20 zombies around the corner. Most likely now I have no ammo and have to use this shitty sword.

>> No.10005428 [DELETED] 

>>10005401
>being okay with someone shoving their personal politics into somewhere it shouldn't be
>defending someone shoving their personal politics into somewhere it shouldn't be

>> No.10005429
File: 698 KB, 1354x860, Capture.png [View same] [iqdb] [saucenao] [google]
10005429

>>10005416
I'm astonished the final encounter didn't spawn shamblers, gugs or even vores or spawns, just fiends and those flying gargoyle things that have the shambler beam. Thank fuck spasm "generously" gave me a couple nail boxes and shotgun boxes. I have no idea where the fuck the other 10 secrets are in this map, good luck to the poor fuck that spent 3 hours finding them.

>> No.10005434

>>10005317
Doom popularized FPS games and people still talking about it, MGS is such a dead genre at this point and it's just known how silly the franchise is and the memes, that's all.

>> No.10005439
File: 1.80 MB, 1920x1080, q2_0001.jpg [View same] [iqdb] [saucenao] [google]
10005439

>>10004885
Unseen works on it because someone was autistic enough to finish the mission pack

>> No.10005443
File: 249 KB, 960x540, warpspasanimal.png [View same] [iqdb] [saucenao] [google]
10005443

>>10005416
>482/522
That's for the bile plant right? That's the count for either hard or nightmare, is this your first time through it all? Because the next levels are way harder and the counts are lower on the other two settings.
>choosing "easy" is the only option that shows you this end level screen
Is this some reference that's beyond me, or just the mod calling you a llama for choosing it?

>> No.10005446

By the way, someone made the thread about the Q2 Remaster and some retard flipped the shit there and started went full alf calling everyone zoomers, the thread died after it.

>> No.10005456

>>10000818
what's the best strategy if i want to start making doom maps? should i have some ideas coming into beginner mapping?

>> No.10005462

>>10005456
Make monocolored slaughter arenas in the void

>> No.10005465 [DELETED] 

>>10005428
I never said that I was okay with his personal politics getting shoved in and shoehorned.
Second, that someone being defended is indeed in error of doing that, but HD was not always that way by default. I'm on v.03 of it.

>> No.10005467

>>10005456
Abuse fireblu texture whenever you can.

>> No.10005469

>>10005443
I selected hard because I guess I assumed nightmare was the standard difficulty for quake like UV is for doom. I guess in spasm's case it isn't. Despite the difficulty, it is cool so I'll try to soldier on. I pray there aren't too many maps in spasm, this is beyond exhausting. Arcane Dimensions seems piss easy in comparison and that had comparable map length.

>>10005456
If you haven't already, play through doom 1 and 2, try community maps for inspiration at least with the general theme of a map i.e. tekbase or hell or whatever. When I started I just grabbed doom builder 2 and use a notepad to sketch out the layout of the map. Might help to take notes as you play other shit.

>> No.10005494
File: 80 KB, 640x480, 1687223672726541.png [View same] [iqdb] [saucenao] [google]
10005494

>>10005456
you should play through doom 1+2 first, maybe plutonia, maybe
get ultimate doom builder
draw floorplans
eventually you'll get something nice
pic related, my first-ever map which is still wip

>> No.10005503

>>10005494
It never occurred to me to use the step texture like a shutter for a door, huh. Nice crunchy textures on the walls anon.

>> No.10005514

>>10005494
Crates, brown walls and grate door reminded me of Icarus' map01 for some reason.

>> No.10005534

>>10005494
That hud scaling is a sin

>> No.10005538

https://twitter.com/gematsu/status/1671811658904215552
Q2 remaster?

>> No.10005543

>>10005538
you think we'll finally get muzzleflashes?

>> No.10005552

>>10005543
God willing. Have any modders added them to the game in all these years?

>> No.10005553

>>10005543
8-ball says
>You may rely on it

>> No.10005556 [DELETED] 

>>10005538
i made a thread at /v/ about this
it turns out the shitposter is a alfclone
>>>/v/641652669

>> No.10005560 [DELETED] 

>>10005556
What?

>> No.10005561 [DELETED] 

>>10005555

>> No.10005562 [DELETED] 

>>10005556
NYPA

>> No.10005579

>>10005469
>>10005494
i've played doom 1, 2, TNT, plutonia, and doom 64, not to mention a few community projects - i've just never took the leap to making my own maps

>> No.10005587
File: 3.91 MB, 854x480, kq64_x64220140.webm [View same] [iqdb] [saucenao] [google]
10005587

>>10005469
You've got two more bigfat fuck maps left, one "final push gauntlet" map, and a secret arena. AD isn't a pushover with some of it's maps but there's still a sizable gap in difficulty between it and Warpspasm, the latter of which also doesn't drown you with countless respawning ammo boxes. Quoth also isn't like Drake where a lot of the weapons are changed or buffed.
>>10005552
Mission 64 has tracers, the next best/sometimes better thing.

>> No.10005591

>>10000823
Just a tag reminder before we get a new thread >>10005538 >>10004005

>> No.10005616

Anons, i come in dire straits at giving reason to my memories.
I remember a GZDoom game that looked quite cool despite the grime and dirt that seemed to cover each stage, it was quite gory, it had a white square weird ui focusing into enemies which were somewhat abstract ala Silent Hill.
It had killer sound design. It had a youtube channel and a twitter which i've been searching for sifting thru the septic waters of gamedev twitter.
If you give me the right directions i'll give you anything you want.

>> No.10005623

>>10005579
then you should have a sense for what makes a map engaging
even if you don't, you'll get it eventually

>> No.10005638

>>10005616
Total Chaos?

>> No.10005649

>>10002153
This project could use the OH MY GAH! voice clip from this video as a "a secret is revealed" sfx by putting it as a DSSECRET sound file in the wad https://youtu.be/nlLhw1mtCFA

>> No.10005663
File: 3 KB, 303x154, all.png [View same] [iqdb] [saucenao] [google]
10005663

I will humbly ask again, is there any page where i can search for megawads for DOOM that only use the vanilla textures? no new huds or custom music or custom enemies or anything

I only got these so far

>> No.10005680
File: 384 KB, 640x480, Screenshot_Doom_20230622_163420.png [View same] [iqdb] [saucenao] [google]
10005680

>>10004816
>Hey, anons, could you boot up that map or any other monster-heavy Sunlust map, do notarget, and just fly around without aggroing anything? Bonus points if you do it with ds_debug 512 for maximum shielding

I don't have Sunlust, but this is Tears from God on Ad Mortem. 3000+ enemies with PM fodder. This picture was on regular OpenGL, but I restarted and switched to ES and actually got a sort-of-usable FPS, flew around a bit. But the debug wasn't on, so I turned that on, restarted, and it was back to pic related. Turned the debug off, tried again and got weirdly fluctuating FPS with ES this time for some reason. I fired the Monument a few times but it was fine there.

Personally I think you should bail on this one since it's a hyper-specific issue only I seem to be having, I don't think my freezes are related to the other anon's at all. I don't have any problems with Deathstrider normally.

>> No.10005708

>>10005663
10x10.wad has custom music.
I don't have any suggestions for what you're looking for, but some wads I know that are what you describe are :
Doom The Way ID Did
Doom 2 The Way ID Did
BF_THUD
Fava Beans
Community Chest 1

>> No.10005720
File: 584 KB, 1280x720, EV32.png [View same] [iqdb] [saucenao] [google]
10005720

>>10004929
Things get kind of chunky here in Anagnorisis but, well, look at this. This and at least 1300 monsters lmao of course it would. Worst it gets is down to 30-40fps in silly situations so still very playable, not a big deal. I can still try a Sunlust test in a few.
I also have some minor ulterior motives, how do you regard the UAC in your mod's setting/canon/universewatsit?

>> No.10005721

>>10005663
Also

Deathless
NJDoom
The Lost Episodes of Doom
WADPAK1
WADPAK2
WADPAK3
WADPAK4

>> No.10005727

>>10005708
Ah,i saw dehacked files on those and assumed they were custom stuff

I guess 10x10 is also out in that case, whoops

>> No.10005737

>>10005721
>>10005708
i will take a look at these, thank you anon

>> No.10005743

>>10005018
>every secret punishes you for finding it
At a certain skill level secrets stop becoming extra items and just become optional ballbusters to bait UV maxers. Worst low hanging fruit I can think of is SWTW's quad cyberdemon room even though it's technically not on a secret sector. There are easier BFGs to pick up even on HNTR difficulty where barons are teleported onto the dance floor to distract the cybers. The room's only purpose is to make UV maxers suffer because someone who just wants to finish the map is going to skip it. That and no crusher cleanup which is a dick move even italo doom doesn't stoop to

>>10005727
if you have 0 dehacked then your wad's map names will just be entryway, underhalls, and so on

>> No.10005760

>>10005680
Yeah it doesn't seem like I can do anything about it. Sucks that we couldn't figure it out though.

>>10005720
>spoiler
Non-existent. The UAC has been overused to death and I don't like it anymore.

>> No.10005773

>>10005743
>if you have 0 dehacked then your wad's map names will just be entryway, underhalls, and so on
ah that clears some things up

>> No.10005793
File: 46 KB, 369x461, ayumureaction05.jpg [View same] [iqdb] [saucenao] [google]
10005793

>>10005649
I support this idea.

>> No.10005803

>>10004136
You're doing great. :3

>> No.10005818

>>10005649
>YOU LOOK JUST LIKE... GEORGE BUSH!

>> No.10005839

>>10004568
Holy fuck I'm blind please rape my face

>> No.10005841

>>10005839
Openw ide

>> No.10005848

>>10005818
I seen a guy today who looked just like Bush.

>> No.10005850
File: 181 KB, 1920x1080, Screenshot_Doom_20230622_232945.png [View same] [iqdb] [saucenao] [google]
10005850

>>10005649
I WISH I WERE A BIRD

>> No.10005894

I don't know what I'm doing, but I'm doing it anyway. Will try hosting a slightly modified version of Hideous Destructor (4.8.2a) with the map anon made for it. Can't remember if the required port is forwarded or not, and I have no current way to check so if it isn't then it's joever
Four slots, skill is Hideous. If there aren't enough people I'll bump the limit down.

-Download latest stable version of GZDoom (4.10.0)
-Download >>10003045
-Download https://ufile.io/diozl5ml
-Use a .bat file or a GUI launcher and do -join 108.162.216.48 -file 17moqm.wad -file hideousdestructor-main.zip
-Hope for the best

>> No.10005914

>>10005894
It was hosting netgames a minute ago, but now trying to launch spits out an EADDRINUSE error. Oh boy.

>> No.10005921

>>10005894
>>10005914
I tried connecting but it won't. Did you guys already start?

>> No.10005928

>>10005894
>>10005914
>>10005921
Oh, I get it! It's because I'm retarded and forgot that exiting from a self-hosted server doesn't shut it down, and instead leaves it running in the background. Hold on a moment

>> No.10005941
File: 15 KB, 500x416, 1.png [View same] [iqdb] [saucenao] [google]
10005941

>>10005928
It's up. I think.

>> No.10005946

>>10005941
Stuck at contacting host. Your port may still be closed if you haven't gotten any connections from elsewhere.

>> No.10005952

>>10005946
>Stuck at contacting host
Same.

>> No.10005969

>>10005946
>>10005952
Well shit. I don't think I can get it set up today.

>> No.10005985

>>10005969
downloaded the map, holy shit it's big

>> No.10006026
File: 2.71 MB, 2560x1440, sc2.jpg [View same] [iqdb] [saucenao] [google]
10006026

>>10005760
>Non-existent. The UAC has been overused to death and I don't like it anymore.
Nice, I like it. Clears things up, too.
>>10005429
Have you tried the Sealed City yet, or has it started bamboozling you?

>> No.10006037

>>10006026
I took an alkaline break after the corridor at the start with nonstop fiends. It's very late/early for me and these maps will take me an hour to finish so I'd rather not undergo cbt while tired. For some reason suprised that spasm goes to castles as well, I kind of expected more wierd shit like map 1 and 2, though I guess I'll see.

>> No.10006097
File: 85 KB, 239x194, 1658882830063053.png [View same] [iqdb] [saucenao] [google]
10006097

>>10005839
Don't worry, I made the same mistake too.

>> No.10006105
File: 176 KB, 1080x941, 1668411083963709.jpg [View same] [iqdb] [saucenao] [google]
10006105

>>10000818
>>10000823
>>10005390
I've made my first small set of changes to the SRB2Kart Server:

New Characters: Alex (YIIK), Ecco the Dolphin, Dwarf (Dwarf Fortress), Sam (Sam & Max), Yuuka (2hu)
Updated icons for Oshare and Vibri (without modifying the skin itself for the latter)
Melon Pack updated to version 8.1
Bellbridge and VB Raceway have been sent to Map Hell (for the broken shortcut and eye rape respectively)
Removed Omochao from OpenTricks
Removed every function that auto-kicks people for "offensive" names from Hostmod and Juggy's Tools
Pathetic creature of meat and bone...

Most importantly (for the next OP):
New Pastebin: https://pastebin.com/fFj8euau

And for new and returning players (also in the pastebin above):
New MEGA: https://mega.nz/folder/MiUiESSa#CyovwTUnO9TSmqbwMI1xBg

>> No.10006116

>>10003319
Try DBP58 with War Rooster. At least I think it's 58? Whichever one is called Immortal Warfare. Also, I used vanilla monsters when I played.

>> No.10006142

>>10004136
Nice stuff! I only wish I could fast-forward time...

>> No.10006170
File: 78 KB, 1920x1080, Screenshot from 2023-06-22 21-30-19.png [View same] [iqdb] [saucenao] [google]
10006170

I fucking did it on my first no-save try on UV after learning a safe, repeatable route with savestates. I fucking did it.
Patiently and autistically created as much infighting as possible and cheesed all the Cyberdemons who weren't killed by infighting from safe spots, either by shooting walls with BFG and peek-a-booing to hit them with tracers, or for the one in that red corridor, just shooting it from below with SSG where it couldn't hit me.
I fucking did it.

>> No.10006173

give me something to play rn faggots bonus points if its your own work

>> No.10006190

>>10006173
https://www.doomworld.com/idgames/?random

>> No.10006192

>>10006190
hand pick something faggot or ill play doom eternal

i want something with swords

>> No.10006198

>>10006192
The only thing I can recommend you is suicide, you shitty little brat.

>> No.10006201

>>10006192
Go play Mars Matrix

>> No.10006203

>>10006192
Does the Halo mod have swords? If so, that.

>> No.10006210

>>10006192
>i want something with swords
beggars can't be choosers.

>> No.10006217
File: 2.14 MB, 1920x1080, gzdoom_2022-05-11_13-18-34.png [View same] [iqdb] [saucenao] [google]
10006217

>>10006203
Yes, yes it does.

>> No.10006225

>>10006217
Damn that looks like shit. Hope you have fun.

>> No.10006293
File: 367 KB, 640x480, Screenshot_Doom_20230608_181019.png [View same] [iqdb] [saucenao] [google]
10006293

>>10005760
Thanks for trying anyway.

So about the Void Eye, do rifts caused by shooting Voidstones count?

And the final Black Death entry was neat. Was right about a few things and didn't expect some others. Like I figured she wanted to kill Death, but my first guess was she wanted to eat him and take his job. I thought Solomon putting her in the knife was because of an inability instead of an unwillingness.

I don't know if this is related to the Pandora's Box changes but the Box appeared at the same time as a rift was forming and punching the box blew it up and lifted the curse at the same time. So that was pretty cool.

>> No.10006353
File: 442 KB, 1024x1024, quakecenter1629492972417.png [View same] [iqdb] [saucenao] [google]
10006353

>>10005007
happy birthday quake!

>> No.10006398

>>10000823
Keep 1.0 has been released.
https://celephais.net/board/view_thread.php?id=62253
Gigantic Quake megamod. It doesn't seem like Mjolnir has been released yet however.
>tfw not at ho

>> No.10006409

>>10006398
Fuck not at home holy shit I'm fuming.

>> No.10006452

>>10005638
It wasn't total chaos. It had 2d sprites, really detailed sprites and grim but not 3d.

>> No.10006456

>>10000879
I liked getting really good at the grenade launcher in deathmatch. So satisfying lobbing pineapples around a corner and catching some guy in the face.

>> No.10006458
File: 1.40 MB, 2732x2048, egcqdy.png [View same] [iqdb] [saucenao] [google]
10006458

>> No.10006461

>>10006353
>strange jumping problems
>bethesda.net makes ones idea errors
>microsoft sourceport

>> No.10006462
File: 1.88 MB, 1456x1090, m4w25o.webm [View same] [iqdb] [saucenao] [google]
10006462

>> No.10006471

>>10006462
Procreate?

>> No.10006475
File: 38 KB, 512x384, 1677264500833.jpg [View same] [iqdb] [saucenao] [google]
10006475

>>10000879
>>10000927
Counter-counter-point: Quake doesn't need any other weapons because the Quake Rocket Launcher is the single greatest FPS weapon ever made. It is the weapon of a master duelist. It is offense, defense, suppression, and transportation in one. It punishes carelessness, rewards risk, and ensures that every battle is fought to its maximum strategic potential, utilizing 100% of the surrounding environment. The RL uses every part of the buffalo.

>> No.10006478

>>10006471
>procreate
im still a virgin

>> No.10006482
File: 3.12 MB, 1600x1200, Ed39VCiXYAECmpj.png [View same] [iqdb] [saucenao] [google]
10006482

do people still use zandronum? i got in the mood to play some doom and while there are servers, its definitely way fewer people than a few years ago. where do people go in th year of our lord two-thousand and twenty-three for doom coop?

>> No.10006483
File: 4 KB, 433x336, 1486350430342.jpg [View same] [iqdb] [saucenao] [google]
10006483

>>10006471
>Procreate?

>> No.10006486

>>10006471
that's what the cacohole is for.

>> No.10006494

>>10006482
Classic fps multiplayer is trending downwards anon. You need buddies now. I'm sorry.

>> No.10006495
File: 60 KB, 347x316, sadbocchi.jpg [View same] [iqdb] [saucenao] [google]
10006495

>there will never again be heavily populated Starsiege: Tribes public servers

>> No.10006501

>>10006495
not with that attitude there won't be.

>> No.10006504

>>10006495
>2023
>doubleclick Tribes.exe
>it just works
How did they get it so right bros

>> No.10006505

>>10006501
It's hard to drum up interest man. Games like Apex Legends have all kinds of little things that are immediately rewarding in ways old fps dm or coop isn't, not least of which is instant 60 player games whenever you queue up.

>> No.10006506

>>10006504
One of the coolest things about it was its moddability and scriptability.
You'll probably never see a multiplayer FPS that moddable/scriptable again.

>> No.10006507
File: 260 KB, 987x1200, 1660663647621709.jpg [View same] [iqdb] [saucenao] [google]
10006507

>>10003769
Using a cybie as a cheap gotcha in the end of a long / tedious level is the worst.

It's tough to establish any hard and fast rules for usage of Cybie but in general :

Letting the player know in advance via sight or sound that a cyberdemon is coming is good.
If the arena to fight him is small, minimize the amount of splash damage for surrounding walls.
Don't make the cyberdemon fight rely solely on invoking infighting like >>10003778 says.

Understand that fighting a cyberdemon takes a decent chunk of time to fight if you don't have a BFG - Use them effectively.

The further into a level (and the longer the level) the Cybie is, the more relatively lenient the encounter should be (unless he's guarding say, an optional area or secret level exit) because it frankly sucks balls to go through a long level that's not that hard but it is very tedious only to get splattered in an instant by a Cybie.

In a smaller / shorter level you can be very mean with the Cyberdemon (as long as the player has enough ammo).

I would also personally emphasize longer-range encounters with the cybie over short range because his splash damage is way too mean in cramped areas.

>> No.10006508

I can close my eyes and hear all the Tribes startup sound effects.
>That PEWPEWPEW dynamix logo
>connecting to server
>spinfusor loading
>whirrr
>running to station
>CLUNK KCHNK
>vrmmmmm
>HURRY UP WITH THAT STATION! MOVE OUT OF THE WAY!

>> No.10006510

>>10006506
>*Laughs in Halo Trial*

>> No.10006513

>>10006508
>SHAZBOT!
I once made a script that replayed in local, over and over again, the "I need an escort back to base" sound, except cut off so it just kept saying "I need an escort!" over and over in local.
My Tribes dude was horny.

>> No.10006514

>>10006495
>Starsiege: Tribes
Well yeah, you should be booting Tribes 2.

>> No.10006515

>>10006514
T1 played faster. Gotta go fast.

>> No.10006516

>>10003769
Well, not the cyberdemon, but I really like the spiderdemon spawn in nerve.wad secret level, it spawns in this big computer room in a recessed area to one side with plenty of cover. But you've also got smaller enemies trickling in from a dozen different angles through all the nooks and crannies, and a single archvile running around between the consoles. So you've got to deal with all that stuff first while the spiderdemon is just an ever-present threat in the background if you're not paying attention while strafing back and forth across the room.

>> No.10006517

>>10006515
This, never got into T2, S:T was my jam. Skiing was better when it was unintended.

>> No.10006521

>>10006516
Spiderdemons are super tricky to use right because:
>you are fucked if there is no cover and you don't have a BFG
>you can just one-shot them with BFG
>if there is cover you can just peekaboo with SSG
Really fucking tricky to use them in a way that presents a challenge but not an impossible challenge.

>> No.10006525

>>10006521
Yeah that's why I like the aforementioned, because it's not really the spiderdemon that's the threat, it's just setting the pace for the entire encounter. Once all the fodder is dealt with, the spider is just dessert.

>> No.10006527

>>10006515
Also, some of the T1 mods were really fun, if super unbalanced.
One of the old Shifter variations was so fucking hilariously unbalanced with crazy-ass OP weapons that I got 255 kills in 30 minutes.
Nuke spam was good mindless fun.

>> No.10006530

>>10006525
That's just a really good mapset in general. On par with Plutonia, if not in difficulty but in execution.

>> No.10006534

>>10006508
I still think a Spinfusor mod for DOOM would be awesome.
>does more direct hit damage than a rocket
>does less splash damage than a rocket
>inherits velocity
>does very little damage to self when used to jump
>does more impulse to self than rocket when used to jump

>> No.10006536

>>10006521
I liked how it was used in MAP35 of 400 minutes.

>> No.10006539
File: 1.18 MB, 1600x900, spasm0019.png [View same] [iqdb] [saucenao] [google]
10006539

>>10005110
>>10005263
I think this map (Skinny Norris) is either borked on Quakespasm-Spiked, or maps made in the old version of Quoth are incompatible with the new version of the mod - or something got messed up big-time when I emptied the Warpspasm .paks into Quoth mod folder directly.

>> No.10006541
File: 44 KB, 936x1095, Snapchat-2065372615.jpg [View same] [iqdb] [saucenao] [google]
10006541

>>10006539
>Quakespasm-Spiked

>> No.10006542

>>10005587
I wish that the Q2 remaster would be based-off KMQ2 so that it would finally get proper mod support for user-made content not tailor-made for it.

>> No.10006546

>>10006534
Weren't self-hits from the spinfusor extremely punishing?

>> No.10006547
File: 436 KB, 1920x952, jacob-stokes-h3modded-screenshot.jpg [View same] [iqdb] [saucenao] [google]
10006547

>>10006217
Does any of the non-retro Halo games let you use the cut-during-alphatesting Machete after almost 24 years from its first appearence yet?

>> No.10006549

>>10006539
>You have solved 1e-9872 of the puzzle on the Seven Portals.

>> No.10006552

>>10006546
I'm more thinking of how to balance it DOOM-wise rather than exactly copying it. Making it do more direct hit damage but less splash damage than a rocket is probably the best way to make it and rockets both viable in different situations.

>> No.10006554

>>10006293
>Void Eye
No. Rifts are split into two types: regular (pink-ish) and void (deep purple). The latter type only ever spawns from enemies and is the OG one which the respective events use. The other type is from items. It gives much less ammo to weapons/items that use rifts to prevent infinite cheese and whatnot. Which is still possible, just annoying to do. I think it only works with the battery charger addon, as everything else that generates rifts uses voidstones, resulting in diminishing returns.

>Box
Yeah, the box makes all rifts explode. Normally you'd be too far away from one, but it's not impossible for the box to spawn next to a rift. It's a feature™!

>BD
I can't say it's exactly where I envisioned her character going. I don't know how to feel about Solomon being sympathetic towards her. He's kind of supposed to stay neutral. But it's very difficult to write good neutral characters, as sooner or later they're going to have to do something good or evil to provoke an emotional response from the audience. Most of the time neutral characters just end up with the personality of a brick when faced with a dilemma. That, or they lean towards evil if neutrality implies inaction/indifference. See Anastasia's lore. Solomon wouldn't have been twice as likeable had he just walked away as he technically should have done. But it's that break from character that ironically gives him a better personality. It also doesn't fit the Black Death's own character to show sympathy, although now that I think about it, I've always imagined her as being extremely violent towards everyone and only slightly less so towards Solomon, precisely for the reasons explained in the last chapter. Fun fact: in the code, the enum for the alignment lists her as the lowest value, whereas Solomon is the highest, precisely to emphasize that contrast between the two. A contrast that somehow connects them. Or maybe I'm just insane and it only makes sense in my own head.

>> No.10006556

>>10004136
Looks great.
One thing I'm concerned about with GS3 is performance. The weeb level ran like shit for me. Are you working on that?

>> No.10006557
File: 904 KB, 1600x900, spasm0026.png [View same] [iqdb] [saucenao] [google]
10006557

>>10006541
It works smoothly tho - untill the moment any drop-to-floor key/secret items still stay up suspended at least...

>> No.10006561
File: 50 KB, 720x707, IMG_20200805_214201.jpg [View same] [iqdb] [saucenao] [google]
10006561

>>10006494
;_;
we need to teach the zoomers about the free vidya that is boomershooters

>> No.10006565
File: 33 KB, 500x669, 1678466594349086.jpg [View same] [iqdb] [saucenao] [google]
10006565

>>10006561
I got my zoomer girlfriend to play some Doom co-op with me. She had a good time but hasn't asked me to play it since. Got up to e1m4.

>> No.10006567

>>10006565
You should have played Dimensions with her instead. You fucked up.

>> No.10006574
File: 6 KB, 275x183, images.jpg [View same] [iqdb] [saucenao] [google]
10006574

>>10006567
Zandronum invasion/slaughter servers were how I got into Doom. Fuck me.

>> No.10006579

>>10006565
i got my 15 year old lil bro into doom for all the free games. im gonna show him this general's files. idk if itll hit the same for him though. doom just hits that feel for me because it was one of the few games that could run well on my dogshit cheap comps years ago.

>>10006574
shotgun frenzy and randomized enemy complex doom were my fucking shit. i need to get back into shotgun frenzy personally. i need to get good with my taser again

>> No.10006582

Im enjoying thief more now that i turned the gamma up.
The starting value is way too dark

>> No.10006583

>>10006579
It's a new world. Why die in a maze or bother with fictitious hordes of enemies when with one swipe of your finger you can see a real person doing some neat diy thing or a girl dancing or whatever is on tiktok.

>> No.10006592

>>10006583
nta but sadly true. To me, Doom WAS the new world. Firing up your shitty dos PC, seeing that iconic E1M1 start room load up, hearing those PC speakers bark sounds. I remember running up the stairs to the left and just staring in awe at that mountain vista and the "rotating" platform with the armor on it. Really felt like I was jumping through a gateway into this new virtual world of infinite potential.

I loved the blue "carpet" areas, I thought that was so neat for some reason (still do), really felt like some kind of comfy future lounge area. Later in my youth I roomed in a house with some bros and we redid a room and I specifically went out and got some deep electric blue carpet like that because it reminded me of Doom.

>> No.10006598

>>10006482
the player count was already really low in the early 10s. i remember about 100 people playing on skulltag or zandronum and it was mostly mods or coop servers.

>> No.10006606

>>10006598
Shit was a ball man. Loads of invasion servers, deathmatch, co-op, shotgun frenzy, ghouls vs humans, ghoul's forest 3 co-op, mother fucking cyberrun. /vr/ had TWO dedicated servers back then, one for minigames which was awesome.

>> No.10006608

>>10006565
TFW my GF's idea of a good time is UV God Machine.

>> No.10006609

>>10006583
you see zoomer DIY and sluts dancing. i see the great filter that keeps communities IQ's above 80. someone has to sweep the floors

>> No.10006610

>>10006608
Lucky fucker.

>> No.10006612
File: 334 KB, 1920x1080, Screenshot_Doom_20230614_152803.png [View same] [iqdb] [saucenao] [google]
10006612

>>10006583
I think this "le zoomers just don't get it, man!" narrative is very cynical and not understanding that not everyone is interested in the same thing.

Doom is a really solid game that even still holds up in some regards better than newer games and there are people who still get drawn to the games even despite their age. Even though this general shits on "ecelebs" like Civvie11 they do a good job of their sales pitch of the games to the new gamer generation as well.

>> No.10006646
File: 1.05 MB, 1600x900, spasm0018.png [View same] [iqdb] [saucenao] [google]
10006646

>>10006549
At least the alternative route worked flawlessly...

>> No.10006657

>>10006398
>>10000823
Quake Mjolnir released!
https://celephais.net/board/view_thread.php?id=62254

>> No.10006670
File: 101 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
10006670

>>10006657
Yes!

>> No.10006673
File: 439 KB, 1920x1080, Screenshot_Doom_20230623_125002.png [View same] [iqdb] [saucenao] [google]
10006673

Onslaught was pretty harsh. Quite a nice level all in all, it was mercifully rather quick map all things considered, and that's what I really like about Plutonia : despite having nasty ambushes the maps don't feel tedious even saveless.

That chaingunner pointing his gun at your back the moment you spawn in is a bit dickish though.

I also quite like that the levels most of the time don't box you in unnecessarily, so you can make tactical decisions and retreats to turn the tables on your enemies.

>> No.10006676
File: 89 KB, 750x1000, flat,750x,075,f-pad,750x1000,f8f8f8.u3.jpg [View same] [iqdb] [saucenao] [google]
10006676

>>10006670
And I'm still not home!

>> No.10006681
File: 34 KB, 550x550, 1674134454336248.jpg [View same] [iqdb] [saucenao] [google]
10006681

>>10006495
hang in there, soon there'll be generalized ai that will be able to play old multiplayer games with you by interfacing with it as player clients

>> No.10006686

>>10006657
>1,54gb
That's a big mod.

>> No.10006694

>>10006686
It's the biggest Quake mod ever atm and probably will be in perpetuity. 4u

>> No.10006704

>>10006657
>1.0
>only has 2 of 4 planned episodes
Shouldn't this be a 0.5 release?

>> No.10006706

>>10006704
Tell it the author I just wanna play it.

>> No.10006712
File: 1.16 MB, 1600x900, spasm0029.png [View same] [iqdb] [saucenao] [google]
10006712

>>10006686
4 U

>> No.10006807

>>10006542
I don’t expect too much, but it would be interesting seeing Nightdive release a port of a game I want to stick with over the free alternatives. It didn’t happen with Quake or Blood, but those games also had decent ports at the time while the Q2 ports are kind of weird.
>>10006657
There goes the weekend.

>> No.10006886
File: 716 KB, 1600x900, spasm0030.png [View same] [iqdb] [saucenao] [google]
10006886

>>10006686
>est. DL time: 2 weeks
I will probably need to go to McDonald's and leech off their WiFi again

>> No.10006967

Has anyone checked the hivemind and their reactions to Q2R? seems that they took this long because it was a complete rewrite of Q2 animations, maps and file support


>>10006475
This is how i remember how GLQuake was
those textures looks sharp as fuck.

>> No.10006972
File: 226 KB, 508x435, F I L T E R E D.jpg [View same] [iqdb] [saucenao] [google]
10006972

>>10006712
GL_NEAREST_MIPMAP_LINEAR NOWWW!!!!!

>> No.10006973

>>10006037
Yeah that sounds like a much comfier evening, Warpspasm is appropriately chompy and oppressive and I learned not to play things like that while it’s late and I’m tired.
>For some reason suprised that spasm goes to castles as well, I kind of expected more wierd shit like map 1 and 2, though I guess I'll see.
“Giant eldritch library city” has a weirdness to it, but it is also the least ‘fleshy’.
It has a charming readme with some story that helps point towards what’s going on, more importantly it adds more to that icky and evil “feel”. Ijed really loved that Lovecraft/40k style protuding from Quake.

>> No.10007003

https://www.youtube.com/watch?v=kOtEg917eHM
Chubzdoomer released a video on how to do jump pads in Doom Builder.

>> No.10007036

>>10006972
The reason why this looks shit compared to >>10006475
is because there is no scanline dithering to hide and blend the shit outline we see these days in sprites.

CRT monitors really made old bilinear shine under lower resolutions

>> No.10007046

>>10007036
>the reason this looks like shit
>>10007036
Both look fine to me anon, but I can also find enjoyment in various filtered methods as well as the classy unfiltered look.

>> No.10007071

CARMACK CONFIRMED TO BE AT QUAKECON, id Software, Bethesda and Microsoft gave their blessings with VIP!

WE ARE SO BACK!

>> No.10007097

>>10007071
Quakebros...we won....

>> No.10007107

>>10007071
>>10007097
Is there really a reason to care about this? Serious question

>> No.10007109

Shamblers are awful, why do they exist

>> No.10007113

>>10007107
Lends credence to the notion of a Quake reboot.
>But it doesn't need one
It doesn't, but it might be good.
>>10007109
Don't play on nightmare and do the shambler dance.

>> No.10007118

>>10007107
Besides the fact that Carmack is accepted back at the very event he started and we will get tech talk once more from him, and that all of the shitshow of him never setting foot at quakecon began thanks to providence equity and Zenimax board anal over Occulus, both which were dissolved after the acquisition...
Yes, it is good to have him back.

>> No.10007121

>>10007113
>Shambler Dance
I think you mean the Shambler Amble

>> No.10007129

>>10007109
They're awful when the mapper decides you need no strong weapon, no ammo and little cover to fight them. Which happens often enough, even doe I can't think of an example from the top of my head.

>> No.10007130

>>10007107
People can bring their PCs again, there might be some chance of Q2 news like last year lmao, and there’s people hoping for some new Doom info. That’s the extent as its otherwise lately been Bethesda showcasing their new games.

>> No.10007131

>>10007130
And phil is hinting hexen.

Which by the way, having a Hexen 3 with Corvus as a protagonist would be a great twist

>> No.10007147

>>10007131
>modern Hexen reboot
Next to zero interest beyond seeing their attempt at modern “””puzzles””” catered to the new “bomshot” crowd.

>> No.10007149

>>10007147
ReQUEL

>> No.10007168
File: 552 KB, 1280x720, 1631722856799.png [View same] [iqdb] [saucenao] [google]
10007168

>>10007107
It's actually thread relevant and not "Guise someone on /v/ said a thing!" .
Yeah, one of the most influential people related to Retro FPS games and a major developer formerly at Id Software attending Quakecon is news in and of itself but also because he could be delivering major announcements.

>> No.10007206

>>10003934
>>10004626
Super Mayhem 17

>> No.10007259

>>10007168
It's relevant to the thread as news, but Carmack is going to do exactly nothing at Quakecon.

>> No.10007412
File: 69 KB, 1024x768, 1520697220037.jpg [View same] [iqdb] [saucenao] [google]
10007412

>>10006657
>>10006686
>>10006694
>>10006807
ohh fuck yeahhh boyyyyyzzzz

>> No.10007461

Has anyone ever noticed how Quake IV art style looks like Roughnecks Starship troopers?
https://www.youtube.com/watch?v=pMJ7S4iwXSc

>> No.10007492

Should i play the vanilla quake levels before playing community content? i just find the vanilla color palette to be so boring

>> No.10007515

>>10007492
If you're on a quakespasm based port, set contrast to 1.5 and gamma to 1.2

>> No.10007516

>>10007461
The green armor they now wear also share some motifs that are present in the spartan suit for Halo 1. Also, this started in 1999 right? I think the show did that “found footage” thing recovered from a trooper’s final moments before Halo did something similar.
>>10007492
Pallete’s not a whole lot different in most of the custom maps I’ve played. If it’s that important then boost up the saturation either through things like nvidia or your monitor.

>> No.10007519

>>10006482
First off where did you get this picture of me
Second, are there no other multiplayer clients besides Zandronum with Doomseeker?

>> No.10007551

>>10007516
Yes the show is from 1999
https://www.youtube.com/watch?v=ch0rZPTgKpA

>> No.10007559

>>10000870 Dayum...

>> No.10007580
File: 1.43 MB, 1920x1080, mj3m3_2023-06-23_15-04-37.png [View same] [iqdb] [saucenao] [google]
10007580

Mjolnir bros, am I a retard or is there supposed to be a key somewhere around here? I've been running around this level for an hour and can't find shit.

>> No.10007641

>>10007131
>>10007147
I know it's just a matter of time when Microsoft gets Activision Blizzard, but it still would take some time until any kind of work could be done on new Hexen game. Besides, knowing current trends, I don't see how this title would be anything rather than your typical 3-4 player cooperative affair.
Not that I wouldn't like to see where the franchise could go. Probably a (soft) reboot, all things considered. I actually think there's a neat way of doing that from narrative standpoint.

>> No.10007749

>>10007168
Good to see John Carmack did not get cancelled over the BasedCon nonsense.

>> No.10007813

>>10000823
https://www.doomworld.com/forum/topic/109899-wip-the-edge-of-time-tpc-beta-20-gradius-ii-gofers-ambition-gzdoom/?tab=comments#comment-2663383
The Edge of Time had an update.

>> No.10007850

>>10006673
>I also quite like that the levels most of the time don't box you in unnecessarily, so you can make tactical decisions and retreats to turn the tables on your enemies.
Exactly. Plutonia has fantastic level design. Some of the traps can absolutely fuck you in the ass on a blind playthrough but they're always very manageable through strategy/tactics once you learn them.

>> No.10007863

>>10007749
I didn't know BasedCon was something that existed until now, because I was going to make a joke story response to >>10007259 about how his appearance at Quakecon was a way to strap headsets to the audience to summon Shub-Niggurath, but then had to search and see if he even still worked on VR, to be met with a whiny PC Gamer article about Carmack meeting up with evil chuds. Nice to see he's just going along doing whatever he feels like, I wouldn't expect a mega-autist like him to ever care about the opinions of people like that. I also found out he has an AI startup that may or may not be named after Commander Keen.

>> No.10007884
File: 20 KB, 979x512, BatLauncher.png [View same] [iqdb] [saucenao] [google]
10007884

Made a basic bat file so I don't have to type out all the commands to run shit, all works fine apart from violent rumble for some reason not wanting to actually launch on the start map and arcane dimensions for some reason needing to bring up the menu on map launch.
Not issues that need addressing so I'm not bothering with it.
Anyway, back to warpspasm fucking my ass with no ammo again

>> No.10007886

I can't think of what to put in the third map of this wad. I have an idea for a secret map, already, but not the third, and I kind of want to do something different to the big maze thing. (I want something that'll be less of a massive ball ache, at least in terms of scale)

>> No.10007887

>>10007886
what's the theme of the wad anon? hard to give advice when I know nothing beyond their beyond 2 maps + secret

>> No.10007895

>>10007886
The Abyss and The Talosian Incident are 2 of my favourite wads for storytelling and they're both about techbases at the bottom of catacombs

>> No.10007908

>>10007884
add a roman wilderness of pain and rubicon rumble pack sorry

>> No.10007940
File: 3.93 MB, 854x480, wspasm_6for2.webm [View same] [iqdb] [saucenao] [google]
10007940

>>10007884
>Anyway, back to warpspasm fucking my ass with no ammo again
Good luck bud, don't really have any tips besides the obvious ones (always make explosives hit multiple enemies, love your shotties, blah blah) but do note that the super death knights from Quoth can still take explosive damage when their shields are up. I didn't realize that when playing anon's awesome CTOM map.

>> No.10007949

>>10007940
just got through the altar of pain in sealed city.
All I can say is *ahem* FUCK SPAWN NIGGERS
I've been trying to use my grenades on multiples but when most multiples are either fiends or spawns it's safer to use the plasma or just love my ssg

>> No.10007956

>>10007940
death lords take half damage from most attacks when their shields are up. except grenades and lightning which they reflect completely (but a grenade blast can still damage them of course)

>> No.10007969
File: 82 KB, 959x586, Quoth-page.jpg [View same] [iqdb] [saucenao] [google]
10007969

>>10007956
>except grenades and lightning which they reflect completely
Good to know, I would've totally tried zapping them at one point. Also realized Quoth still has a classy site up for it.
>grenades just bounce off them while rockets explode on contact
This makes me sad, but it's thankfully circumvented when they're next to some buddies and they often were in Warpspasm.

>> No.10007973

>>10007969
>rockets explode on contact
man I'd fucking love a rocket launcher.
there's 20 secrets on this map and all I've found so far is a ring of shadows(lol) and a quad that I almost couldn't use due to ammo starvation.

>> No.10007974

>>10007973
>man I'd fucking love a rocket launcher
Me when playing most custom Quake maps

>> No.10007984
File: 763 KB, 1510x766, Screenshot 2023-06-24 000552.png [View same] [iqdb] [saucenao] [google]
10007984

>>10007887
>>10007895
Sorry, yes, theme - well the wad's called Warren Inspector so the things I wanted to get across were
>small entrances to large, sprawling underground areas (MAP01-02)
>lots of narrow passageways and labyrinthine passages, catacombs and so on (MAP02)
>multiple ways to beat the level
MAP03 is what's going to be inside the big black (dark grey) cuboid that features in MAP02.
I think I'm just going to have to work something out, give it a BIG THINK. I already know what the secret's going to be so I'll start working on that in the meantime.

>> No.10007991
File: 345 KB, 680x508, 1619320908785.png [View same] [iqdb] [saucenao] [google]
10007991

>>10007984
You could try using scripts to make the level like a maze that re-configures on getting to certain checkpoints or getting keys, etc. Use medium-large rooms in the cube as points of interest between your maze corridors. Idk what map format you're using but maybe you could use eviternity portals to fake multiple floors and stuff like stairs that go infinitely down until you realise and go back up to reveal a different floor, stuff like that. Maybe base it around a central location that you need to slowly unlock over the course of the map.
Maybe have various "wings" of the cube that you need to go to to flip levers or get keys then come back to the centre to progress. Idk what the centre would lead to but that's up to you obviously.

>> No.10008040

>>10007969
>The jackhammer dildo

>> No.10008041

>>10007109
Git gud, I take them with the SSG all the time.

>> No.10008051
File: 255 KB, 500x375, 1581580866595.png [View same] [iqdb] [saucenao] [google]
10008051

>>10006561
>boomershooter

>> No.10008063

in ironwail, when i load a save, my mouse would move my character, even with mouse-look on.

>> No.10008068

>>10006554
Ahh okay. I got it to spawn right after that post. Are you supposed to be able to keep using it after all your blood is gone? 'Cause you totally can. How do I unlock the lore for it? I saw something about corruption so I'd guess I just keep using it, but I don't think I can unlock it before I finish EDay. The Black Death being afraid of the Eye is also a great way to sell that the thing is bad fuckin' news.

There is also the whole "if I kill the literal concept of death, I won't be able to murder anymore" thing. Does she have any fun at all if Solomon takes her out to shank demons?

When you say he's supposed to be neutral, do you mean he's compelled to be by his job even though he kinda isn't?

>> No.10008069

>>10008063
I had that issue in DirectQ but not ironwail.

>> No.10008074

>>10008069
what console command do i do to end it.

>> No.10008080

>>10008074
No I mean I don't have that issue in my iw. Maybe you should make an issue its GitHub

>> No.10008084

>>10008063
I had that issue once, closing and reopening the port made it be have itself again.

>>10008074
Nothing, if it happens +mlook stops having an effect.

>> No.10008091
File: 742 KB, 2560x1049, Virgin-vs-Chad-Doom-Slayer-Doom-(игра)-Игры-5831228.jpg [View same] [iqdb] [saucenao] [google]
10008091

am I the only one who thinks that doom 2016 and eternal kinda missed a lot of what made dooms artstyle and aesthetic distinctive?
the sci fi interiors are too clean, not quite as brutal or industrialist
the demons are somewhat overdesigned, looking more like aliens from halo or mass effect than demon demons
hell in doom 1/2 had a gothic, surreal aspect to it, evoking heiryonymous bosch and shit, and there was this way the deimos base started to become more strange and absent of logic in its design (wall textures for floors and stuff) made it really feel like reality was thinner in hell, subject to distortion
the newer games don't really have that, too much sci-fi and not enough "thrash metal cover brought to life"

on top of that, I have a feeling that while many people have rightly criticized doom eternal for being too much of a "Saturday morning cartoon", in a weird way I feel like they take themselves too seriously? I'm talking about the soundtrack mainly. mick gordons great, but all of the tracks are similarly dark and aggressive. there's no shit that catches you off guard with it's casualness, like the doom 2 underhalls music, the imps song, or anything as unabashedly fun as "I sawed the demons"
I feel like more casual, fun music like that adds a layer of "doomguy is slowly going stir-crazy from fighting demons nonstop and is emotionally dissasociating" kind of black comedy to everything

there's no FIREBLU in 2016 either

>> No.10008093

>>10006116
Nah, I made my own monster replacer.
Mostly realm667 stuff, but still servicable.

>> No.10008102

>>10008093
Post it.

>> No.10008107

>>10008091
I'm not trying to dog you but I've seen all these assertions made when discussion of those games was in its heyday and I agree with all of it but I think D2016M is a fantastic marriage of Half-Life and Doom.

>> No.10008109
File: 590 KB, 1206x722, sealedCity.png [View same] [iqdb] [saucenao] [google]
10008109

Sealed City done.
I think I liked this one visually more than bile factory but factory had probably the most fucked trap, even if I had to axe/sword a shambler in city.
That fire temple gauntlet was a much better final fight than the end of factory.
Also where the fuck are all these secrets

>> No.10008112

>>10008107
Half Life sucks though. Why is it in my Doom?

>> No.10008114

>>10008091
D16 and DE draw more from D3 and Brutal Doom than they do from D1 and D2.

>> No.10008135

>>10008091
>am I the only one who thinks that doom 2016 and eternal kinda missed a lot of what made dooms artstyle and aesthetic distinctive
It really lost a lot of stuff but it was only really trying to superficially be Doom to sell it to a new audience who had no real interest in the originals and just cared about it being an established IP.

>> No.10008136

>>10008091
what the fuck is up with all the newfags posting non-/vr/ shit in this thread recently?

>> No.10008139

>>10008136
I blame myhouse.wad for this

>> No.10008154

>>10008139
shut the fuck up we were so close to going an entire thread without someone bitching about myhouse

>> No.10008158

>>10008154
>page 8
you should've started a new one then
new thread whendo

>> No.10008168

>>10008158
/vr/ is a slow board. You don't need to make a thread until page 10 or so.

>> No.10008182
File: 19 KB, 474x355, movie_night_at_the_catacombs.jpg [View same] [iqdb] [saucenao] [google]
10008182

>>10007984
Kek you actually went with that name, nice
I bet the secret has to do with picrel

>> No.10008195

>>10008112
Your Doom is in the myriads of megawads, pwads, maps, tcs, etc. Doom 2016 couldn't just be more Doom because that already exists in the thousands. Mixing in some Half-Life was a winning formula with the public, with me. Personally I thought Eternal went waaay too far up its own ass. Even serious sam 4 had a more meaningful and heartfelt narrative. I digress.

>> No.10008205
File: 830 KB, 1514x792, asssssssssssssssss.png [View same] [iqdb] [saucenao] [google]
10008205

Sewermapfag here, I just finished building the 20th map of my megawad.

>> No.10008209

>>10007131
I hope my old webcite will be correct:
https://quakeulf.suxos.org/h3/

>> No.10008218

>>10008195
"Half Life" i.e. a wide variety of levels and transitions, minimal and environmental story telling, I wouldn't think so. If you mean "linear point to point action FPS" then yes it was a genius idea for the public, it's probably why they abandoned non-linear level progression shortly into 2016.
>>10008205
Looks fucking sick. How many levels are you aiming for in total?

>> No.10008230
File: 756 KB, 1600x900, asss2.png [View same] [iqdb] [saucenao] [google]
10008230

>>10008218
30 maps + two "plot" levels, of those 30, only three so far are small maps. They are all this complicated. Have been working on this since January 2022 and I've been posting screenshots here from time to time.

>> No.10008232
File: 1.57 MB, 1920x1080, Thirsty.png [View same] [iqdb] [saucenao] [google]
10008232

>>10008195
>Mixing in some Half-Life was a winning formula with the public
This was the case in 2004 also. They even repeated the 'go back and forth between the UAC base and hell' idea with one of the newer Dooms.
>>10008230
Yeah that's looking great, looks fun in there.

>> No.10008247

>>10008218
>If you mean "linear point to point action FPS" then yes it was a genius idea for the public, it's probably why they abandoned non-linear level progression shortly into 2016.
Yes.

>> No.10008251
File: 2.29 MB, 1920x1080, mj3m3_2023-06-23_21-54-38.png [View same] [iqdb] [saucenao] [google]
10008251

>>10007580
I'm stumped too. It looks like the key should've been on this platform, but it isn't for some reason. Maybe exploring the start map was a mistake.

>> No.10008279

>>10008068
>Eye
I forgot to account for the fact that blood no longer reduces your max health. I guess I'll make it damage and you once you continue using it without any blood. You unlock the lore by getting rid of it. Corruption takes a long time to accumulate and somewhat guarantees that you can't keep the thing forever given how massively OP it is.

>Knife
I'd say it's more "if I kill the literal concept of death, everything is going to stop existing for having no purpose to exist." As for your question, initially, back when she didn't have too much lore, stabbing yourself gave you healing. The canon was that the healing powers were her way of saying "thanks" for you slaughtering stuff. The more sinister implication was her conditioning you into killing more and more for that sweet regeneration juice. So yeah, I'd say she has a lot of fun. Plus that way she gets to have more essence. The only thing shifting it from mutual to parasitic is the fact the blood meter goes down passively, so even if you don't kill anything, you will be forced to feed her or drop her.

>When you say he's supposed to be neutral, do you mean he's compelled to be by his job even though he kinda isn't?
He's Death. Death doesn't really care much about right or wrong. The character is mildly inspired by Pratchett's character of the same name, but I'm no Pratchett so obviously I failed miserably. Although, in my defense, Discworld's Death is not the main hero of the story, so it makes sense that there would be some deviation here. I guess that's a good way to put it, anon. Thanks.

>> No.10008284
File: 470 KB, 1000x1085, +_35ceee7f026129565b51b868fe0de9ed.jpg [View same] [iqdb] [saucenao] [google]
10008284

>>10007580
>>10008251
Place this in the mjolnir/maps folder, it corrects the red key placement in ironwail.

https://www.mediafire.com/file/5luc9hdmir8hh56/mj3m3.ent/file

>> No.10008301

>>10008284
Cool, thanks.

>> No.10008307
File: 527 KB, 1661x913, QuakeMapping.png [View same] [iqdb] [saucenao] [google]
10008307

Thought I'd finally grab trenchbroom and see how complex map making is in quake compared to doom.
Apparently very. Part of it is I don't understand all the interfaces, how to set everything up, where to place base resources, etc.
I'm sure once you get past the initial filter it's not too bad but being proper 3d I can see making a map becoming way more difficult than drawing lines in UDB.
Think I'll stick those drawings for now.

>> No.10008328
File: 796 KB, 2435x1659, just broom it.jpg [View same] [iqdb] [saucenao] [google]
10008328

>>10008307
The folders for resources are selected at the bottom of the 'Map' tab. This should correspond to whatever mod you are trying to work with (i.e. 'quoth').
Your entity definitions - the text files that actually tell the editor what relevant things are in the mod you are trying to use - are selected under the entity tab. Some mods may not come with one and might require some internet digging.
Textures are of course selected at the bottom of the face tab.

Your best bet for learning Quake mapping is, unfortunately, still the DumptruckDS tutorial series. There is however also a lot of wisdom to be gained by looking up Half Life and Quake 3 mapping tutorials - especially when it comes to creating terrain or making maps not take a million years to compile VIS by making good use of the SKIP texture and func_detail-ing your whole map beside some essential blockouts.

>> No.10008405
File: 3.05 MB, 1920x1080, start2_2023-06-23_20-30-05.png [View same] [iqdb] [saucenao] [google]
10008405

>>10006657
This is awe inspiring. Utterly so.

>> No.10008421
File: 310 KB, 1948x1389, vr mjol.jpg [View same] [iqdb] [saucenao] [google]
10008421

Violent Rumble Mjolnir skin spotted in Mjolnir.

>> No.10008426
File: 3.00 MB, 1920x1080, start2_2023-06-23_20-40-49.png [View same] [iqdb] [saucenao] [google]
10008426

THIS IS SO COOL

>> No.10008441

>>10008091
I think any attempt to try to recapture the original magic would have just been terrible, so doing something different was the only sensible direction. It's an adequate game, would have been worse the other way.

>> No.10008467

>>10008154
rude

>> No.10008478

>>10008091
>WORDS WORDS WORDS
>image: WORDS WORDS WORDS
Have you tried fucking yourself? Who the fuck gives a shit about all that, jesus.

>> No.10008479

>>10008478
>How dare you talk about things

>> No.10008480

>>10008479
Off topic trash, retard. Fuck off.

>> No.10008483

>>10008479
He's not wrong. The meme that guy used sucks, and his post is longwinded. Like I fucking hate seeing low effort posts too, but he's not very succinct.
It also really doesn't belong here, that's new Doom stuff. This is /vr/

>> No.10008501
File: 2.09 MB, 1920x1080, mj3m3_2023-06-23_21-33-09.png [View same] [iqdb] [saucenao] [google]
10008501

I think I encountered a bug in Mjolnir. I'm pretty sure this is where the red key is supposed to be because I have nowhere else to go except a locked red key door.

>> No.10008516

>>10008501
>>10008284

>> No.10008524

>>10008516
>Doesn't apply if you've already loaded the map
Fuck. I'll just noclip through the door.

>> No.10008562

Do you think monster attack that is going in front of the monster and not at the player would work for Doom? Like a stream of projectiles just going forwards?

>> No.10008567

>>10008230
reminds me the heretic level where lava loops around

>> No.10008598
File: 2.87 MB, 440x530, 2021-09-15 03-46-28.webm [View same] [iqdb] [saucenao] [google]
10008598

>>10008562
I don't understand what you're saying. You'll have to draw me a blueprint.

>> No.10008605

>>10008562
>>10008598
It sounds like what he's describing is a monster that doesn't use A_FaceTarget in its attack loop, just keeps shooting in the initial direction.

>> No.10008612
File: 391 KB, 1575x238, file.png [View same] [iqdb] [saucenao] [google]
10008612

>>10008562

>> No.10008613

>>10008605
A_FaceTarget doesn't actually has any bearings on where projectile goes, but basically yes.

>> No.10008617

>>10008598
>lost the copyright war to Warner Bros.
At least Star of Providence is a baller fucking name. I'd love to see something with MONOLITH's aesthetic in doom, honestly.

>> No.10008618

>>10008613
Ah, I confused it with how it works with hitscan.

>> No.10008728

>>10008307
>I'm sure once you get past the initial filter it's not too bad but being proper 3d I can see making a map becoming way more difficult than drawing lines in UDB.
No, not really. In fact it's a lot easier because you don't have to work around the 2D limitations. You want a bridge? You just put it there. You want to have a cage? You build it. You want just a small ledge? You put it there. You want a 50 story tower? You just put room over room.

That said, however, and without needing to tell you that whining how you aren't gud yet is bad style (remember the guy who said UDB wasn't "intuitive"), the stuff around that is way more complicated than Doom mapping because there are way more options and things to consider e.g. when compiling the map.

>> No.10008737

>>10008307
All you need to know is that people have made amazing maps with Trenchbroom, so it's just a matter of learning how it works. You're the limit of your imagination anon. Ganbatte!

>> No.10008754
File: 514 KB, 1577x714, 1*QGeUgcUbcWuAOPfGyYjnAQ.png [View same] [iqdb] [saucenao] [google]
10008754

>>10008737
>You're the limit of your imagination

>> No.10008801
File: 1.36 MB, 2048x2048, q2zw2e.png [View same] [iqdb] [saucenao] [google]
10008801

>> No.10008832

>>10008801
Where bulge?

>> No.10008837

Pretty disappointed Keep doesn't have the drum magazine shotgun.

>> No.10008846

>>10008832
It goes straight down, that's what the loincloth is for.

>> No.10008850
File: 54 KB, 600x600, 1d5600422396ec97e8b7b1b1ae923050.jpg [View same] [iqdb] [saucenao] [google]
10008850

>>10008195
>Your Doom is in the myriads of megawads, pwads, maps, tcs, etc. Doom 2016 couldn't just be more Doom because that already exists in the thousands

This is a very good point that seems to be missed by a lot of people. Whether you like nuDoom or not, they couldn't really just 'remake doom' as it were, they took the I.P and did something new-ish with it. And I'm fine with it, original Doom 1,2 and 64 will keep existing and Doom 3 and 2016 / Eternal do their own things.

Who knows, maybe the next Doom game will be something different once more.

>> No.10008859

>>10008091
I feel like modern Doom makes more sense if you think of its influence not as the "rip and tear" comic but rather Death Battle when they made Doomguy job to Master Chief
It explains the armor design and "power fantasy" aspect when even the actual comic had Doomguy get shit at times and the very source of the catchphrase has him fuck up a punch and run away
Also, who else fucking hates Virgin vs Chad memes being another "THING I LIKE VS THING I HATE" template when it was much more unique and funnier in its original format?
>>10008850
Always thought Doom is a series whose own setting benefits from being "unfinished" so its "universe" is what people made out of it
From mods and wads to even the name "Doomguy"
Lot of thing that fans did felt like stuff that id themselves could/would/should have done with a series that otherwise existed for the sake of its impact and not to be a "franchise" like Mario or Final Fantasy

>> No.10008864
File: 825 KB, 1600x900, spasm0031.png [View same] [iqdb] [saucenao] [google]
10008864

>>10006886
I love diving into the unknown without biosuit

>> No.10008869
File: 640 KB, 1600x900, spasm0032.png [View same] [iqdb] [saucenao] [google]
10008869

>>10008864
Okay nvm...

>>10006972
>unknown command
Now what?

>> No.10008882

>>10008850
Snapmaps were a great idea that should be in more games.

>> No.10008904

>>10008091
not really /vr/, but might aswell chime in.
25 years of difference is alot when making a game.
change the timeline a bit and nu-DOOM is basically demon-flavored COD, which even the most conservative DOOM fans would say is way worse.

so nu-DOOM even not having ADS and reminding zoomers that fast paced FPS is good is commendable, there are probably a many zoomers that would have not found DOOM without it.
>>10008195
>Your Doom is in the myriads of megawads, pwads, maps, tcs, etc. Doom 2016 couldn't just be more Doom because that already exists in the thousands.
this.

>> No.10008906

>>10008859
>Always thought Doom is a series whose own setting benefits from being "unfinished" so its "universe" is what people made out of it

Very much this. The official games can do different interpretations and styles of game but they don't need to tie every "plot thread" or loose end together, it will not work and just ends up being confusing. Doom / Doom 2 are self contained, Doom 64 is self-contained, Doom 3+ROE are self-contained and Doom 2016+Eternal are self-contained works from my personal perspective.

>Also, who else fucking hates Virgin vs Chad memes being another "THING I LIKE VS THING I HATE" template
Me. It sucks the fun out of it and misses the point.

>> No.10008917
File: 1.17 MB, 1600x900, spasm0036.png [View same] [iqdb] [saucenao] [google]
10008917

>>10008501
>making another starting melee weapon instead of just fixing the DoE's cut Morningstar (actually a flail)

>> No.10008919

>>10008917
I really like the vampiric mace. Zooming across the map, smacking shamblers to death.

>> No.10008939

I like Half-Life and Half-Life: Imps (also known as Doom 3) more than Doom and Doom 2
Don't reply to this post or it's going to be considered bait.

>> No.10008948

>>10008919
>vampiric
Sounds quite benissimo

>> No.10008959
File: 289 KB, 612x392, suklaa.png [View same] [iqdb] [saucenao] [google]
10008959

>>10008948

>> No.10008973

>>10008882
They just stole them from TS2 & FP.

>> No.10008974

>>10008973
And even then Timesplitters did it better with the way you can combine certain map blocks together to create unique formats or extend the size of a room via extension blocks.
Now if only the Timesplitters series/Rewind could actually release on PC...

>> No.10009032

>>10008869
>unknown command
gl_texturemode, anon

>> No.10009035

>>10008882
Basically custom maps. They should be in many games but especially the newest Doom games, though the fans for the newest games don’t seem as interested with the idea.

>> No.10009043

>>10009035
>Basically custom maps
Yes and no. I don't need or want every game to have UDB or Serious Editor level shit. I just think of Bloodborne a lot, or Tony Hawk Pro Skater 2's park editor; chunks of things that you mash together. BB had 2200 variant "randomized" dungeons based on a few hundred very recognizable but very unique room and asset (statues, plants) combinations. Not retro but it's page 10. I dream of a Quake mod with Bloodborne style chalice dungeons.

>> No.10009052

>>10009043
“Oblige for Quake” would be cool, also like Doom wouldn’t hold a candle to what you can craft out there. I’d rather spend time through more elaborate level design - just like my preference towards BB’s main campaign vs. the less interesting chalices.

>> No.10009104

>>10009052
>“Oblige for Quake” would be cool
Obsidian has Quake support already.

>> No.10009118

>>10009104
wat

>> No.10009121

>>10009104
Yeah here we go, no it doesn't anon:
https://github.com/obsidian-level-maker/Obsidian/releases/tag/Obsidian-v20-20230516
id Tech 0
Wolfenstein 3-D
Spear of Destiny
Noah's Ark 3D
id Tech 1
Chex Quest 3
HacX 1.2
Harmony
Hexen
Strife

>> No.10009124

I can't think of any puns. Someone else make the thread.

>> No.10009126

>>10009124
Homo. Hold on.

>> No.10009152

>>10009145
>>10009145
>>10009145

>> No.10009153
File: 13 KB, 642x512, Image85.png [View same] [iqdb] [saucenao] [google]
10009153

>>10009121
They're in experimental, dummy.

>> No.10009156

>>10009153
The fuck. How do I access this.

>> No.10009216

PrBoom+um has finally been put to rest and DSDA-Doom declared its successor for all intents and purposes

>> No.10009273
File: 1.02 MB, 1121x713, Screenshot 2023-06-24 095904.png [View same] [iqdb] [saucenao] [google]
10009273

I apologize in advance for the textures but i don't regret anything