[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


View post   

File: 1.07 MB, 1920x1080, 1675371795938.png [View same] [iqdb] [saucenao] [google]
10024620 No.10024620 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10016862

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/fFj8euau

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

>> No.10024626
File: 10 KB, 528x304, 1687409276721464.png [View same] [iqdb] [saucenao] [google]
10024626

=== 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 ===
[6-28]CyClones&Necrodome re-released on Steam & GOG:
https://www.youtube.com/watch?v=wGeWo1uoX9s
https://www.youtube.com/watch?v=uKwJd_-Y6f4

[6-27] Raytraced Descent port available.
https://github.com/BredaUniversityGames/DXX-Raytracer

[6-27] Doom 64 Complete Edition released. 2020 port levels on N64.
https://www.romhacking.net/hacks/7897/

[6-25] HDoom Tech Demo 10 released. Doom 1 monsters complete.
https://twitter.com/HDoomguy/status/1672853516061122560

[6-23] The Edge Of Time update
https://www.doomworld.com/forum/topic/109899-wip-the-edge-of-time-tpc-beta-20-gradius-ii-gofers-ambition-gzdoom/?tab=comments#comment-2663383

[6-23] Quake Mjolnir + Keep mod released
https://celephais.net/board/view_thread.php?id=62254
https://celephais.net/board/view_thread.php?id=62253

[6-22] SRB2Kart Server update:
>>10006105

[6-22] Quake II Remaster announced
https://twitter.com/gematsu/status/1671811658904215552

[6-22] Serious Sam Classic Super Patch update
https://github.com/SamClassicPatch/SuperProject/releases/tag/1.6

[6-22] Doom64 EX+ update
https://github.com/atsb/Doom64EX-Plus/releases/tag/3.6.5.8

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

[6-18] Anon backs up every D2RPG Comics:
https://imgur.com/a/slxE9or
https://files.catbox.moe/f3p4c4.zip


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

>> No.10024640
File: 417 KB, 1150x1150, Word cloud.png [View same] [iqdb] [saucenao] [google]
10024640

>> No.10024647

i thought pirate doom was just gonna be "doom... but with pirates" and never touched it until now. i am an idiot
it's not too challenging but it's fun as fuck, it just has a magic to it. most of the gimmicks land pretty well, the funhouse level was great.

what are some other wads that really scratch that "fun things are fun" itch?

>> No.10024661
File: 933 KB, 1676x982, QuakeBulletHell.png [View same] [iqdb] [saucenao] [google]
10024661

This map has been cool with the platforms you need to toggle for platforming.
but this FUCKING END ARENA. Holy shit let me dodge ogres, knights, scarabs and robots while hopping to the nearest raising platform to avoid the acid because I might as well jump in and die if I ever miss a platform because the fucking health box is the only item that doesn't respawn.

>>10024647
try warpspasm

>> No.10024664 [DELETED] 

https://www.myabandonware.com/game/hexen-ii-mission-pack-portal-of-praevus-7qz
How the fuck do I play this?
I have Hexen 2 installed & downloaded both "versions", but nothing's working. I even tried jumping through the hoops on the https://www.myabandonware.com/howto/ page and installed two of those mounting doohickeys, no change.

>> No.10024667

Reply with your "Fore/vr/ Alone" maps and I'll try to playtest them.

>> No.10024679
File: 6 KB, 68x80, its over.png [View same] [iqdb] [saucenao] [google]
10024679

>>10024626
>Deadline is tomorrow
>See my progress, only three squares attached
Why doom mapping is so hard bros? Why I can't be the next the next John romero who finished an E4 map in less than 6 hours, or Casali. or whatever fucking popular literal whos out there in the doom community? I don't have enough autism or imagination? I'll never know.

>> No.10024681

>>10024667
doom2
https://www.dropbox.com/s/5ofhmctot4ef1vy/cuckhunt08.wad?dl=1
strife
https://www.dropbox.com/s/yoxv21pktddneiy/CYBERstrife004.wad?dl=1
https://www.dropbox.com/s/peaw8y058c86sd3/gaybeach04h.wad?dl=1
zandronum/zdoom only

>> No.10024685
File: 761 KB, 838x860, happygibs.png [View same] [iqdb] [saucenao] [google]
10024685

Alright, so, https://litter.catbox.moe/8yhorj.pk3 (3 days)
I haven't actually released this update on itch yet because it's not entirely done, but I'm at the point where I think it's basically fine so I'm just going to post it up here and see if anyone wants to try and crash it.
Basically this is just a stability and balance update, but there are a few other things as well to look out for. Had literally any of my cool new feature ideas not been terrible it would have had one of those, but sadly they all ranged from useless to utterly gamebreaking.
Stuff to look out for and test:
>As many crashes fixed as I could find.
>Archvile summon count bug fixed.
>New mod options menu layout, let me know what you think.
>BFG can be charged to fire 100 cells (4000 damage) in one shot by holding the fire button. Only ever does 2400 in one ball though, for balance reasons. Also it gives you 60 cells on pickup.
>BFG target selection is also a bit better to try to avoid hitting walls. Also the BFG balls technically noclip until they're close to targets but with the new aim logic you shouldn't notice it much.
>Pulse Rifle does 30, 40, or 50 damage per shot instead of 12d4 because it somehow didn't occur to me that you can miss with it a lot easier than with the BFG. Essentially, on average, it deals the same damage per cell as the BFG.
>Pulse rifle shots disappear faster after impact so you can see better.
>Rockets speed up a little quicker.
>BFG shots speed up a little quicker and have a higher max speed.
>Imp 2h melee does 40% less damage because it was a bit too powerful before.
>Cacodemons can't shoot back after a dodge when afraid.
>Cacodemon corpses are now 6 pixels lower so you can actually see over them a bit.
>Pistol does more damage and has a much higher pain chance on smaller enemies.
>Enemies can't sync/chain fire onto +BOSS enemies anymore during infighting, for balance purposes.
>Barons can't spam claps as hard
>Explosions can cause blood like hitscans (toggleable)

>> No.10024694

>>10024681
he said waifu maps only, dummy

>> No.10024695

>>10024694
ur_mom.wad

>> No.10024706

>>10024424
Played it. I gotta agree with the other anon, this level isn't very fun. It's copy-and-paste galore, and for 90% of it, the gameplay is almost no different from Doom 1. The map was so easy, I think I was hit by a projectile no more than 4 or 5 times. Don't take this personally, but I'll never understand why some people enjoy running around with a shotgun shooting zombiemen, imps and pinkies over and over and over, like Doom just released and that's the best you can have.
The map is too modular, which isn't inherently bad, but the cycle it takes, is. It is: rectangle room > door > copied-and-pasted rectangle room that you've seen before > door > repeat.
I also agree that this isn't very fitting for the project, it looks like a regular level that you first completed, then later found out about fore/vr/ alone, decided to put your waifu there as a secret, and then submitted it.
The progression is impressively cryptic despite the fact the map seems like a straight-line, and largely is (enter a room, go to the other end of the room to proceed). There's no indication that I have to punch those rock walls to open them. At first I thought they were monster closets that were going to be opened later in the level. Similarly, there's no hint that I need to shoot the blue cylinder things, nor of their purpose. If you're going to do something like this, you have to show the player the locked door before you send them off to acquire its key.
There's too great a lack of inspiration and creativity in this level, but you're not hopeless. Clearly you know how to map, and to texture thematically. Try experimenting; do more open layouts, interesting shapes, less doors, more interconnection, etc.
Here's my FDA https://files.catbox.moe/mqguun.lmp

>> No.10024707

>>10024679
>Why doom mapping is so hard bros?
for me it's ADHD

>> No.10024709

>>10024640
>past added, fight old enemies
>balls mod
>gay anons
>okay retard

>> No.10024713

>>10024695
That would have been a genuinely great secret map concept.

>> No.10024715

>>10024679
its actualy easy. just DO IT *shia labeef flex*

>> No.10024731
File: 2 KB, 225x175, 1688081646597394.png [View same] [iqdb] [saucenao] [google]
10024731

>>10024640
>waifu kind
>ssg nice fun
>gay archive

>> No.10024742

>>10024640
>harder, yes, real hard

>> No.10024757

>>10024424
the rusty iron doors are... shoot to open? I get the concept but please reconsider that because I've rarely been so dumbfounded on how to progress so early in a map
There aren't a lot of shells to cleanly deal with the hell knights so the map could use a berserk, or single rockets spread around the map instead of only getting what's on the RL's ledge.
Again because of the low shell count, the chaingun is too important to be secret. A berserk could go there, or on the ledge with the green armor and medkit.
The elevator fight plays out very differently if the player enters from the top door but that's not game breaking

The secret fight... man, I was really giving this level the benefit of the doubt up to here. The red key chambers aren't aranged in cardinal directions or any way that helps find them, 3 are clustered in the northwest and one is chilling in the southeast. It needs a supercharge and heavy weapons ammo before it, half hp and 12 shells was not happening without cheats, and having 0 health pickups inside the arena itself when there's hitscanners around is rude. After cheesing through it and touching the exit line I realized something. I didn't even see the damn sector art!

>> No.10024793
File: 1.55 MB, 2560x1440, aznewbabeltestan.png [View same] [iqdb] [saucenao] [google]
10024793

>>10024661
That end fight had a too huge difficulty spike, not impossible but damn dude.
>>10024685
>meeting the first vile in Azure Wasteland with the pulse rifle
Poor guy felt like he melted much more quickly this time. Pistol feels nicer as well and I liked it already.

>> No.10024808

>>10024679
>Why I can't be the next the next John romero who finished an E4 map in less than 6 hours
Because he made the entire first episode in Doom 1, 6 levels in Doom II, and had experience in level design before Doom, all prior to working on E4M2. As a beginner, it's best to work on a few short and simple maps before increasing your scope.

>> No.10024810
File: 329 KB, 858x480, image.png [View same] [iqdb] [saucenao] [google]
10024810

>>10024713

>> No.10024815

>>10024793
>Poor guy felt like he melted much more quickly this time
Yeah should be about 33% more quickly on average. I initially thought the damage might be overtuned but after my rather extensive Obsidian playtesting I think it's probably fine. The psychological incentive to save ammo for use with the BFG is probably enough to keep the pulse rifle from being spammed, and its lower fire rate means that the chaingun still has the role of "stunlock machine" in addition to "low-tier enemy grinder". Ammo availability now plays a huge part too, there's more reason to use the PR in maps with a lot of cells since you're not "wasting" ammo.
As for the pistol, I almost worry it's too much, but I'd actually rather the pistol be the best starter if I had to choose since it's the vanilla choice. Being able to actually, reliably stun humans with it is a great feeling now, and just knowing you're never "wasting" a bullet by hitting a 14 is nice.

>> No.10024826

>>10024793
I wouldn't have such a problem with it were it not how fucking long the section drags for. I want to say like 5 or so cycles of everything? There's a quad that drops halfway through but it feels more like a "if this wasn't here the section would be uncompletable". And ofc rocket jumping to the upper platforms with the ogres just teleports you back to the acid platforms. Rest of the level was nice, very pretty. Fuck that end, spoiled the map.

>> No.10024906

>>10024640
>please lead
even the word cloud is asking for another deadline.

>> No.10024918

>>10024906
or it's asking for death.

>> No.10024940

>>10024661
Worst part of the worst map in Alkaline.

>> No.10024967
File: 1 KB, 74x55, image.png [View same] [iqdb] [saucenao] [google]
10024967

>>10024640

>> No.10024984
File: 4 KB, 132x60, af.png [View same] [iqdb] [saucenao] [google]
10024984

>>10024640

>> No.10024986

>>10024620
>SIGIL: THE EARLY YEARS
>Tekwar pic
???

>> No.10024994

>>10024986
What is there not to get, William Shatner is older than John Romero.

>> No.10025001

>>10024667
I'll try to finish it today and tomorrow. I've made headway and have a plan, but it was rough waters for a bit.

>> No.10025019

>>10024994
I still don't get it.

>> No.10025045
File: 197 KB, 462x522, caa6e8f879df1c5a7b8372d72497ca83.jpg [View same] [iqdb] [saucenao] [google]
10025045

So, here we are again with some anons needing more time and some having released their map in time. I think what I'll do is start compiling maps and making a first beta with all graphics and maps made, and after testing will release that sometime in July. However, I know that some of you have mapped a fair bit and are close to the finish line. If that is your case and you think that you will for sure make it in July, then finish your map and I'll add it to the wad. I won't take any new submissions not on the list in July. I will personally try to see if I can finish mine this weekend, but if not this will be a lead-map-less wad.

No maps
Anon - Jenny (Teenage Robot)
Anon - Maki Nishikino (Love Live)
Anon - Betty Boop
Anon - Goblin

Mapping shown in thread
Anon - Olga Discordia
Anon - Mikazuki (KanColle)
Anon - Madoka
Anon - Hatsune Miku
Anon - Alice (Touhou)
Anon - Shanalotte (Dark Souls 2)
Anon - Filia (Skullgirls)
Anon - Mordred (Fate/Apocrypha)

Map's In
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) - Trapped by the Ocean Scent
Anon - Shantae - Half-Genie in a Bottle
Metallia - Viscole Dotrish - The Amataya Inquisition
Accensus - Akasha Bloodriver (Rosario+Vampire) - Bloody Seasons
joe-ilya - Rainbow - Rainboom
Wumbol~1 - AK-15 (Girls Frontline) - Panacea
TimeGuardian - Maka Albarn (Soul Eater)
joe-ilya - Mancubus (HDoom) - Ass Massage

lazy lead
me - Witch (Puyo Puyo) (unsafe ovens aren't safe, who'd have thought)

>>10024424
I agree with other anons, this is a correct map, with good texture usage, but apart from a very easy-to-miss secret, this is not a waifu map, and I won't add it to the wad.

>> No.10025049

>>10024986
I thought it was because it looked like a gas station

>> No.10025052

how do you anons make the waifu art textures?

>> No.10025059
File: 2.45 MB, 1920x1080, wow.png [View same] [iqdb] [saucenao] [google]
10025059

>>10024815
>Ammo availability now plays a huge part too, there's more reason to use the PR in maps with a lot of cells since you're not "wasting" ammo.
>Being able to actually, reliably stun humans with it is a great feeling now, and just knowing you're never "wasting" a bullet by hitting a 14 is nice.
I'm all about this, the overall weapon balance is one of my favorite things about the mod.
I wish I had more feedback beyond reporting that it passes the "stress tests" of things like Scythe to Ancient Aliens, and real damned well at that: The chaingun and pump shotty changes help keep them more relevant when shit gets crazy, and the BFG is still nasty when it needs to be even with its rebalancing. I may consider running it through Going Down next.
>>10024826
I think it's my least favorite map from the mod. The rest of the level was alright before that fight.
Also holy fuck Ter Shib suddenly decided to be Quake.

>> No.10025064

>>10025059
My favorite map. Enjoy it anon!

>> No.10025071
File: 301 KB, 1164x910, Image1.jpg [View same] [iqdb] [saucenao] [google]
10025071

>>10025045

my laziness getting the better of me as usual. I better get off my ass and finish this pronto.

>> No.10025079

>>10025059
Ter shib is actually not bad? I filtered out on map 1 just because it seemed way too focused on "dude what if quake but in a san fransisco hotel". Also it took fucking forever to get working for some reason, partly down to me trying to figure out folder structure and the like.
Also I hope there's no massive difficulty spikes like that in alkaline again, I'm playing this as a palate cleanser after warpspasm, I don't need to be reminded about strict combat optimisation again.

>> No.10025080

>>10025052
getting wall textures into the wad? quite honestly I just copied the working patch tables (TEXTURE2 and PNAMES) from another submission to get vanilla+otex textures in, and deleted theirs and added mine
after getting the texture patch table in, archive -> import files, then right click it and convert it from a png to a doom pallette graphic, I'm not sure if boom format works with pngs

>> No.10025090

>>10025059
Yeah I tried Going Down years ago but it was too much back then right at about the point where the levels start getting hell-like. Might be fun though, plus the new BFG charge can wipe out a lot more at once so that might help.

>> No.10025091
File: 159 KB, 256x512, file.png [View same] [iqdb] [saucenao] [google]
10025091

>>10025045
Just a small update to the Shantae map that fixes some alignments and adds a few more cells to the final Cyberdemon fight.
https://files.catbox.moe/64tluy.wad

>>10024667
You can try mine if you haven't already

>>10025052
For me personally I used a mixture of Photoshop and a program called Pixelator to make the image fit in with Doom's style better
http://pixelatorapp.com/
It'll ask you for a license but you can just use the non-commercial license.

>> No.10025092

what's the most hassle free method of getting wad textures like otex into your wad after you finish mapping? I know there's just adding the textures as you use them but that seems incredibly tedious especially if you end up changing stuff more than a little.

>> No.10025101
File: 2.70 MB, 1920x1080, ts1.png [View same] [iqdb] [saucenao] [google]
10025101

>>10025079
>I don't need to be reminded about strict combat optimisation again.
That's how it felt when I first tried it, but that was a few years ago. Since then I've been exposed to and played more maps that use Drake and now I'm able to enjoy Ter Shibbolath.

>> No.10025108
File: 12 KB, 480x736, FzzJ9tPaUAID0Dp.png [View same] [iqdb] [saucenao] [google]
10025108

ebin

>> No.10025123
File: 457 KB, 912x1047, 47093685_p0.png [View same] [iqdb] [saucenao] [google]
10025123

>>10024626
>>10025045
I forgot to tag the project post when I submitted a second update for the Viscole Dotrish map in the previous thread >>10023991 so I wanted to make sure you got that version and not the bugged one I initially uploaded.
I'd also like to bring up the name of the game she's from again (The Witch and the Hundred Knight) since it's not on the list. I don't mind it being absent in the posts, but I wanted to make sure it gets in any credits file, especially because she's not well known at all.

>> No.10025124

>>10025101
no idea if ter shib is difficult, I was referring to >>10024661 in alkaline.
Unless shib starts throwing packs of shamblers and vores round every corner backed up by fiends and occasionally gugs I don't think it will be that bad, r-right?

>> No.10025126

>>10025045
>Anon - Betty Boop
I've shown mapping in thread, but just once.
If I don't make it by the deadline then it is what it is, but I'll haul ass on it tonight/tomorrow anyway.

>> No.10025127

>>10025108
>one red pixel
eh...

>> No.10025150
File: 369 KB, 800x601, 728292.png [View same] [iqdb] [saucenao] [google]
10025150

>>10025045
Gobbo anon here. I posted a few screenshots of my map already in the past, like here >>10018718 Unfortunately I haven't made any progress of the sector art yet but I have an idea to use it for a big arena room.

>> No.10025151
File: 2.44 MB, 1920x1080, ts2.png [View same] [iqdb] [saucenao] [google]
10025151

>>10025124
The first three levels so far have felt harder than Alkaline, not anywhere near as hard or stressful as Warpspasm. Some of the Drake enemies will feel strange if it's your first time fighting them.
I'm only ten minutes into the fourth level and it already blows the first three away. I won't spoil it much more beyond that.

>> No.10025156

>>10025151
aw man I can see those fucking yellow ghost things.
Fucking hate those gas bags

>> No.10025169
File: 3.69 MB, 1920x1080, shib3_drake_2023-06-29_19-50-29.png [View same] [iqdb] [saucenao] [google]
10025169

>>10025151
Dude the pagoda map and the industrial stuff are A+ maps for me. San Fran is a fun map but I can see why some people would dislike it, but you're crazy if you don't dig 2 and 3.

>> No.10025178
File: 1.45 MB, 1205x1008, ts3treesacrowd.png [View same] [iqdb] [saucenao] [google]
10025178

>>10025156
The polyps? I can see the resemblance but anon these are palm trees. The Spasm left one hell of an impression on you, huh.
>>10025169
They're fun, but it's like they're hiding this amazing shib4. The mod could end after this and I'd be satisfied.

>> No.10025191
File: 1.37 MB, 1280x768, shib7_2023-06-28_23-35-18.png [View same] [iqdb] [saucenao] [google]
10025191

>> No.10025196

>>10025045
Mordred anon here, map's still in the basic blockout phase but I'm pretty sure I'll have it done soon (I'm off for most of next week, which gives me actual time to map)

>> No.10025197

>>10025045
so when exactly it's the final deadline for those who showed their wips, tomorrow or sometime in july?

>> No.10025217
File: 227 KB, 462x515, a354ddb839dc5930955b99c5fadbe151.jpg [View same] [iqdb] [saucenao] [google]
10025217

>>10024626
>>10025045
>>10025197
Last call for wip maps is July, before the beta is fully done, sometime mid/late July.
So if I missed anybody, now is the time to post, as I won't take anybody who posted after the 30th.

>>10025123
I kept your submission post, so the credit is there, and will be in the credits file.

>>10025071
I totally missed that if you posted it earlier. I'll need a name for the list, is that the Hexen 2 Demoness/That one Quake 2 playermodel ?

>>10025150
Didn't realize that was the Gob map, looks nice.

>> No.10025261

Would anyone be interested in a mapping project based on severe limitations, like only being allowed 50 things in a level or confining all the map geometry to a 1k x 1k square? I feel like it'd be a change from the usual mapping schtick here and might encourage people who are newer to mapping (like me) to submit something instead of trying to submit to a normal project with higher standards.

>> No.10025272

>>10025261
We've done space and line count limitations before with 2048 units and 512 lines of /vr/, I could see a thing count limited project happening down the line.

>> No.10025275

>>10025261
It's usually done with lines, units and low monster counts, a few have been done here before, and they're usually pretty popular mapsets around here.

>> No.10025279

>>10025275
or something like strictly few textures

>> No.10025280

>>10025217
Yeah it's Purgatori, author charcola.
Not gonna promise any masterpieces given how i let time slip by but that's my fault. Finding some neat things to do with doom builder.

>> No.10025282

>>10025272
>>10025275
i think a thing limit would be pretty interesting from just a difficulty standpoint, because you could make 49 archviles and a blue key or 48 torches and two imps.

>> No.10025285

>>10025261
I'm partial to the idea of a 3x3-esque project, where each map is limited to 3 weapons and 3 enemies.

>> No.10025291
File: 29 KB, 452x318, file.png [View same] [iqdb] [saucenao] [google]
10025291

>>10025261
Isn't our usual mapping shtick exactly that though? 6 of our 9 mapping projects have been restriction based, and they're also the ones with higher turnout. I'm not against the idea, just thought that was a funny remark.

>> No.10025292

>>10025261
I wanna start a 1024 units project here at some point. Not sure this year.

>> No.10025293

>>10025279
Oh yeah, 50 Shades of Graytall did that as a pretty neat thing.

>> No.10025297

>>10025261
I've had some insane ideas for a project where we get people to essentially learn decorate/zs to make custom enemies and also make a map to show them off but I think nobody would do it and also I'm a lazy fuck who can't manage said project, sadly.
In case someone actually thinks it's cool, the idea would be
>Everyone makes one enemy and one map (only one)
>You can only use your own custom enemy
>It can be literally anything with any freely-available sprites etc but you have to have made the code yourself at a minimum
>The idea is that every map can have its own little gimmick because each map maker has the freedom to make something that doesn't normally exist

>> No.10025306

>>10025297
>You can only use your own custom enemy
In addition to the regular ones, forgot to add that. Basically no sharing enemies with people.

>> No.10025310

>>10024757
Did you genuinely have a hard time with that level? Anon...

>> No.10025317

>>10025297
Problem there is it'd end up being limited to mostly boss arena maps or spooky scary backrooms running away from a monster hunting you maps.

>> No.10025323

>>10025297
i think it'd be more interesting if everyone created a monster and then people were randomly assigned a selection of these monsters to make their map with.

>> No.10025327

>>10025323
I mean the goal is just to give people an excuse to actually learn modding and enemy design. It doesn't really matter how it does that. We have so many excuses to learn to map, but almost none to learn to mod.

>> No.10025338

Can anyone reupload the bath map? I didn't get a chance to play it.
https://desuarchive.org/vr/thread/10000818/#q10002102

>> No.10025347

>>10025317
You might think the latter would be common but actually making an enemy that does that and doesn't completely suck dick is pretty challenging. Even bosses are actually a bit hard to do unless you're just being cheesy.
The project plan probably needs another layer though, just to prevent too many repeated ideas.

>> No.10025356
File: 34 KB, 960x540, 1671245596431825.png [View same] [iqdb] [saucenao] [google]
10025356

>> No.10025358

>>10025347
>The project plan probably needs another layer though, just to prevent too many repeated ideas.
Probably also would need a load of stipulations because I could easily see a way to do one enemy type that picks one of many different forms on spawning and using that to offer an entire map worth of different monster types in one monster.

>> No.10025359

>>10025358
It's generally accepted that deliberately trying to skirt around rules is grounds to have your shit removed.

>> No.10025360

>>10025356
I wish Hellshots Golf had been fully finished, not that I blame Term for walking away from that stuff.

>> No.10025363

>>10025359
You're just using random jumps so it's not exactly skirting anything more than say replicating the missiles on a Revenant would be.

There's so fucking many ways to make monsters act differently given different circumstances, you'd end up strangling a lot of legit uses to stop people doing it.

>> No.10025369

>>10025363
Loading multiple monsters into one spawn state is clearly against the spirit of the project in the same way that cheating by going over the time limit is against the spirit of a speedmapping project. There doesn't have to be a hard rule about that at all, instances of someone trying to abuse technicalities would be obvious, and the project lead could simply decide what's acceptable case-by-case.

>> No.10025372
File: 504 KB, 758x865, file.png [View same] [iqdb] [saucenao] [google]
10025372

alright gamers im going to be waging soon during night shift
i won't be posting from there because i know VPNs are banned but i'll be adding finishing touches to my maki nishikino submission
how would i give my map a custom name in boom format? i've got everything tested and working, all that's left is the map name and i'll be sending it in the morning

>> No.10025375

>>10025108
Wow, i never looked closely at this sprite and completely misinterpreted it. I thought doomguy was lying on his back and his brain was exposed and leaking blood.

>> No.10025383

>>10025375
I never seen it like that, im awful for that too. I always thought he grabs his neck because it's been cut open or perforated.

>> No.10025389

>>10025261
There was the christmas DBP where mappers had to use an exact number of specific things. I don't think a Thing restricted project would need to be that specific or shitposty though

>> No.10025421

>>10025389
you could look at the thing limit as either a hard limit on the monsters/pickups in the map with unlimited decorations or a literal limit on how many times you can add a new thing to the level, decorations, monsters, items, everything is counted.

if i was leading the project i'd want a second gimmick as well though, again some other restriction that would encourage less confident mappers to submit something

>> No.10025437
File: 238 KB, 821x649, Untitled.png [View same] [iqdb] [saucenao] [google]
10025437

>>10025217
boop-oop-a-death

>> No.10025442

>>10025169
Blastocyst was rubbish man, strong candidate for worst level of the pack.

>> No.10025447
File: 3.50 MB, 3840x2160, fte-20230630010913-0.png [View same] [iqdb] [saucenao] [google]
10025447

I know this is a weird place to ask, but does anyone with FTEQW engine experience know why my textures are a quarter of the scale they should be? The big square brush is 64x64 units for reference, and I'm just using diffuse/norm/gloss textures without shaders.
Editor scale is 0.25, and I'm using Q3BSP2. The mod_map_texscale cvar is having no effect.

>> No.10025449
File: 882 KB, 480x300, IdleOddballDinosaur-size_restricted.gif [View same] [iqdb] [saucenao] [google]
10025449

>>10025442
I can't hear you over how industrial I'm feeling lad.
https://www.youtube.com/watch?v=krnF4BeIPUU

>> No.10025450

>>10025447
FTEQW got a github (finally) last year.
https://github.com/fte-team/fteqw/issues
Submit an issue. For any engine nerds yes this is the full source code for FTE and FTE is the best Quake engine poised for game making unless you're a Darkplaces fag

>> No.10025467

>>10025369
>in the same way that cheating by going over the time limit is against the spirit of a speedmapping project.
the thing that happens just about every time we have a speedmapping project?

>> No.10025469

>>10025437
Great work!

>> No.10025472

>>10024620
What are some wads with this aesthetic?

>> No.10025476

>>10025472
Ashes 2048?

>> No.10025478

>>10025323
>>10025297
Why not just start a communal bestiary at that point, and then create a mapset afterwards to compliment it? Would take longer, but the process seems more organic to me.

>> No.10025480

>>10025476
Already a huge fan, but thanks

>> No.10025481

>>10025372
>how would i give my map a custom name in boom format?
Project has been stated as UMAPINFO-compatible, so just create an appropriate lump and give define your map name there.

>> No.10025482

>>10025478
Because people need an excuse to actually do something. It's the same reason there are "mapping projects" and not just a passive store of /vr/ maps with no motivation to contribute.

>> No.10025484

>>10025482
Yeah, I meant a communal bestiary project, like as a prelude to future potential community map sets using said bestiary.
I could have worded it a bit more clearly I suppose, but I assumed proactivity was a given in-context. I had AD MORTEM in mind, but I think that had the bestiary developed in tandem with the maps, so it seemed like a bad example to invoke.

>> No.10025495

>>10025484
Yeah I'm not sure we'd get enough people for just "make a cool monster" as a project without the mapping connection. I dunno, it's not a complete idea, and I'm not going to do it probably, so maybe someone else will be inspired to come up with a better variant.

>> No.10025506

>>10025472
https://doomwiki.org/wiki/Lainos

>> No.10025507

>>10025506
Tried one of the later maps and it was just an eastern european town with MLP billboards and mediocre combat at best

>> No.10025521

>>10025507
Isn't that what you asked for though?

>> No.10025527

>>10024626
>[6-25] ]HDoom Tech Demo 10 released. Doom 1 monsters complete.
Does anyone have a direct link to the file for those who don't have a Twatter account?

>> No.10025530

>>10025527
Anon wat it's in the link
https://drive.google.com/file/d/1yPfle4pnbMfgAvKHwmIjT7LJr1sgfAlJ/view
Ya dillweed.

>> No.10025536

>>10025045
Will there be a husbando project? Maybe the secret level? :)

>> No.10025538

>>10025530
Thanks.
The Twatter link just asks me log in, then redirects me to the front page, ya numbnuts.

>> No.10025541

>>10025506
I'll check that one out, thanks

>> No.10025542

>>10025538
Blow it out yer ass

>> No.10025547
File: 1.90 MB, 2560x1440, mj4m1-dommot-fronk.png [View same] [iqdb] [saucenao] [google]
10025547

>pross the botton, fronk

>> No.10025549

>>10025542
And you can suck it down.

>> No.10025554

>>10025549
Hail to the king baby!

>> No.10025568
File: 26 KB, 750x779, douk_wipe_your_shit.png [View same] [iqdb] [saucenao] [google]
10025568

>>10025554

>> No.10025571

>>10025538
Twitter's broken again, that's why.

>> No.10025584
File: 72 KB, 716x714, 1687941992077692.jpg [View same] [iqdb] [saucenao] [google]
10025584

anybody knows of a map only megawad that feels like a proper campaign like BD's Extermination Day campaign WAD does?
with some kind of sense to the progression of the maps and the map theme
it needs to be mandatory a map only megawad, no custom monsters nor custom weapons or items or anything since I intend to play it with my custom made weapons mod and BD Monsters
I have been out of Doom scene for abou a year and a half, anything new got released that matches what I asked?

>> No.10025586

>>10024685
>Pulse Rifle does 30, 40 or 50 fixed damage per shot now
YES, FINALLY! Having reliable oneshots against zombiemen and sergeants is a godsend in and out of itself plus it frees up valuable chaingun ammo for other guys. There's a real reason now to start using it alongside BFG instead of ditching it completely.
>BFG can be charged to use 100 cells for full 4000 damage, BUT only limited to 2400 in one ball, but it also gives you 60 cells on pickup
If I understood this correctly, BFG now can function as a non-boss screen nuke of sorts, right? Because that's sick, it's the one thing it really lacked.
>Pistol does more damage and much higher pain chance on smaller enemies
How much exactly damage does the heavy pistol do now? I may actually give it a real try now.

>> No.10025587

>>10025584
There was a really good city invasion map (not invasion the game mode, but demons invading a human city) that I'm 100% sure wasn't EDay. I never learned its name, but I played it on a 24/6 BD Zandronum server like 10 years ago. Lots of fun. Sorry this doesn't help anon.

>> No.10025597

>>10025587
City Assault?

>> No.10025601
File: 616 KB, 1929x1085, Screenshot_Doom_20230628_092313.png [View same] [iqdb] [saucenao] [google]
10025601

What wads we playing today fellas. Chipping away at Plutonia Revisited 2 with War Rooster. Wasn't feeling it at first but the maps got better and once you start unlocking the better weapons it really comes into its own.

>> No.10025602
File: 53 KB, 827x677, Cute_CUTE.png [View same] [iqdb] [saucenao] [google]
10025602

>>10025045
Finally got a version that's barely presentable, but sadly still incomplete:
https://mega.nz/file/V91lySSJ#cvT8QgMwmcCZFSU6A8nlyJRbiEnCoemDyCS1p6Hma90
Map Name: "Hope for Tyranny"
Waifu: Kaname Madoka from Madoka Magica (and Magia Record, RIP GL)
Song: "Sweet Dream" by Jim Andron (Stage 6 music from Tetris CD-i)
Notes: The entire 3-key secret fight is still incomplete, along with a few optional areas related to it (e.g. the entire bottom-right part of the map). If push comes to shove, I can just cut all that stuff since it's entirely self-serving, bordering on masturbatory. Not like that'd stop me, of course, but priorities prevail.
Oh yeah, speaking of "self-serving, bordering on masturbatory," I included some superfluous assets that you (project lead) can obviously ignore, but I thought they were cute.
Anyway, all that aside, I'm gonna' take the refinement time alotted for July to polish the encounters and detailing, and finish the extra stuff if I can. Sorry for any issues that may occur due to my haste, and thank you for your patience.
>>10024667
Feedback pls

>> No.10025603

>>10025597
Definitely not. Appreciate you replying though. I'll never find it. I've tried.

>> No.10025604
File: 814 KB, 1366x768, 9060_20230629213132_1.png [View same] [iqdb] [saucenao] [google]
10025604

Went back to my Hexen 2 save and quickly completed Septimus. Probably going to beat it in a matter of days. The game is fun overall and it's nice to just revisit some old gem.

>> No.10025608

>>10025586
>Having reliable oneshots against zombiemen and sergeants is a godsend in and out of itself plus it frees up valuable chaingun ammo for other guys.
I mean if that's what you wanna use it for, it does work, but honestly the shotgun is still the best choice for that simply due to plentiful ammo. You'll be wasting damage on zombiemen 100% of the time and wasting it on sergeants most of the time due to how the rolls work with the PR's damage.
It's really a matter of personal preference though.
>If I understood this correctly, BFG now can function as a non-boss screen nuke of sorts, right? Because that's sick, it's the one thing it really lacked.
It'll deal 4000 damage in groups of 100 when charged, which is enough to kill like...
>8 hell knights (4khp)
>6 mancubi plus change (3600hp)
>10 cacos (4khp)
>13 revenants plus a bit (3900hp)
>4 barons (4khp)
or however you wanna slice that. I found it quite useful in my Obsidian testing for just clearing out really dense mid-high tier packs, but you definitely don't want to overcharge it if you're gonna be shooting anything smaller than a revenant for the most part, since group of 100 means the efficiency falls dramatically against smaller enemies (to the point that you waste 80% of a single ball's damage if you hit a zombieman)
And of course, you can just hold the button and re-charge it to spam a bit. It's slower than the uncharged shots but still pretty quick.
>How much exactly damage does the heavy pistol do now? I may actually give it a real try now.
15, 17, or 20 with equal chances. Considering the fire rate it's not actually a huge DPS increase (Bullet SMG is still double the DPS) but combined with the pain changes it makes it very good on humans.

>> No.10025616
File: 844 KB, 2000x2000, imptse.jpg [View same] [iqdb] [saucenao] [google]
10025616

>>10025602
Oh yeah, and I haven't implemented difficulties yet.

>> No.10025625
File: 202 KB, 1303x1568, 1635018647146.jpg [View same] [iqdb] [saucenao] [google]
10025625

>>10025045
Just as a reminder, I've released a slightly improved version of the Chiaki Nanami map last thread:
>>10023805

>> No.10025626
File: 43 KB, 444x287, wat.png [View same] [iqdb] [saucenao] [google]
10025626

>10024369
WHAT DID HE DO?

>> No.10025627

>>10025626
Set up us the bomb

>> No.10025664

>>10025626
Who? Danny?

>> No.10025667

>>10025297
I mean DUMP was a thing and it had a weapon set.

>> No.10025668

>>10025604
I need to replay it again but I keep getting softlocked(?) in the Egyptian part because one of the crowns or some item disappears, but I noclip to skip to the end if I cannot find it.

>> No.10025680

>>10025536
I think this project was already acceptive of male focused maps but the only one available is a brown shota.
Goblin girl anon was originally doing a buff demon guy and someone may've hinted a Fox McCloud map.

>> No.10025695

>>10025261
Limitations yes, severe limitations no
I've played plenty of extreme-limitation mapsets and they generally aren't very fun.
Which is why I'm really glad we went with 512 linedefs and not 100.
>>10025297
This sounds fun, though would that make it a zdoom only thing?
We could do the project in two phases, one where everyone creates a monster plus a small map to demonstrate them, and a second phase where the entire cast of new monsters is available to each mapper.

>> No.10025705
File: 541 KB, 1162x761, fillherup.png [View same] [iqdb] [saucenao] [google]
10025705

So are difficulty settings required for the maps?
This map is pretty hard on default since I havent done any of that

>> No.10025707

>>10024626
>[6-28]CyClones&Necrodome re-released on Steam & GOG:
Don't buy them. Haven't tried CyClones but Necrodome has 0 fixes or compatibility with modern systems. It runs, but shit is broken and performance is bad.

>> No.10025726

>>10025707
Meanwhile Take No Prisoners does but it's defaulted to shit graphics stuff that you've got to fuck with to get it to work on the better stuff, and the multiplayer is disabled by default too.

>> No.10025735

>>10025705
Some people get REALLY anal about many things regarding mapping.
>Not enough secrets
>Too many secrets
>Secrets too hard to find
>Too hard, too easy, unfair (even if it wasn't)
And among all that is
>why is normal the same as hard and easy
I'm saying all this because you don't HAVE to change the difficulty settings, but some people WILL be put off by that. If you're adamant about the experience you're offering to players, put in the readme something like
>HMP and TYTD are the same as UV

>> No.10025743

>>10025735
>If you're adamant about the experience you're offering to players
I should say confident instead of adamant. The latter implies arrogance.

>> No.10025791

>>10025668
Using Hammer of Thyrion and haven't experienced any issues, surprisingly enough. The only glitches I encountered in Heretic & Hexen were from a few years ago when I used DOSBox for the first playthrough.
Thysis is confusing as is, so maybe you're missing/forgetting something there. lol

>> No.10025795

>>10025726
Poor Raven Software.
They deserve better.

>> No.10025802

Fuck there was a guy a few threads ago having trouble playing a Hexen II mod (You) me with your problem, I can probably help.

>> No.10025817 [DELETED] 
File: 155 KB, 1024x576, 51944687598_6dbc00f7d7_b.jpg [View same] [iqdb] [saucenao] [google]
10025817

>Spirit got banned yesterday (by jannies who are most likely necromorphs according to leaks from their sekrit Discord server - courtesy of sojak,party)
KWAB!

>> No.10025818

>>10025795
Feels bad man, I was shocked to see some of their less known games show up and I was hoping they weren't complete garbage re-releases so people who don't have them could have some fun with them.

Like I genuinely think TNP is one of the best top-down shooters in existence, and if I ever had the time to do a TC I'd want to base it off TNP.

>> No.10025819 [DELETED] 

Bless you jannie.

>> No.10025827

SAM
I
AM

>> No.10025843
File: 1.26 MB, 432x498, pepehammer.gif [View same] [iqdb] [saucenao] [google]
10025843

>>10025827
No, you're not.

>> No.10025846

>>10025818
>I was shocked to see some of their less known games show up and I was hoping they weren't complete garbage re-releases so people who don't have them could have some fun with them.
Same, I really, really wanted to blast through Necrodome.
Some dude posted some fan fixes at least, but still, what a rip-off.

>> No.10025849

>>10025568
based

>> No.10025853

>>10025568
what a mess is so funny. love duke

>> No.10025918

>>10024640
>Shadow mastermind

>> No.10025951
File: 1.48 MB, 480x299, 1683315266920769.gif [View same] [iqdb] [saucenao] [google]
10025951

>>10025827

>> No.10025959

>>10025360
hellshots golfs has only a couple tiny problems but i still play it all the time and made a whole new course for it myself

>> No.10025990

>>10024679
It's because you're here whining instead of FUCKING MAPPING RIGHT NOW.

>> No.10025991

>>10025338
https://a.cockfile.com/cvqVd.wad

>> No.10026020

>>10025705
If you can't be arsed, I won't hold it against you, but it doesn't take much time to just add more resources and remove some enemies for lower difficulties as a quick fix.

>> No.10026023

>>10025602
Even unfinished, that's a really solid map. Nice amount of exploration with rewards, difficulty is between reasonable and dickish but generally not too hard. Didn't catch any graphical issues.
My only gripe is that the cyber fight at the end. If you don't archvile jump out the window, the fight would be extremely hard due to the super cramped room. Maybe other people would like it, but I personally hate forced arch-jumps.

>> No.10026160
File: 375 KB, 1600x900, spasm0032.jpg [View same] [iqdb] [saucenao] [google]
10026160

>>10025124
>Unless shib starts throwing packs of shamblers
It only happens once at the end of that "Wild West" map if you played the original, the Drake redux makes it sure to have you hate other enemies for different reasons (sniping you form across the map being the most common one) - thank goodnes that the 'Blizzard-Kannon' (ice crossbow) instakills almost everything and doubles as a RailGun to act for a "bullshit bypass" button when needed...

>>10025442
It would've been much better if the final section with the spinning tunnel was a bit more than just 2 almost-straight likes intersecting together at 2 points (and maybe feature an upside-down version of the starting area too perhaps)

>>10025817
>sojak,party
That garbage meme has now a dedicated website?

>> No.10026171

>>10026023
Thanks for the feedback, and I hope you had fun!
An Arch-vile jump isn't the "intended" solution (at least, no more than saving the Invuln is intended), but I'm glad it was obvious enough that you thought so. I'll probably make that room a little bit bigger, but I'm satisfied with your description of things. Thanks again!

>> No.10026175

>>10026171
>but I'm glad it was obvious enough that you thought so
I will be absolutely honest, that happened by accident, I got zapped and flew out the window before I could plasma him to death.

>> No.10026176
File: 107 KB, 239x343, 1569845783730.png [View same] [iqdb] [saucenao] [google]
10026176

>>10025817
>courtesy of sojak,party

>> No.10026192

>>10025442
I liked the spinning tunnel the most, equally nauseating and fascinating. None of the fights or encounters are much to write about but it had at least a cute gimmick.
Kind of confuses you about the direction the levels are headed, though.

>> No.10026203

>>10025959
It still didn't have the hellshots, and there was another course that was quite complete with some really cool maps.

>> No.10026206

>>10025045
>>9896579
finally i present my map for fore/vr/ alone
it's my second ever map so i hope it's not too bad
Map name: A Daring!! Escape
Author: cormano
Waifu: Maki Nishikino (Love Live)
https://files.catbox.moe/o2mocz.wad
i left a readme in the wad with credits
if there's anything else i need feel free to let me know

>> No.10026215

>>10025360
>>10025959
I actually forgot it was supposed to have a new mapset and such.
hellshots gol/vr/ when.
Need a moving train level.

>> No.10026223
File: 1.27 MB, 1366x768, 9060_20230630162953_1.png [View same] [iqdb] [saucenao] [google]
10026223

>>10025604
>Probably going to beat it in a matter of days.
More like "in a matter of days". These last two hubs were pretty easy. Eidolon wasn't much of a threat either.

>> No.10026225

>>10026206
Not bad, somewhat lacking in the visuals, especially the upper area is very bland but it's fine.
Simple, which isn't bad, and the fight in the dark is probably the most difficult part of the stage, especially if you don't get either of the supercharges.

>> No.10026271
File: 65 KB, 1280x720, 1586138270272.jpg [View same] [iqdb] [saucenao] [google]
10026271

>>10025045
>power out yesterday
>laptop charger missing today
Oh well, maybe we'll do one of these again some other day.

>> No.10026284

>>10026271
did you at least backed it up on something like mega?
also, which waifu?

>> No.10026321
File: 83 KB, 946x1000, 1479609070325.jpg [View same] [iqdb] [saucenao] [google]
10026321

Ok here is a WIP but playable version of the Filia map
https://www.dropbox.com/s/pjkk0ac7jx779oe/Filiamap.wad?dl=1

I'll add difficulty variance and few more details later on but this is the UV version so far unless its too broken

>> No.10026324
File: 3.83 MB, 1600x858, scroll texture bug question mark Replay 2023-06-29 23.webm [View same] [iqdb] [saucenao] [google]
10026324

I'm new to making conveyors, using UDB. For GZdoom/UDMF, any idea what might cause this behaviour?
I did some experimenting with this after recording, and it seems that the texture only follows the direction of travel if the texture rotation is 0 otherwise it scrolls in the angle of the texture's rotation. I'm not sure on how to make it so the texture scrolls in the direction of movement, I guess I'll just have to use textures that don't look weird when at 0 degrees on an angled sector?

>> No.10026350

>>10025108
Why is Doomguy overdosing on lean?

>> No.10026363
File: 189 KB, 1920x1200, arc.jpg [View same] [iqdb] [saucenao] [google]
10026363

>>10026321
Well, you weren't kidding about the difficulty. I will try it again later, but this archie seems to be stuck until he's damaged (he's awake)

>> No.10026380

>>10026363
Noted down.
I'm gonna tweak the balance bit more and add difficulty level specific mobs tomorrow
I plan to replace most of the archviles with barons and revenants with hellknights, remove some pinkies and chaingunners.

>> No.10026390

>>10026380
for the easier difficulties that is

>> No.10026452
File: 17 KB, 219x223, 1591691780777.jpg [View same] [iqdb] [saucenao] [google]
10026452

>>10026284
It's on my computer, but I may at best have an opportunity to get a cable tomorrow, and that's a big maybe.
Closest thing I could find today was something which may very well not work at all, which with its near $100 pricetag felt very extravagant, particularly when I have a spare at home and I'm not gonna be gone for all that long.

It'll just have to be some other time for me.

>> No.10026501

All this talk about fore/vr/ alone just makes me regret that I did not participate.
I would need to find a waifu first.

>> No.10026510

just finished the last dlc for quake, any recs as to what I should play next?

>> No.10026512

>>10026501
If I had any idea how to make doom maps I'd try either Felicia from darkstalkers or Omachi from sengoku rance

>> No.10026514

>>10026501
You can just pick a random character, its not as if the loli i chose is actually my waifu

>> No.10026539 [DELETED] 
File: 3.46 MB, 3840x2160, fte-20230630140006-0.png [View same] [iqdb] [saucenao] [google]
10026539

>>10025450
>>10025442
I figured it out... kinda. I just use a 1:1 base texture and have _diffuse/_norm/_gloss be at the proper size. Don't really like not being able to see the full res texture in Trenchbroom, but whatever.
Now to figure out how the hell Quake 3 does phong shading on things that aren't patches...

>> No.10026554

>>10026501
i do hope this project gets a sequel at some point, at least if someone were to choose characters based on particular fetishes for diversity
>need a loli? here's sayaka from ape escape 4
>need a buff chick? noi from dorohedoro will go
>need a clown chick? go for harley quinn, the real version

>> No.10026558

>>10026512
>felicia
based???

>> No.10026607

>>10026510
I've heard "Dimensions of Past" is good

>> No.10026623

>>10026510
If “last DLCs” mean the expansions and the two Machine Games episodes - Dimensons of the Past, Dimensions of the Machine - try Underdark Overbright, Arcane Dimensions, Alkaline, or Dwell.

>> No.10026630
File: 348 KB, 640x3238, 1643873421458.jpg [View same] [iqdb] [saucenao] [google]
10026630

>>10025849
>>10025918

>> No.10026708

>>10026630
The panel where he's smoking multiple cigarettes is a work of art

>> No.10026720
File: 1.82 MB, 1280x768, shib8_2023-06-30_16-08-53.png [View same] [iqdb] [saucenao] [google]
10026720

>> No.10026738

>>10026554
One for Valentine's Day next year, perhaps?

>> No.10026795

>>10026720
>texture filtering
>anisotropic at 0
>aliasing up the wazoo

Good lord man, get with it!

>> No.10026798

>>10026554
I think the project is earnest as it is, no need to pervert (no pun intended) the concept by running it into the ground, unless there are enough people who can't think of something for the current deadline to pull an ad mortem phase 2

>> No.10026812

>>10026720
Is the Drake's Power Armour supposed to be utter shit?
Also how exactly does the Zestroer-imported Armour of Courage works compared to regular armors?

>> No.10026882
File: 829 KB, 3828x1200, Untitled.jpg [View same] [iqdb] [saucenao] [google]
10026882

>>10026321
>>10026380
Ok,so I came back and played it fully.
First, the technical issues: in the picture, the archvile room crusher, left is fully descended, it's becomes transparent near the bottom.
Second, the red skull button does not open the skull wall, the map is unbeatable as it is.
Third, the archvile room can be softlocked, if you trigger the exit wall but escape the room before it raises, you can't get in again.
Fourth, the same wall does not lower from the switches inside the room, effectively making you stuck.
Now for my general feeling about it. At first, I had a good vibe. It's an anti speedrun map, slow and careful is the best way to play, as there are plenty of choke points to cause infighting and punchout demons one by one with the zerk. Decent amount of health about, including a megasphere and megarmor, so not too bad if you are careful. But there are two issues that simply break the map for me.
1. The archvile room is,well, vile. I don't know if you play tested it and if you did how you got through, but it is absolutely horrid. The pillars are too small while the archvile platform is too big and full, you require pixel perfect movement to not get absolutely fucked. And then you get to the end, and you need to deal iwth another 6/8 viles in a small corridor. You can't go forward, you can't or back, you are just fucked.
2.The map literally does not give you enough ammo to clear the cyber if you don;t find the BFG secret. And if you have the misfortune to trigger him first, he will probably end your run since you need to get past him for the third room through the only path on the level there.

>> No.10026885

>>10026812
I don't remember courage armor in zerstorer, but it deflects all nonmelee damage from the front. I want to say it deflects all damage but I'm on my phone atm.
>Is the Drake's Power Armour supposed to be utter shit?
The onyx armor? I really like it as a way for mappers to halve all damage without continually dropping armor everywhere.
>>10026720
Helluva final battle on nightmare.

>> No.10026928
File: 38 KB, 288x264, 3912.png [View same] [iqdb] [saucenao] [google]
10026928

Does anyone know any good CSQC huds for Quake?

>> No.10026935

>>10026630
douk he got hairy balls of granite with tar and broken glass desu

>> No.10026937
File: 564 KB, 1600x900, spasm0098.jpg [View same] [iqdb] [saucenao] [google]
10026937

>>10026885
It was an item originally only available in the MP mode, I can't seem to find any custom SP map that utilized it. . .
>onyx armor
Probably yes, I'm talking of the one that uses Cells to work
not having the Shibboleth final fight take place inside the Colloseum was a hugely missed opportunity

>> No.10026949
File: 11 KB, 434x298, 1672236530559596.png [View same] [iqdb] [saucenao] [google]
10026949

>> No.10026979

Did they bring back the "OGAY" bottle in Ion Fury? or am I just playing an older pirated version of the game

>> No.10026986

>>10026979
They never actually removed the OGAY bottles, just some text outside the map boundaries that said "fag" and some other similar text strings I can't remember.

>> No.10027001
File: 99 KB, 725x672, Sogay.png [View same] [iqdb] [saucenao] [google]
10027001

>>10026979
Still there

>> No.10027004

>>10026798
I think a single future sequel could cover the remaining stragglers without it having to be stretched endlessly for the present project. How many people feel like they'd really like to contribute but that the time just doesn't exist for them at the moment? I'm one, no way I could do it any time soon, seems like there's a few others, it's not like there's any kind of limit on anons in love.

>> No.10027031

>>10025680
Shame. If I knew about this project sooner I'd have made something for it. Funny thing is that it'd be another brown shota.

>> No.10027036

Is Chasm any good? The new remaster is on sale

>> No.10027049

>>10027036
It's weird... It's basically a slower Quake with similar mapping limitations to Doom and a healthy dose of slavjank. The models and textures are also of a bizarrely high quality for the time.
It's worth a playthrough, but you probably won't be coming back for more.

>> No.10027058

vanilla style WADs? don't want shit with 2k monsters.
playing with corruption cards + final doomer(sometimes)

>> No.10027067
File: 143 KB, 1024x576, image.png [View same] [iqdb] [saucenao] [google]
10027067

Are there any Chandeliers I can use when creating my own map? Like the ones in wolf.

>> No.10027071

>>10027067
theres a ceiling brazier in r667 and i'm pretty sure there were chandeliers as well

>> No.10027074
File: 18 KB, 795x181, UWqkGLDvPm.png [View same] [iqdb] [saucenao] [google]
10027074

https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/nova

>> No.10027092
File: 538 KB, 1024x757, image.png [View same] [iqdb] [saucenao] [google]
10027092

>>10027071
Thanks, found some good stuff. How do I glue this to the ceiling?

>> No.10027097

>>10027092
Give it the +SPAWNCEILING flag.

>> No.10027102

>>10027092
not an expert, but some things are already glued to the ceiling, like hanging torsoes. there should be a flag or sometimes in its properties

>> No.10027103
File: 594 KB, 1153x779, Screenshot 2023-06-30 235500.png [View same] [iqdb] [saucenao] [google]
10027103

Anyone have any ideas on how I might make a conveyor that carries items on a 3D floor for UDMF/gzdoom?
Scrollfloor doesn't work with a regular 3D floor, since those use the ceiling of the control sector. Scrollceiling doesn't let you scroll items with textures. I've tried making the 3D floors vavoom-style with inverted floors & ceilings, and that gets the texture to scroll, but it still doesn't carry items.
Has anyone tried this or knows a solution please?

>> No.10027107

>>10027074
why do I glitch out trying to cross from the bridge to the tower? Was this made for an incompatible version of zdoom?

>> No.10027117

>>10027097
Damn, that seems like something way too advanced for me at the moment. It's my first map, I'l find a different way to make my map look good for now.

>> No.10027120

>>10027117
>map look good
no thanks, we care more if we have fun when playing the map. if i want beautiful maps, i can fire up unrealed1 or trenchbroom. in doom, i want to kill mosntesr

>> No.10027124
File: 667 KB, 1280x567, image.png [View same] [iqdb] [saucenao] [google]
10027124

>>10027120
I want it to look good and be fun, also. But I get what you're saying, it's important to balance things out.

>> No.10027135

>>10026986
gay

>> No.10027151

>>10027117
>that seems like something way too advanced for me at the moment
You had to add the chandelier somehow. Just add that to its thing properties.

>> No.10027152
File: 229 KB, 81x104, 1636935639781.gif [View same] [iqdb] [saucenao] [google]
10027152

I want to start mapping for HL1. What tipcs can you guys give me ? Do you use Hammer or JACK ?
Also i tried to map on JACK before, but sometimes when I try to test something it gave me 'Map change failed' even though I tested it successfully like an hour ago.

>> No.10027170

>>10027151
>>10027151
Turns out I'm an idiot and was using a different type of map that didn't allow me to change too much stuff (Boom). Will changing to UDMF allow me to fix that? Any way to convert the map? Either way, if I can't, no hasle, but good to learn something new.

>> No.10027178

>>10027170
Boom will still allow you to do that. That's how the hanging corpses in vanilla stay on the ceiling.

>> No.10027234

>>10027103
Sadly there doesn't seem to be an answer to this - had to convert the 3D floor conveyor belts to regular floors. Oh well, I tried.

>> No.10027247

We should make a community MIDI pack.

>> No.10027260

>>10027247
Do we even have any musicians?

>> No.10027264

>>10027260
Nope, but we can learn

>> No.10027269

>>10027036
I hear it's pretty good.

>> No.10027274

>>10027247
>>10027260
>>10027264
Was gonna ask if anyone here made their own midis.
I was considering doing so but I don't know the faintest bit about music theory.

>> No.10027294

>>10027264
it's even easy to compose a midi?

>> No.10027305

>>10027247
i'd be down, i have a couple of ideas i'd like to put down
>>10027274
learn the 12 bar blues progression and the basic pentatonic scale and you've already got 90% of doom and doom 2's original music covered
>>10027294
no clue

>> No.10027375
File: 166 KB, 1805x1130, e4cb3a2d988c54f6[1].jpg [View same] [iqdb] [saucenao] [google]
10027375

CrispyDoom is honestly the best way to play (with high resolution rendering disabled of course)
No sniping shit from across the room, the horror of not being able to make out a sprite from 25m away, especially if its in a dark room, literally the best way to play

Modern ports honestly kinda ruin Doom, and not just in the literal ways with jumping/crouching/mouselook where the gameplay is changed in ways the game never anticipated.
I never respected Plutonia until I played it Crispy, and Crispy Sigil with -fast is just GLAMOROUS, some of the best Dooming I've ever had.

Reject Z(oomer)Doom, return to Crispchad

>> No.10027378

>>10027375
I like playing and mapping with Boom, so it's Nugget for me.

>> No.10027387

>>10027375
>Crispy with standard resolution
why not play Chocolate at that rate?

>> No.10027405

>>10027378
Neat looking port, hadn't heard of it before.
>>10027387
Doesn't Chocolate Doom still cap at 35 FPS? Plus Crispy has other quality of life improvements, like a minimalist HUD and not to mention widescreen rendering

>> No.10027412

>>10027405
You may want to check out Sprinkled Doom.

>> No.10027413

is there a way to play custom wads made with doom builder on gog version of DOOM 1 on DOSbox, or do i need a sourceport?

>> No.10027435

>>10027375
I mod for ZDoom/Zandronum so I can't just give that up.

>> No.10027443

>>10027413
Depends on what format the wads were made for. They need to be strictly vanilla.

>> No.10027447

>Beat Doom 1 & 2
>Start playing Blood
>Can't get past the second level
Is there a trick so cultists stop beating my ass?

>> No.10027448

>>10026225
i'm glad you enjoyed it
yeah i definitely agree it's not very pleasing to the eye but i've yet to get good at making visually pleasing maps
as for the final room, if you use the plasma rifle for the majority of the outdoor arena you can save the rockets and demolish the archvile within seconds

>> No.10027461

>>10027247
>>10027305
Any programs to use for it? I just got a random online sequencer and made a couple 5 seconds "beats". Something i noticed is that musics usually have more than one "sound" playing at the same time but i have no idea how to harmonize them without sounding like a mess

>> No.10027480

>>10027443
is that what the legacy doom mode is for?

>> No.10027483

>>10027049
>with similar mapping limitations to Doom
Wrong, it's Wolfenstein 3D tier levels. If you can't tolerate Wolfenstein for more than a few minutes at a time then you'll probably snooze through Chasm unless you really like the aesthetic or something

>> No.10027485

>>10027413
You can use any source port you want by pointing it to your DOOM.wad file
DOSbox is still not the same as DOS on period hardware so there's really no reason as a player and not a map maker to go for pure vanilla format only. Even maps that are made vanilla for novelty like BTSX have spots where saving is impossible and other DOS doom quirks

>> No.10027495

I just wanna thank the anon who said many threads ago to learn to enjoy every process of creativity about mapping. The hurdles, the frustrations, and the triumphs. It kinda sounded like Stockholm syndrome to me and maybe it is but It's not so frustrating anymore to hit a roadblock with mapping or coding.

>> No.10027501

>>10027485
alright, i downloaded gzdoom and tried to drag and drop my wad over it but it still doesn't work. what am i doing wrong?

>> No.10027503

>>10027501
make sure you have a copy of DOOM.wad or DOOM2.WAD on the same folder as gzdoom.exe

>> No.10027509

>>10027503
i appreciate your help. still cant get it to work though. i put doom.wad in the gzdoom folder, set my wad to zdoom format and tried again but it just loads regular doom. do i need to edit a conf file or something?

>> No.10027545

>>10027509
Get ZDL, it's a launcher. Point the port part at GZDoom, point the iwad part at Doom.wad. Drag a custom wad into the wads list window, hit launch.

>> No.10027554
File: 13 KB, 659x444, asdf.png [View same] [iqdb] [saucenao] [google]
10027554

>>10027545
does this look right? i did all of that but when i hit launch i still get regular old ultimate doom. i'm at a total loss

>> No.10027559

>>10027447
Memorize their placements and bounce TNT around the corner.
Inb4 git gud, jump around madly while mashing the crouch button and keeping your crosshair on them at the same time as if this was intentional

>> No.10027564

>>10027554
I will hazard a guess and tell you to check that you didn't make a map in the MAP01 slot (Doom 2) instead of E1M1 (Ultimate Doom).

>> No.10027567
File: 3.91 MB, 640x360, more drunk cultists.webm [View same] [iqdb] [saucenao] [google]
10027567

>>10027447
Strafe jump and crouch. They're also retarded and have to face you perfectly before their AI says "shoot" and they're not smart enough to stand still and turn unless they're firing. They also can't fire for a second after taking any damage, it's not your typical "stunlock".
A few disclaimers:
>If you're playing Dosbox the difficulty settings become fucked when you load a game that's not on the third or fourth skill setting
>There's a huge difficulty gap between the third and fourth skill settings
>There's a fuckoff huge difficulty gap between Blood's fourth difficulty and Doom 1 and 2's ultraviolence.

>> No.10027593

>>10027564
i had to select the "map" dropdown and my wad was listed there. i selected it and launched it and now i'm playing. seems kinda weird and im not sure why it made me do that but it's working. thanks for the help.

>> No.10027601

>>10027593
might be some weirdness with the WAD itself then. At least you got it working.

>> No.10027661

>>10027447
Play Shadow Warrior instead, it's the superior game

>> No.10027852
File: 1.31 MB, 1758x923, 1670328372924077.png [View same] [iqdb] [saucenao] [google]
10027852

now this is getting too serious
my hands hurt

>> No.10027860

>>10027247
>>10027260
I've recorded and mixed raw audio for a variety of instruments, but I've never made anything out of pure MIDI before. I'm sure it's not too hard especially with certain DAWs. This anon >>10027305 is right about the D1+2 music. You just need some fun repetitive bits to kill monsters to. You could even borrow bits from real songs and just loop'em, change the key, tempo, etc. again, like a lot of Doom 1 and 2's music. Most rock/metal riffs are pentatonic. I think a Spider Man game on the SNES did the same thing with a few original songs mixed in. Worked great for punching thugs.

>> No.10027954

>>10024667
Delayed feedback:
>>10024681
>Strife maps
I can't playtest these because I've hardly ever played Strife.
>Cuckhunt
I think there's something fundamentally broken with your scripts. Looking at it, it seems like each round is supposed to be more populated than the last but it never attempts spawning more than 2 chickens. It also seems incapable of ever triggering a lose state no matter how many times you miss. Aside from the obvious bugs, I also think you could do more to make it seem polished: sometimes if you kill all the chickens quickly it feels like you need to wait too long for the next round, which could be remedied by progressing faster provided the player got all kills available. The spread on the supershotgun is pretty big, I'm think it might be more entertaining if with the single barrel, perhaps only as an alternate mode. There's not much fanfare when the player wins, maybe do more to bring attention to it and possibly reveal an exit. There's no sky texture defined. There's no laughing dog.
>>10025001
>I'll try to finish it today and tomorrow.
Good luck, Anon.
>>10025091
>Shantae Map
Some pinkies are essentially stuck in the wall around Shantae's left eyebrow. Small things like texture misalignments perhaps. It really seemed like you should've telefraged the first cyberdemon as a reward for doing platforming with him still alive, and that'd be more interesting than just killing him from a distance.
>>10025602
>Madoka map (hope_v0.wad)
Using a combination of otex and iwad textures, especially for basic stuff like liquids, looks kind of weird. (You mentioned) There's a 3 lock door that can never be opened because the map only has one key. There's also a blue locked door that leads to a portal that does... nothing. Two cacodemons guarding some megaarmor in the lower left of the map are inaccessible because their ambush door is not tagged. Disallowing play in the sector art area seems like a missed opportunity and possibly against the rules.

>> No.10027957

>>10027103
Pushers could work, depending on what you want to do.
Otherwise maybe a construction that replaces the 3d floor with a regular floor and scrolls that when you stand on it.
What do you even want to achieve?

>> No.10028008
File: 975 KB, 1449x637, Untitled.png [View same] [iqdb] [saucenao] [google]
10028008

>>10024626
>FORE/VR/ ALONE (new deadline : June 30th)
I didn't make it. I'm pretty close, the areas are mostly fleshed out, and the progression is just about all in, few untagged doors... I just need to put the monsters where I plan to, and finish it up.
Regardless if it can make it into fore/vr/ alone, I'll finish it.

>> No.10028035

>>10028008
project lead's already said that any maps that have already been posted about in the thread can submit even after the deadline if necessary, you're in the clear

>> No.10028039 [SPOILER] 
File: 173 KB, 1920x1040, aaaa.jpg [View same] [iqdb] [saucenao] [google]
10028039

>>10025217
Progress report.

>> No.10028128

>>10028039
What is it he castin
https://www.youtube.com/watch?v=M9_6Q_r8-eE

>> No.10028243
File: 2.59 MB, 1784x1031, file.png [View same] [iqdb] [saucenao] [google]
10028243

>Dwell
>Fantastic maps so far, just the right length
>This monstrosity is 1100+ kills and 60 secrets
>go through one third, feel exhausted, completely kill my motivation to proceed
Why do people do this?

>> No.10028258
File: 262 KB, 1335x727, 1683938302566184.jpg [View same] [iqdb] [saucenao] [google]
10028258

>>10027447
The second level is probably the hardest the game's going to get outside of very specific levels later on because you don't have pretty much any cover.

Like the other anon says, memorize cultist placements, and toss dynamite around corners. Dynamite secondary allows you to bounce the dynamite around without it exploding on contact with a wall, VERY useful. Remember that weapons have secondary abilities, like I slept on the flare gun's secondary which fires a flame-explodey ball that can be a good tool to fire at enemies after popping out of a corner.

Cut line of sight from cultist enemies and slice the pie like it's a tactical shooter.

>> No.10028273

>>10027447
>Is there a trick so cultists stop beating my ass?

Several. A single bullet from the Tommygun will make them stop shooting at you for a good 2 seconds, during which they'll try to dodge by repositionning themselves. If you have cultists on all side, spray with the Tommygun.
Also works with the shotgun.

Also lay on the ground (it's not a "crouching' position, it's a crawling position,hence why it's so effective at disrupting enemies fire), to get hit less.

That's for when they are close to you. From a distance you can use the flare gun from a distance and get good with TNT.

EP1 is the hardest, later on in the game there are less cultists and other methods to safely deal with them like the voodoo doll.

>> No.10028275

>>10028273
> If you have cultists on all side, spray with the Tommygun.

By that I mean use the alt-fire. Which also happens to have a bigger dmg per bullet ratio than the regular fire.

>> No.10028287

>>10027260
I've made music before using Milkytracker and Sunvox, but I've never done anything with midi

>> No.10028303 [DELETED] 
File: 107 KB, 1155x902, 1565827054084.jpg [View same] [iqdb] [saucenao] [google]
10028303

How do I get the Hexen expansion to play music? I've downloaded 2-3 patches, followed multiple sets of instructions, and all I've managed to do is brick the DOS version (it goes to the regular Hexen title screen & crashes whenever I try to load a save).

>> No.10028308

>>10028243
It's still quite easy to navigate, and does not drag on. It's also the last map before the boss. It's not so bad, when you think of it.

>> No.10028315

>>10027375
Woof (or Nugget) is better, because it's just Crispy with boom/mbf wad support. Half of the wads are for boom anyway, so I see no reason to use Crispy.

>> No.10028369

>>10025108
thanks, doc

>> No.10028387
File: 1.73 MB, 1540x812, Screenshot 2023-07-01 131614.png [View same] [iqdb] [saucenao] [google]
10028387

>>10027957
The plan is to have a trail of conveyors that goes around the room, leading to a meatgrinder (and where the key/objective will go). Planning to have crushers and other hazards along the conveyor as well.

>> No.10028392

just discovered this doom site
http://iddqd.ru/

>> No.10028406
File: 522 KB, 825x813, __filia_and_samson_skullgirls_drawn_by_iroyopon__4d4d931b7f7a4d9a62de0673113bf481.jpg [View same] [iqdb] [saucenao] [google]
10028406

Updated the Filia map
https://www.dropbox.com/s/pjkk0ac7jx779oe/Filiamap.wad?dl=1

-Added more ammo
-Added difficulty variance
-Nerfed the Vile Room Heavily and fixed the crusher
*More cover
*Megasphere
*Ending viles replaced
-Fixed soft lock with Vile Room
-Made caco room bit prettier. or messier
-Fixed red switch

Music wise, the classic doom 2 "Getting Tense" (map28) music should do the trick

>> No.10028407

I love Quake, but what are some mods to make the game harder? And I don't mean nightmare difficulty, just increase enemies speed, or whatever I have no fucking clue, I just get bored when playing because it's too easy, custom WADs or not (excluding garbage slaughter trash)
Some custom monsters? Reduce ammo pickups? etc.

>> No.10028412
File: 433 KB, 680x488, 1219083207906.png [View same] [iqdb] [saucenao] [google]
10028412

>>10028392
>ru domain
>no elaboration of why is site is any good or what it is about aside from vague "it's a doom site"
Yeah how about no.

>> No.10028417
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
10028417

GOOD MORNING MOTHERFUCKERS. IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY! What the fuck have you been working on? Maps, mods, sprites? Now's a good time to post that shit!

>> No.10028421

>>10028412
iddqd.ru has existed for a long, long time, anon. Unless you know Russian, you're not gonna find it particularly useful. It's just a forum.

>> No.10028436
File: 3 KB, 168x230, Mattock bullshit.png [View same] [iqdb] [saucenao] [google]
10028436

>>10028417
I've been stuck in visual design hell for a bit, but I think I've finally figured out a design for the mattock that'll be replacing the throwing axe in GMOTA. I just need to finish shading it, and then get ready to put my balls in a vice as I try to model it.

>> No.10028439

>>10028436
looks like a female stimulation device

>> No.10028443

>>10028439
You have more knowledge than me when it comes to lewd things then.

>> No.10028446

>>10028443
i've had sex at least, yeah

>> No.10028449

>>10028446
Wait, why did you need a stimulation device then?

>> No.10028452

>>10028449
i didn't, you just offered to draw me one

>> No.10028469

>>10028243
They missed the memo that levels should by bite-sized. 15 minutes or less is the sweet spot for me.

>> No.10028476

>>10028039
holy spaghetti. Do you map exclusively at 1mpx grid?

>> No.10028478

KEEP MOD HAS BEEN RELEASED?!?!?! I MISSED IT

>> No.10028489
File: 37 KB, 640x448, ecco.png [View same] [iqdb] [saucenao] [google]
10028489

>>10028436
I love retro crystals.

>> No.10028490
File: 78 KB, 640x480, chocolate-doom_pXYoKvVgyM.png [View same] [iqdb] [saucenao] [google]
10028490

>>10028417
Back to work on this old level. Made it so long ago that my standards got slightly higher, so I gotta polish it. Wonder if it'll see the light of day

>> No.10028520
File: 105 KB, 777x953, __mikazuki5fcf9807c499a1f9dd73b7f291807de4.jpg [View same] [iqdb] [saucenao] [google]
10028520

>>10028417
>>10025045
>>10024626

Yes, I am a few hours late but, finally finished* my Mikazuki waifu map.


>Map
https://files.catbox.moe/y3g4np.wad
>Your Waifu
Mikazuki (Kantai Collection)
>MIDI
AKINO.MID (from the Kancolle game)
>Level Name
Crescent Moon Sortie
>Level description
Damn those demon bastards are gonna pay for shooting up my ride. Make your way to the top of crescent moon isle to leave, try to find your 12 moon barrels on the way.


*the level is finished but the encounters are still beta. also need to find a nice skybox texture but works without it.

Tested it on glboom+ dsad and gzdoom, so sorry if there are problems if you use something else, but let me know and I will try to get around to fix them. This is actually my first map so any feedback is appreciated. I also did not use any OTEX textures due to being overwhelmed. Gameplay wise I find it a bit challenging but I think it is a good fight, I mostly tested on HMP, but UV is a bit meaner, but I did not test on 5 that much on it, so let me know if I went too far or not. Also there is an optional ending fight if you want to find the barrels, not meant to be a secret level exit, more sort of like map 28 of sunlust where there is a just another fight if you want to be challenged.

>> No.10028526

>>10028489
Funny you post that, I took the Glyph from Ecco for the front blade there.

>> No.10028535

>>10024685
Link is kill, a day later.

>> No.10028548

Zoomer retard here, what's the most accurate Build source port that still has some bells and whistles like resolution scaling? There are comparisons up the ass for Doom-based stuff but I can't find much in this case.

>> No.10028559

>>10028526
So that's why it looked so familiar, good choice.

>> No.10028571

>>10028443
Nah he's just been looking at fucking weird porn..

>> No.10028597

>>10028243
>>10028308
I just needed more of heads up on what to expect as I enjoy these kind of Quake labyrinths. My favorite recent “Quake lab” is Diyu, that was more interesting to explore and secret hunt but there was a lot more combat and things to kill in Dwell’s Abyss.

>> No.10028601

Does Doom Runner work on the Steam Deck?

>> No.10028603

>>10028449
>doesn't use stimulation devices when having sex
Noob

>>10028407
What are the slaughtershits for Quake? Sounds fun.

>> No.10028604

Serious answers only, thanks.
Any mods for Quake that improve the guns? I don't like the fact that the nailgun and the shotgun become useless once you acquire other guns. Yes, one is better at long range, the other doesn't eat as much ammo, etc. Good points, but still, the point remains. Good weapons mod that work great in vanilla/custom levels? Nothing crazy. Hell, even a mod that changes the function of some weapons would be fine

>> No.10028608

>>10028604
Copper makes some differences to the nailguns, so both are useful. AD makes shotgun have much tighter spread. Drake makes shotguns more like in Doom.

>> No.10028614

>>10028608
Thanks. Is there anyway to use any of these with the regular campaign?

>> No.10028616

>>10028604
I like Copper's changes to the nailguns. The regular one gets faster projectiles while the super nailgun shoots multiple projectiles with spread, so they're more strongly emphasized for long and close range respectively. Shotgun is fine though. Use it to soften things up as you move into double shotgun range. Knights, scrags, and enforcers can all be killed a bit faster with one shot from the normal shotgun followed by one from the double shotgun instead of just using the double shotgun twice.

>> No.10028620

>>10028614
Go to console
>game copper
>map start

>> No.10028623

>>10028417
I have been working on something.

>> No.10028628
File: 298 KB, 500x450, 1495150548894.gif [View same] [iqdb] [saucenao] [google]
10028628

>>10027954
>Madoka map
Thanks for the feedback, anon. I noticed that broken Caco closet too late, too, but it looks like you didn't encounter any unexpected issues. Thanks for playing, and I hope you had fun!
Also, I'm platinum buttmad that there's no good OTEX waterfall textures, but there's also no vanilla WFALL textures either. While I'm perturbed you noticed, I'm not sure what my alternatives are. Any suggestions greatly appreciated.

>> No.10028653

>>10028406
It's certainly a lot more reasonable now, with all the added ammo. Though I still don't know what kind of doom master you need to be to pass the vile room without save scumming hard.
2 things:
1. The vile room is still softlocked from the inside, the blocking wall doesn't lower after pressing the buttons at the end.
2.The vile near the plasma is still stuck until hit.

>> No.10028658
File: 135 KB, 640x480, doom37.png [View same] [iqdb] [saucenao] [google]
10028658

>>10028417
Started fulfilling my obligations for a community project today. OTEX is much easier to use with categories.

>> No.10028671

>>10028653
Well I uploaded it one more time
https://www.dropbox.com/s/pjkk0ac7jx779oe/Filiamap.wad?dl=1
Those two issues should now be fixed
I went overkill with the vile room solution and just added a teleporter to get out of it

>> No.10028689

ironwail + quake enhanced (gog).
where's the option to shotgun start every map i want to play? for fucks sake i dont want to open up the console and find the exact command

>> No.10028693

>>10028689
Just start them manually from "Levels" menu.

>> No.10028695

>>10028689
Quake isn't designed for shotgun starts at all. A couple of E1 levels make concessions so they could record demos. E2 through 4 don't even bother.

>> No.10028697

>>10028671
Yeah,that certainly works.
>>10028520
Did a couple of short runs. You should ease access to the starting shotgun, if you fall out the boat without picking it up, you can't get it again. And I generally find caco clouds in large open areas a bad practice, they are a big annoyance to hunt down when they disperse, since they are slow as fuck.

>> No.10028698

>>10028695
This is not an answer to the question.

>> No.10028713
File: 408 KB, 1280x720, BANZAI.png [View same] [iqdb] [saucenao] [google]
10028713

>> No.10028718

>>10028698
If you’re looking for an answer then check the post previous to the one you’re quoting. There’s also the standard “map mapnamehere” console command.

>> No.10028736

>>10028243
Don't forget that one secret which requires you to fail that one ridiculously long action-puzzle segment at least 15 times in total (and read a witty condescending comment each time you fall)

>> No.10028738

>>10027435
thank you, it hurts seeing a neat mod and realizing i cant play it bc its made for Gz

>> No.10028741
File: 1.59 MB, 1517x837, Screenshot 2023-07-01 160224.png [View same] [iqdb] [saucenao] [google]
10028741

>>10028417

>> No.10028742

>>10028738
all good mods that use scripting will be made for zdoom. you will miss out on all the coolest mods

>> No.10028745

>>10028698
Quake ports don't bother with a shotgun start option because the game does not set the same design precedent for it that Doom does for pistol starts. If a custom mapset does support shotgun starts, it almost always enforces them. Otherwise, it's a good chance that late maps will be unplayable because they're not going to give you more weapons after their first appearance, unless the first appearance was a secret. Warpspasm is the only exception I've encountered, with standard linear map progression but expected weapons provided at the start of each map.

>> No.10028748

>>10028039
Is that an ona hole?

>> No.10028752
File: 264 KB, 1280x1024, coomer.jpg [View same] [iqdb] [saucenao] [google]
10028752

>>10028469
I always keep that in mind with my Quake 2 levels, but I also put in a lot of stupidity because I want to be aligned with myself as a kid again.
I've seen people endlessly circle around my maps missing a switch, even though it is not that well hidden.
>picture relates

>> No.10028758

>>10028035
Nice. That's good to know.

>> No.10028764

>>10028718
That’s impressive in a weird way. Your average person would either see what they’re expected to go through and quicksave, or go through it the first time and quicksave so they don’t waste time with that walk-back.
>>10028745
Off the wall question/discussion, but how did hub-based levels become so popular for Quake? They all make you start with shotguns and this recent discussion about “shotgunstarts” got me thinking.

>> No.10028772

>>10028520
Pretty good map, especially if it's your first one. If you hadn't told me, I probably wouldn't have noticed it didn't use OTEX because it uses textures so well, especially in the harbor area. I'd recommend at least picking a sky from OTEX though.
Combat is mostly fine, since you're ammo-starved the whole map you're spending most of the time evading monsters. Yet most of them don't tend to infight particularly well so you'll have to kill them yourself eventually.
It actually took me a long-ass time to beat, partly because I didn't notice the path to the red key, and I spent a long time looking for one of the switches.

The worst part of the map is the archvile encounters without any cover. The worst offender here is the three archviles on the ship near the blue key, where you just have to get lucky to not get zapped 3 times in a row. The barrels/buoys/whatever are too short to properly hide behind, and autoaim won't let you hit them unless you get really close.
Another near-coverless encounter happens after using the red/blue keys and another one on the topmost platform (where the exit is). Either add more cover or remove the archviles.

>> No.10028774

>>10028548
Doom is pretty much the only /vr/ game with the kind of culture that spawns so many source ports like Chocolate/Crispy Doom all the way to ports like GZDoom. Pretty much all source ports for say, the Build games, aren't developed like this. For Duke Nukem 3D I hear Rednukem is more accurate than eDuke32, specifically regarding demo playback, and other than that I think there isn't much to note, most source ports have all the modern features but still try to be faithful, like NBlood does. If I recall correctly, Raze's DN3D support isn't even based on eDuke32 and its SW support is only partially based on VoidSW.

>> No.10028778
File: 73 KB, 1920x1080, 2023-07-01-165719_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
10028778

>>10028520
>>10028772
Other notes:
- I get that this is intended as rocket-launcher only map, but still adding a few extra shells here and there wouldn't hurt.
- The custom textures didn't display for me (instead it displayed a grey wall texture), not sure how to fix that though.
- Maybe make it clearer you need to hit the 12 switches to get the BFG, since I assumed you needed to archvile jump instead. In fact maybe you shouldn't require the switches for it at all, since you really need it to clean up the remaining monsters anyway.
- The shotgun at the start and the ledge with the all rockets (requiring you to jump out of a window) might as well be marked secret.
- I somehow didn't notice the ladder taking you on the secret ship, maybe add a candle in front of it to hint there's something to do there.
- Some monsters got stuck in one of the teleport closets, see screenshot. It's generally best to avoid conveyor belts in teleporter closets entirely, unless you really know what you're doing. Instead angle them towards the play area.

>> No.10028782

>>10028764
Quoted the wrong person >>10028736
>>10028752
>my Quake 2 levels
Oh nice, mind sharing?

>> No.10028798

>>10028764
It just makes sense for community projects where everyone is working on their own map in a vacuum from the others. It would be way more time and effort for people to design their maps accounting for what's provided in the previous ones before those maps are finalized. and if you do a hub you don't even need to think about ordering them. Doom community projects don't do this as much because hubs can't be done without MAPINFO and that was ZDoom-exclusive until very recently.

>> No.10028810
File: 236 KB, 1740x700, metroid_map.png [View same] [iqdb] [saucenao] [google]
10028810

>>10025217
I didn't bother posting this bit of progress because I wasn't sure what was going on with the deadline. Now that I know; here is a blocked out layout, my waifu for this map is Samus Aran from Metroid, and the map's progression resembles Metroid's progression, where you backtrack through the map several times, with new changes, and abilities that give you access to new places.

>> No.10028814

>>10028782
You actually need to get that secret unlocked if you want all kills, because one lone Brute is waiting for you in there - and the reward for finding it isn't worth it anyways (just an ammobox for shotty & nailguns and a rotten medkit), also every third fail to clear that puzzle spawns-in a bunch of monsters between the spot you get teleported into (that big pool that's too shallow to cancel the falling damage) and the room where that infuriaring puzzle starts

>> No.10028821

MBF21 update with support for ACS/Hexen map format when? Or just fucking UDMF so it finally becomes "universal" 15 years later maybe holy shit

>> No.10028827

>Love Doom gameplay
>Love Trenchbroom/Quake mapping
what am i supposed to do? i want to play AND make levels. what's the middle ground?

>> No.10028830

>>10028827
>i want to play AND make levels. what's the middle ground?
Test your own maps as you make them?

>> No.10028834

>>10028628
>there's no good OTEX waterfall textures, but there's also no vanilla WFALL textures either.
I thought the wfall texture you used was fine (OFALLW1-8) just that it looked weird with the vanilla water flat and the bloodfall/flat. In general, I think Otex and cohesion between textures generally looks better than vanilla, but if this doesn't bother you maybe it's not important. I also noticed another small annoyance since then: the low handrails before the 3key door are made with fake floors to look like normal midtexture walls, but they're too high to shoot over horizontaly. I'd lower them 8 units physically so they behave more like people expect of midtex walls.

>> No.10028836

>>10028830
cant be bothered to switch between games, no time

>> No.10028851

>>10028834
>I'd lower them 8 units physically so they behave more like people expect of midtex walls.
Thanks for the suggestion. I'll lower them 7 so the player still can't vault them, but I've had this problem before with not making fence-walls short enough, so I appreciate the spot check. Especially since the nearby library room has those fences, too.

>> No.10028864

>>10028851
The walls are 48 units off the ground, and the maximum walk over height is 23 units, so you could lower them as much as 15 while still behaving like a barrier.

>> No.10028865

I've seen some people talk about alkaline here.
How's mapping for alkaline regarded here? Wanted to learn and start doing something simple

>> No.10028868

>>10028864
*24 units. You know, as long as it's higher than 24.

>> No.10028898
File: 1.20 MB, 440x404, shamblerdancerhabderdasher.gif [View same] [iqdb] [saucenao] [google]
10028898

>>10028752
>that pic
>It was actually a game journalist moonlighting as a playtester?
I know, this post is probably too /v/ for this thread.

>> No.10028905

>>10024685
>>10028535
Huh, weird, I set it for 3 days.
https://litter.catbox.moe/mvnnv2.pk3
This one is also set for 3 days, so let's hope it works. It'll be up on itch soon enough anyway, really I just want people to see if they can get any crashes before I put it up.

>> No.10028907
File: 145 KB, 620x531, 1493730298615.png [View same] [iqdb] [saucenao] [google]
10028907

>>10028864
>finally get in editor to fix my shit
>mfw these barriers
Yeah, thanks again for the heads-up there. I didn't realize I'd completely covered the midtex for the outdoor ones in fake floors, versus leaving the tips exposed in the library. I'll actually probably lower them both to just above walk-over height to give projectiles more room to pass. This map wasn't originally focused on Plasma and Rockets.

>> No.10028913

>>10028436
I gotta say man it looks like a sex toy.

>> No.10028916

>>10028836
Just play and map for Quake. Do you not like Quake gameplay or something? Or just prefer Doom gameplay? Either way, nothing doing, short of modding the things you prefer about Doom into Quake where possible.

>> No.10028920

>>10028916
doom gameplay is simply better, and that is a fact, i'm sorry.

>> No.10028925
File: 467 KB, 661x623, duke_mighty_foot.png [View same] [iqdb] [saucenao] [google]
10028925

>>10028920
Doom is about shooting, Quake is about shooting and jumping. On the whole Quake's shooting is a bit weaker, but not as weak as Doom's jumping is compared to Quake.

>> No.10028935
File: 1.85 MB, 1200x779, Doom pistol.png [View same] [iqdb] [saucenao] [google]
10028935

>>10028920
>i'm sorry
It's okay, I forgive you for being wrong. <3

>> No.10028949
File: 604 KB, 1920x1080, Screenshot_Doom_20230701_120120.png [View same] [iqdb] [saucenao] [google]
10028949

>>10027954
>Shantae map
You can telefrag the cyberdemon instead of shooting at him by going through the little teleport that opens up after you complete that section

>> No.10028960

>>10028601
Yes, you have to look into installing and running a thing called Luxtorpeda for it to work correctly.

>> No.10028964

>>10028827
Make Doom but for Quake

>> No.10028965

>>10028836
>switch between games
Oh, I can't read. My bad. Still, what >>10028916 says: just focus on one game and do both. That's it.

>> No.10028968

>>10028964
Literally me.

>> No.10029021

>>10028964
It's been done before, it wasn't very good.

>> No.10029029

>>10029021
Needs to be done properly with changes to movement speed and CSQC monster sprites.

>> No.10029031
File: 2.61 MB, 1784x1031, file.png [View same] [iqdb] [saucenao] [google]
10029031

How do I slopejump the proper way in Quake?
Is there a trick to it?
In Dwell D2M8 nearly hal;f the secrets require slopejumping and I am really inconsistent with it, only about 1/3-1/4 of my attempt go right.
Just running up the slope and jumping is not enough it seems, there must be more, something I am doing wrong and only occasionally right.

>> No.10029052
File: 915 KB, 1083x1455, __ak_15_girls_frontline_drawn_by_darkpulsegg-18354c1b883fbbd9dafd6bb41fe85969.jpg [View same] [iqdb] [saucenao] [google]
10029052

More AK-15 map changes that bugged me before full wad beta
https://litter.catbox.moe/32x61o.wad
cosmetic:
Exit bars are more realistic; Fixed lighting and a hall of mirrors near green switch; Midtextures above the shipping doors; Nodebuilding fixes on enemy logo

gameplay:
-green armor outside is blue and sits on a bigger box, because honestly a lot of testing was done with idfa anyway
-one caco on RL side of key room removed, 2 more imps on plasma side because RL side was always harder
-rockets behind cyber changed to cells, to give a big ammo reward for rushing it or cleanup to not SSG cybie to death
-red container opens up more at the end to make killsquad less awkward
-lone manc by silver switch replaced with a pain elemental because punching/chainsawing them is fun and that ledge was a bit toothless when there was no reason not to make the revs infight
-boom invisible walls in the office windows and two SS added as a probably very obscure reference to the two Stasi agents whose antics in Poincaré Recurrence a chapter that happened while AK-15 was dead but who's counting inspired the map's structure

>> No.10029062

>>10028275
NTA. I didn't know it was actually different from regular fire. I thought it was just for keyboard-only players.

>> No.10029071

How customisable is ZDoom?
I know some games were made with it (Hedon, the new Supplice, etc), but for example, Nightmare Reaper is a whole different beast. Is that possible on ZDoom?

>> No.10029078

>>10029071
>How customisable is ZDoom?
Extremely.
https://jekyllgrim.github.io/ZScript_Basics/
>but for example, Nightmare Reaper is a whole different beast. Is that possible on ZDoom?
Yes.

>> No.10029080

>>10029062
I didn’t learn about it’s function until a few years ago. It’s a decent idea holding down that altfire when you’re surrounded by gillman or gargoyles.
For keyboard-only players they would likely have autoaim on anyways, though honestly I can sympathize with mouse-keyboard players who enable it.

>> No.10029086

>>10029078
thanks, but i don't want to start making something and stop halfway because i'm missing sprites and grafx. last time, the same thing happened. discouraging... wish i was rich so i could just pay an artist to draw some fucking sprites

>> No.10029089

>>10029052
Good map. Is the picture in the secret room supposed to be shaking up and down?

>> No.10029095

>>10029086
Good thing no one gives a shit about asset flips if you can manage to pull off something decent-ish.

>> No.10029116

>>10029078
>Extremely
Yeah, ok, but it's not like I can add different game modes, a progression system, cutscenes, or whatever the hell that wasn't in the original Dooms. Right?

>> No.10029121

>>10029116
Stronghold had nearly all that, and that was on Skulltag.

>> No.10029125

>>10029078
>ZDoom
>Zscript
ZDoom doesn't support ZScript.

>> No.10029128

>>10029121
Alright, cheers. Might want to start having a look

>> No.10029138
File: 910 KB, 1929x1085, Screenshot_Doom_20230701_192526.png [View same] [iqdb] [saucenao] [google]
10029138

>>10025601
Same guy here, finally clawed my way through this weird wad 'Happy' I found via idgames' random file feature. Absolutely ballbustingly hard maps but all pretty competently made. The dev seems pretty passionate about his work on the forums so even though it was too hard for me I can appreciate the care and effort that went into it.

>> No.10029149 [SPOILER] 
File: 363 KB, 370x370, AAAAA.gif [View same] [iqdb] [saucenao] [google]
10029149

>>10029089
what do you think
It's a quirk when a crusher's starting position is less than 8 units above the floor, I've only seen it used once in City of Doom

>> No.10029184

>>10029125
I assumed anon was talking about GZDoom since Hedon and Supplice, games anon mentioned, are GZDoom games. Context anon.

>> No.10029189

>>10029086
Start small. Build up a reputation so you can get artists on board. The problem with you kids is you want everything now. Half-Life: Echoes took four years from 2014-2018, all one guy. For a free mod. Kegan has been making GMOTA for 10 years, free mod.

>> No.10029213
File: 791 KB, 1920x1080, dsda-doom_U0e7y3CKEV.png [View same] [iqdb] [saucenao] [google]
10029213

>>10029052
Alright level. The starting room is boring until the green switch that raises a wall and forces you into a very short arena fight with two hell knights. I think the starting area could be utilized better, it's quite massive.
Why are there lasers in front of a switch? I thought for sure that they were either an invisible wall or an instant kill trap, so I looked around the map for 2-3 minutes with no clue what to do, until it was my last option. No reason for those to be there, is there? At that point I don't know what the green switch did, exactly.
The AK-15 arena was fun. You had the right idea starting the fight while the player is on the middle of it, something you unfortunately didn't bother to replicate with the blue door, which just leads to door combat. I utilized the starting room to safely snipe most enemies before actually entering the new area. It was quite anti-climatic, for the AK-15 fight was much better.
The level almost looks like it's in fullbright, if not for very subtle and hard-to-see few lighting differences and details here and there. You didn't bother to make it so that the floor lighting wouldn't affect the ceiling, something that Boom can effortlessly do, and there's even a workaround for in vanilla. I'd say the visuals aren't hideous, but they're passable at best. Short and sweet level.
My FDA: https://files.catbox.moe/vlntro.lmp

>> No.10029217

>>10029213
I forgot to mention, something minor, but there's 2 armors too many in the level. You can remove the 2nd green armor and the 2nd blue armor and it wouldn't make a difference. At best you're making it too easy for continuous players.

>> No.10029230

>>10029213
nta, but
>Why are there lasers in front of a switch? I thought for sure that they were either an invisible wall or an instant kill trap, so I looked around the map for 2-3 minutes with no clue what to do
I had the same experience on my first play. After thinking about it, they are pretty clearly supposed to be security laser, since they trigger the opening of the two rooms to the sides of the switch
>At that point I don't know what the green switch did, exactly.
the three colored switches each open one wall to the ak-15 arena.

>> No.10029232

Have you ever felt regret after submitting a map to whatever shitty community project?

>> No.10029241

>>10029189
Problem with that is that it'd be a waste of time and years of effort to build up reputation and get cushy with the art community just for them to not want to help you or, worse yet, start beef. Heck, anyone who has enough of a chip on their shoulder can just yell at you and make people wary. Better to learn to do these things yourself than rely on the burden that is other people.

>> No.10029245

>>10029232
Yeah

>> No.10029247

>>10029232
Every time. More shame than regret.

>> No.10029257
File: 74 KB, 960x720, amuro.jpg [View same] [iqdb] [saucenao] [google]
10029257

>>10029232
My Akeldama levels sucked because I had the usual noobie instinct to go and map for community projects despite not knowing shit. Apparently it's a pretty known mapset. I wonder if I'm gonna be known as one of those guys that made the worst maps for it

>> No.10029272

>>10029232
Other way around, I regret submitting a shitty map to a community project with tons of good maps.

>> No.10029274

>>10029232
Only 94 Protons.

>> No.10029284

>>10029232
Yes. in 'Doom but something's not right/ Mandela doom' for example. i'm kinda glad decino played a map from me but whatever, it's just a shitty recreation of e1m6, it doesn't help the project lead made a retarded typo in my map's title and never fixed it which makes things even worse.

>> No.10029317

>>10029284
>Doom but something's not right/ Mandela doom
Still worrying that a Youtuber can rebrand a fucking wad like that.

>> No.10029319

Say my artist and I make an FPS game in Godot, UE, Unity, or dogshit. Of course, we would eventually like to ship it with the map editor. Is it crazy to think that we could reach out to the Trenchbroom team and ask for some help/support on how to implement it?

>> No.10029332

>>10029317
I don’t watch him much. Did he come up with the name “Mandela Doom”?

>> No.10029349

>>10029213
This is the stuff I was looking for, a quick fix: https://litter.catbox.moe/7ylwsz.wad >>10024626
The lasers are now two light posts which are hopefully less spooky and don't give off instant death vibes
Ceilings are tagged to be unlit
There are windows to see the 3 doors and the switches are all the same type, while the elevator and hell knight escape switches are different so I hoped they were clear enough
nerfed armor, removed a bit of ammo from the far parts of the key room that can't reasonably be reached while the archies are out anyway

The outdoors is not exactly a clever combat puzzle but It's not as circle strafe heavy as I was worried open outdoors often are so I'm still somewhat satisfied with it

>> No.10029352

>>10024626
boy this twitter bullshit has really exposed the underage normalfags infesting this board

>> No.10029354

>>10029319
I mean, it has support for Wrath and that shit is never coming out. You can probably contact them via Github or something, but it's not too hard to make your own game config. Just have a look through Quake's config file to get a feel for it. Just need a new folder under 'games' with it's own config, and FGD for entities, and an icon.

You'll likely have a harder time wrangling whichever BSP compiler you decide to use and actually getting the compiled map in-engine.

>> No.10029363
File: 74 KB, 383x364, ShamScared.jpg [View same] [iqdb] [saucenao] [google]
10029363

>>10029241
You know what's even better? Realize that you're a burden and don't even try to do it because you know you'll fail.
>>10029319
>Is it crazy to think that we could reach out to the Trenchbroom team and ask for some help/support on how to implement it?
Can't you just like... Do it yourself? After all, GitHub page mentions that:
>More games can be supported with custom game configurations
https://github.com/TrenchBroom/TrenchBroom

>> No.10029367

>>10029363
>You know what's even better? Realize that you're a burden and don't even try to do it because you know you'll fail.
mean

>> No.10029371

>>10028949
Oh, I guess that why it seemed like you could've. I just assumed it'd happen after the pink teleport.

>> No.10029372

>>10029354
>>10029363
>You'll likely have a harder time wrangling whichever BSP compiler you decide to use and actually getting the compiled map in-engine.
This is what worries us the most, since we wanted to switch from Doom ports and make something more "elevated", let's say... but the more complex coding scares us a bit.
Do you have any more info you mind to share about what you just said? We were thinking about using either Godot, Unity or UE, but we still have no idea how to approach this from the start. We know how to make something from scratch in any of those engines, but we don't know how to make sure it'll be compatible with Trenchbroom (what you said about the BSP compiler in the engine)

>> No.10029379

>>10029372
Look into FTE.
https://github.com/fte-team/fteqw
https://www.youtube.com/watch?v=pqlaNOY1Z_M
There you go, TB compatibility.

>> No.10029387

>>10029372
There's a plugin for Godot that allows you to import Quake-format maps. Look up Qodot. Not retro, but Cruelty Squad used it.

>> No.10029395

>>10029317
>>10029332
Oh christ is the name actually “Doom The Way We Remember It”?

>> No.10029460

>>10029332
No. the og title was too fucking long so we called it 'mandela doom' for short during development.

>> No.10029487

>>10029395
Yes.

>> No.10029491

>>10029332
He called his video series on those wads "Doom but something is wrong" and that's what a lot of people have decided it's called ever since.

>> No.10029504

>>10024661
the platforms go up and down in a circle

>> No.10029508
File: 50 KB, 420x472, Braid.jpg [View same] [iqdb] [saucenao] [google]
10029508

>>10029086
Programer art exists for a reason.
Just use whatever you can and then replace it when you're getting closer to something actually finished.

>> No.10029520
File: 226 KB, 2048x1676, 1684339871648102.jpg [View same] [iqdb] [saucenao] [google]
10029520

>>10027852

>> No.10029528

>>10029508
i cant replace it with shit you retard. im shit at everything. i cant code. i cant draw. i cant write. i cant compose. i will never ever make a game. stop rubbing it in my fucking face

>> No.10029554

>>10029528
Why don't you learn something instead of whining about how much of faggot you are then? Sounds like you don't even want to make a game. You just want to whine about how you "can't".

>> No.10029564
File: 3.88 MB, 853x480, 1660533688354266.webm [View same] [iqdb] [saucenao] [google]
10029564

excited for waifu wad

>> No.10029565

>>10029528
Fucking loser.

>> No.10029571

What are some good texture resources? I like OTEX but it feels overused at this point.

>> No.10029576

>>10029528
>im shit at everything
it shows, you pathetic coward. i'm glad you won't make anything. whatever you made would be just as shitty as your attitude. stop your bitching

>> No.10029579

>>10029571
https://www.doomworld.com/afterglow/textures/

>> No.10029606

>>10029387
To be honest, compiling to BSP -> importing to blender -> exporting to gl2f -> importing in godot is a better flow in my opinion, it at least produces optimized meshes rather than brush salad nightmares.

>> No.10029614

>>10029606
nta but I think he wanted to be able to make a lvl in trenchbroom and simply fire it up in his custom game, without going through all of that, so other people would make a map as well

>> No.10029636

>>10029319
>UE
UE can bake its own shipped editors (ie, Unreal Tournament 2016's), you don't need to go outside its ecosystem for that.

>> No.10029640
File: 631 KB, 1920x1200, Untitled.jpg [View same] [iqdb] [saucenao] [google]
10029640

>>10028520
an issue

>> No.10029643
File: 92 KB, 1024x1024, Ranger (Slipgate Complex).jpg [View same] [iqdb] [saucenao] [google]
10029643

>>10029636
>UE Editor

>> No.10029653

>>10029319
There is a plugin for Godot that lets you convert maps made in Trenchboom directly to Godot. The Cruelty Squad dev used Trenchboom to make all the levels and has custom map support due to this.

>> No.10029658

>>10029606
At that point you'd probably be better off exporting .obj from Trenchbroom directly - using a texture like SKIP on backfaces so they can be deleted conveniently in Blender.

>> No.10029669

Is there a dark mode for UDB? I want to finish my map tonight but its burning my eyes

>> No.10029674

>>10029669
https://justgetflux.com/

>> No.10029676
File: 2.23 MB, 1920x1080, Screenshot_Doom_20230701_231503.png [View same] [iqdb] [saucenao] [google]
10029676

>>10028417
>>10028741
whee

>> No.10029687

>>10029031
Strafe while jumping off the slope for extra boost - or just say 'fuck it' and rocketjump in god mode, don't feel bad tho - there's like 3 secrets in this level which can only be reached if you got both a Quad and PoP while rocketjumping to the very top if the map…

>> No.10029689
File: 750 KB, 3828x1200, Untitled.jpg [View same] [iqdb] [saucenao] [google]
10029689

>>10028520
I somehow phased through the floor here

>> No.10029692

>>10029658
I trust THE MACHINE more. Also placing skip/caulk/whatever by hand just to delete it seems just like more manual work as opposed to just running a map through one more import/export.
At the end of the day, you do you brah

>> No.10029703

>>10029528
>He doesn't know how to pet the dog
are you me?

>> No.10029784
File: 1.64 MB, 973x820, Screenshot 2023-07-02 001658.png [View same] [iqdb] [saucenao] [google]
10029784

>>10029676
M E A T

>> No.10029810

I dare WingsOfRedemption and DSP to play Okuplok Slaughter Map on Nightmare Mode.

>> No.10029832
File: 912 KB, 1000x1441, Maka.png [View same] [iqdb] [saucenao] [google]
10029832

This should be the final version of my map: https://files.catbox.moe/4mahc2.wad

- Fixed a hole you could get stuck in
- Changed the midi, now its Dreaming Beauty by Graveworm (no idea who made the midi)
- Added and balanced all difficulties

Easy is baby mode and Medium might be too easy so i would appreciate if someone could test it too.

>> No.10029854

>>10029832
Guy who couldn't into OTEX last week here, really enjoyed this map last night. Punishingly fun on UV and I love how the map unfurls as you progress. Never had to save so many times for one map before. Cheers

>> No.10029875
File: 777 KB, 1671x738, UndueProcessingMapName.png [View same] [iqdb] [saucenao] [google]
10029875

>>10028417
Only late by an hour.
Made a spooky map last time with a mix of OTEX and Ad_Mortem assets, looked great and played alright. Fucking aids to put together at the end as it was the first time using custom assets so I didn't realise until after mapping I had to move the otex and ad_mortem stuff into the wad for it all to load so I just threw them wholesale into the wad and called it after many attempts to fix missing textures.

Anyway, current project is tekbase bleeding into hell themed. Doing a clone facility but had difficulty figuring out a layout for the map beyond the clone bays.
I feel like I need to curb my ambition with what I want this map to have and try to focus on rooms being fun to fight in rather than cool to look at. I'm keeping the 3d floor start though.

>> No.10029882

Does anybody like to use FreeDoom when trying out PWADs? I find it makes the WAD feel more like a different game.Plus the alien horseshoe crab monsters look cooler than Doom's imps.

>> No.10029907

>>10028406
I want to squeeze filia's cheeks and make her face blush.

>> No.10029945

>>10029882
Yikes no, I cant even stand playing the wad hearing those shitty SFXs and ugly sprites.

>> No.10029968

>>10029945
The SFX suck, I'll admit. Love the maps and music though.

>> No.10029969
File: 111 KB, 330x553, gob.png [View same] [iqdb] [saucenao] [google]
10029969

>>10028417
Sketching my gobbo for the sector art so I guess it's doom related.

>> No.10029987 [SPOILER] 
File: 1.34 MB, 1680x1050, Blessing of Wisdom.png [View same] [iqdb] [saucenao] [google]
10029987

>>10029969
Quality gob.
I never thought this image would be relevant here.

>> No.10029995

>>10028392
That site is how I downloaded Doom first (it was linked on the Russian wikipedia article)
Only finished episode 1 so far

>> No.10029996
File: 35 KB, 640x360, wing.png [View same] [iqdb] [saucenao] [google]
10029996

>>10029810
>tfw can't camp
this might make it tolerable for Richard though https://www.doomworld.com/files/file/6568-pepsi-doom-20/

>> No.10030025
File: 1.97 MB, 2560x1440, dsslaved.png [View same] [iqdb] [saucenao] [google]
10030025

>>10025601
>What wads we playing today fellas
Picking up my Eviternity Deathstrider run. Some haste pots, a barricade suit, popping a zerk halfway through and this beautiful Fungnir made this fight a total blast. Very fun and it only resulted in four restarts. There was lots of Wyvern rounds unloaded near the start as well.

>> No.10030036
File: 313 KB, 1920x1299, stephen-savage-veronica-lodge-doom-marine.jpg [View same] [iqdb] [saucenao] [google]
10030036

Recommends on good 8-10 map wads with mostly techbase environments?
Bonus if the areas feel lived-in-ish and are reasonable to no-save or pistol start ?

>> No.10030050

>>10030036
Double Impact

>> No.10030056

>>10030036
Fava Beans, UAC Ultra, Scythe X

>> No.10030079

>>10030036
Archi-TEK

>> No.10030093

>>10030036
I played Scientist 2 recently, it's not all tech but it's all earthly locations divided into 4 minisodes, the custom textures and plasmaless dehacked arsenal definitely feel a bit Build-y and there's custom logos of the scientist's lackeys everywhere. Difficulty wise there's no crazy fights but the levels are dry on health

>> No.10030106

>>10030036
Erkattanne

>> No.10030143
File: 986 KB, 3310x4096, FzwVGzNXwAIqHjo.jpg [View same] [iqdb] [saucenao] [google]
10030143

>> No.10030146

>>10030036
Solar Struggle

>> No.10030210

>>10029564
Same here, everyone's making interesting shit. Makes me want to learn how to map.
>>10030143
I don't think HR would appreciate me wearing shoe-polish.

>> No.10030401

>>10027375
>>Give up all the gameplay mods I like for some purist experience that got boring for me 10 years ago.
No thanks. I'll stick with GZDoom/Zandronum.

>> No.10030402
File: 33 KB, 445x683, mrcarhorn.jpg [View same] [iqdb] [saucenao] [google]
10030402

>>10029969
Sweet sketch! Is this for Fore/vr/? Might be too late to start on a map now, unless you already did.

>> No.10030409

>>10030402
he's on "the list" and made the gameplay shooty parts of the map just not the sector art >>10025150
I don't know if the OC is for a tabletop game or what but it's a cool addition

>> No.10030427

https://streamable.com/47925y

>> No.10030541

>>10028439
I've seen quite a lot of those, and that thing looks nothing at all like any of the ones I can think of.

>> No.10030573

>>10028520
Geez, destroyers are the best!

>>10029352
Twitter what?

>> No.10030586

>>10029640
Ah, that texture must be the wrong width, easy fix is to add empty spaces to the sides so they add up to a power of two value. 128, 256, 512, 1024, etc. Probably clean a couple of the stray pixels too.

>>10028571
he's just like me fr fr

>> No.10030598

link to newest version of hdoom would be appreciated

>> No.10030601

>>10030409
That clears things up, thanks. Really cool to have some original art in the project instead of having all the art be basically traced over or borrowed.

>> No.10030664
File: 2.68 MB, 400x225, 1673953924923149.gif [View same] [iqdb] [saucenao] [google]
10030664

>>10030427
>munch munch munch munch munch

>> No.10030682

>>10029367
>mean
Nah, that's fine. I was talking about myself. You shouldn't be like me. Go do stuff in spite of all odds.
>>10029372
Similarly to >>10029387, you can import Quake maps into Unreal Engine 4 (not sure if it's a thing for 5, but whatever). GRAVEN uses this approach.
https://store.steampowered.com/news/app/1371690/view/2905347823300141067

>> No.10030771

>>10030427
I'd like to see the opposite - someone making all the SFX into comic-like text popups that are visible through walls and appear on your screen rather than in environment

>> No.10030774
File: 402 KB, 999x726, 1687388378519612.jpg [View same] [iqdb] [saucenao] [google]
10030774

>>10030050
>double impact
>check credits
>RoTTKing
Lmao, it's the guy that made the pro doom monster mashing tips video or at least the same name
Have to try this one

>> No.10030838
File: 27 KB, 316x316, malice.jpg [View same] [iqdb] [saucenao] [google]
10030838

Name a better 90s shooter soundtrack.
https://www.youtube.com/watch?v=qnLWDrnHGOU&list=PL0YFSLv6Row9kkspVigDSX_wFjHx0cZRt&index=1

>> No.10030842

>>10030838
UT99

>> No.10030859 [DELETED] 

>>10030774
that image is gay and you are a faggot

>> No.10030861 [DELETED] 
File: 349 KB, 672x1920, Gain elemental.png [View same] [iqdb] [saucenao] [google]
10030861

>>10030859
lol butthurt Cacodemon.

>> No.10030867 [DELETED] 
File: 262 KB, 1714x1020, based.jpg [View same] [iqdb] [saucenao] [google]
10030867

>>10030861
you say that, but yet i have this pic of you getting jizzed on. interesting, very interesting.

>> No.10030898
File: 1.21 MB, 2560x1440, ej3_iyago_2023-07-02_18-54-33.jpg [View same] [iqdb] [saucenao] [google]
10030898

explorejam3 is pretty comfy for the most part...
...except for those fucking surf maps.

>> No.10030918

>>10030838
Rise Of The Triad LMAO

>> No.10030924

>>10030774
It's the same guy.

>> No.10031098

>>10028387
Hm and these conveyors are supposed to be floating or what?
I remember making a concept of a hanging conveyor, but it only worked as a piece of decor, without being able to go there. I did it with an invisible 3D floor iirc.
I'll have to go check it out and see what I did there.
I think I even used a script with a thrustthingz.

>> No.10031152

>>10030774
It's him. I believe he did some stuff on Adventures of Square, also. The other author of Double Impact, Ralphis, has also done a bunch of cool shit, like the music to Action Doom 2.

>> No.10031154

>>10028243
Nobody is forcing you to look for all the secrets or play the map in one segment. I just played the map in segments, found like 5 secrets, and enjoyed it.

>> No.10031169

>>10031154
NTA, but i agree that I don't really like many of the super large maps. They are good for the novelty, and some of the AD maps really blew me away, but in general I much prefer a map I can play in one sitting. Saving and playing the map across multiple sittings can often be jarring, especially if the map isn't particularly linear, in typical quake fashion.

>> No.10031183

>>10030598
It's in the news po-
>can't browse twatter without logging in
Oh.

>> No.10031201

>>10031154
Played it in a few sittings, 10 secrets found. Had a similarly good time.
>>10031169
>especially if the map isn't particularly linear, in typical quake fashion.
You’re saying it’s “typical” for Quake levels to not be linear? That’s not been my experience.

>> No.10031210

>>10027375
Godspeed anon. The further we stay away from chicken man's bullshit, the brighter the future will be.

>> No.10031215

>>10031210
Nah I like my mods.

>> No.10031246

>>10031210
>>10031215
I like mods too. I also like playing thro crispy/nugget half the time and don’t feel threatened by having multiple port options.

>> No.10031259
File: 94 KB, 1024x667, 1638096549073m.jpg [View same] [iqdb] [saucenao] [google]
10031259

>>10028782
All my maps including the ones within The Quake 2 25th Anniversary Collaborative UNIT, of 2hich version 1.0 will be coming soon!

>> No.10031261

>>10031210
stop trying to fit in so hard faggot

>> No.10031269

>>10024626
>>10030598
https://drive.google.com/file/d/1yPfle4pnbMfgAvKHwmIjT7LJr1sgfAlJ/view?usp=sharing
Lastest HDoom version from the patreon post. Whoever makes the next newspost should swap the twitter link for this.

>> No.10031320

>>10031261
Not every opinion you don't agree with is "trying to fit in", you braindead moron.

>> No.10031324

>>10031210
>directly responsible for ZScript, delivering Doom modders from Randi's terrible decisions with DECORATE and ACS that they coped with for over a decade
>directly responsible for UMAPINFO, finally letting non-ZDoom wads have more than 32 maps, episodic format in Doom 2, secret exits on maps besides 15 and 31, dead simple actions outside of map07, hubs, etc
>GZDoom going full GPL enabling indie devs to use an engine with good tools that's actually meant for sprite-based FPS so they don't have to settle for half-baked implementations in Unity or UE
chicken man is the reason the future is bright

>> No.10031329
File: 359 KB, 970x1320, 90ea4fb70a7b97fef5f7549f92b84dc1_970x.jpg [View same] [iqdb] [saucenao] [google]
10031329

>>10031201
>You’re saying it’s “typical” for Quake levels to not be linear? That’s not been my experience.
I think a lot of quake levels, and what the community often aspires to, is to create an linear progression in an abstract sense, but implement it with a lot of non-linearity in terms of actually moving through the level - i.e. backtracking, secrets, skips, triggers, etc. The original game did this more in later eps (mostly backtracking, new paths open), and modern mapping takes it a big step further. It's great but it means you'll often be doing loops and returning to parts of the map you've seen before, which for enormous maps can mean retreading areas you've passed a couple days later.
Sometimes it doesnt - some of the large maps i've played have a large area you loop through for a while, then you reach a convexity that opens up a new area and closes off the old area. Those convexity are good points to save and resume later, if you realize you're passing through one around the time you need to jump off the PC.

>> No.10031332

>>10031261
>>10031320
You're both shit smearing mouth breathing special patients, kys yourselves

>> No.10031340

>>10031324
>GZDoom going full GPL enabling indie devs to use an engine with good tools that's actually meant for sprite-based FPS so they don't have to settle for half-baked implementations in Unity or UE
Indie games, open-source engine, good tools. You want it?
It's yours my friend, as long as you have a NASA quantum computer.

>> No.10031342
File: 248 KB, 600x546, quakeguydatass.png [View same] [iqdb] [saucenao] [google]
10031342

>>10031332
>kys yourselves
This one always gets a chuckle from me, thanks.

>> No.10031347

>>10031340
Or a PC from 2018-2022 aka a few paychecks. I've never understood this excuse.

>> No.10031348
File: 1.94 MB, 1470x950, mrabsolutelyfurious.png [View same] [iqdb] [saucenao] [google]
10031348

>>10031332
>kys yourselves

>> No.10031349

>>10031332
no u

>> No.10031354

>>10031347
>a PC from 2018-2022 aka a few paychecks
For a game that runs on the FUCKING DOOM ENGINE. An engine from a sourceport that would run on toasters just some few years ago, before it started to become exponentially more resource intensive and dropping support while choking on miles of spaghetti code.

>> No.10031356

>>10031324
Shame anon isn't going to understand your post because all of those things you mentioned are far too below him, so he's just going to call you a faggot and continue to scrape the bottom of the barrel.
>>10031340
Have you tried playing something that was actually realistic about the constraints of the engine and its performance rather than just
>oh yeah let's see just how many fucking dynamic lights and unoptimized actors we can cram up this map's asshole
Half the time shit sucks on mid-end hardware because it's either coded by retards who go for the first solution available regardless of how jank it is, or nobody told the mappers when to stop, in the case of a TC. Worst case scenario, both.

>> No.10031358

>>>/co/138055964
I wonder how that Doom map is going so far?

>> No.10031361

>>10031340
>>10031347
Literally any GPU manufactured within the last decade will do. The youngest computer I have that won't run GZDoom is 16 years old with integrated graphics, and it only became incompatible with the most recent release.

>> No.10031362

>>10031354
Anon I can't be seen talking to poorfags but just know you sound exactly like those guys who used to bitch and crusade about anons posting png files on 4chan instead of jpgs. Get a better internet connection, get a better PC. I sincerely don't give a shit about this subject because the solution is just upgrade, which isn't hard to do.

>> No.10031367

>>10031354
You keep thinking that just because it's Doom it needs to run on a pocket watch. Doom.exe is not the same as GZDoom.exe and that's the entire fucking point. The reason it has spaghetti code is because of colossal retards like you who will scream at the first opportunity they get when chicken man tries to fix it and inevitably breaks a mod that hasn't been updated in fifteen years.

>> No.10031372

>>10031354
>An engine from a sourceport that would run on toasters just some few years ago
You don't have any clue what you're even talking about. Just another newfag regurgitating bullshit that was regurgitated to him by some clown on Youtube, who also had no clue what they were talking about. People were making Crysis jokes about GZDoom system requirements when Crysis was a relevant name. It's a port for modern hardware. That's the point of ports, to put the game on different platforms than what it was originally designed for, and to be able to utilize the features of those platforms.

>> No.10031409

>>10031362
That's crap when it comes to old mods/games. My PC is perfectly fine at playing gzdoom but i'd like to be able to play on an rpi, or old htpc, etc. I want it to be accessible to thirdies, too.
The problem with gzdoom is that it's got a foot in the 'doom sourceport' world and a foot in the 'derivative engine' world - no different to half-life 2 relating back to quake. This leads to poor versioning, and thus never ending incompatibilities. Realistically, it's not a source-port, it's an engine that should be bundled with any mod that relies on it, but this doesn't happen because "its a doom source port".

>> No.10031421

>>10031409
>but i'd like to be able to play on an rpi, or old htpc, etc.
And not everything needs to be catered to you.
>I want it to be accessible to thirdies, too.
It is. The only time my PC ever tanked in GZDoom was Project Brutality + Gloominarch's Realm in Whitemare 2. This PC was 2017 tier stuff at the time. These are such nonissues to me that I'm no longer going to talk about this with you it's such a dreadfully fucking boring subject. The thirdies don't need you to crusade for them. They've got other things to worry about like not dying.

>> No.10031427

>>10031354
>>10031347
>>10031340
Runs fine on a decade-old machine my workplace bought for literally 90$ - it's an Intel G630 with GT 750
It runs Selaco demo just fine if I use Vulkan renderer - Gives me 50-60 FPS even in intense fights vs ~35 on OpenGL.

>> No.10031430

What's the best coop wad?

>> No.10031441

>>10031324
That's cool and all, but he needs to give me back my actual fullscreen.

>> No.10031451
File: 2.48 MB, 1920x1080, tersh_scragheap.png [View same] [iqdb] [saucenao] [google]
10031451

>>10031329
>I think a lot of quake levels, and what the community often aspires to, is to create an linear progression in an abstract sense, but implement it with a lot of non-linearity in terms of actually moving through the level - i.e. backtracking, secrets, skips, triggers, etc. The original game did this more in later eps (mostly backtracking, new paths open), and modern mapping takes it a big step further. It's great but it means you'll often be doing loops and returning to parts of the map you've seen before, which for enormous maps can mean retreading areas you've passed a couple days later.
It's not often I run into a Quake map offering some genuine choice in its progression, and I think some of it can be attributed to what you mentioned here. It summed up my experience with Bogbottom, I came back to it a day later and had zero clue what to do or where to go and I wanted those tomes.
This contrasts with two other maps from the mod I enjoyed and didn't get lost in: Tears and Sepulcher. I was wary about Sepulcher because it looked like a more evil Bogbottom with a higher secret count, but it ended up very linear, very easy to navigate, and with secrets you could trip over.
>>10031427
For what it's worth that leaked patreon demo from several months ago ran like ass for me. The one up on Steam is the opposite and runs very smoothly.

>> No.10031463

>>10031441
GZDoom never had exclusive fullscreen. OpenGL doesn't support it in the first place.

>> No.10031465

>>10031409
bundling is retarded. just learn how to open wads and stop being a bitch

>> No.10031484
File: 273 KB, 570x570, 1683561031361073.png [View same] [iqdb] [saucenao] [google]
10031484

>Cant decide what to play
>play doom
Still cant decide what to play
>Playing doom
>I really need to play some single player games
>downloading a new megawad for doom

>> No.10031486

>>10031484
Sometimes you gotta force yourself out of your comfort zone. You're gonna default back to what's known, otherwise.

>> No.10031513

>>10027135
You never would've seen the fagbag comment anyway. The game is practically unchanged and not very ogay at all.

>> No.10031543

>>10031361
I have a low-mid laptop with integrated graphics from 2014 that runs it fine. I have no idea what people are doing to make gzdoom shit the bed, but it's not the engine.
It could be more optimized, but for what audience? The one autistic kid in /vr/ who wants gzdoom to run in their pentium 2?

>> No.10031562

>>10031543
Third worlders with 2004 era potatos who don't know how to turn on GLES.

>> No.10031582

>>10031484
Play Pizza Tower

>> No.10031651
File: 709 KB, 2560x1440, Screenshot_Doom_20230702_191502.png [View same] [iqdb] [saucenao] [google]
10031651

ummm
what the fug?
is this some kind of a reference to Rambo 3 and the Soviet occupation of Afghanistan?

>> No.10031658
File: 96 KB, 640x400, 5f74d8e93bc6b.jpg [View same] [iqdb] [saucenao] [google]
10031658

>>10031484
Play something which originally inspired doom developers: tabletop rpgs, or their more accessible deriatives - pc dungeon crawlers

Procedurally generated, roguelikes: Dungeon Crawl Stone Soup, Brogue, Angband
Blobbers: Lands of Lore, Clouds of Xeen, M&M6, Eye of Beholder, Realms of Arkania

There is also a plenty of japanese ones if you're into anime, oh and DoomRL of course

>> No.10031707

>>10031651
No, the map author is an unironic Taliban supporter.
>not having played the absolute kino that is Total Kuffar Death

>> No.10031810

>>10027378
based fellow nugger enjoyer

>> No.10031824

>>10031707
Sure, Still don't have to like the goddamn Taliban. Their treatment of women and critics of their pissant ideology is despicable and at times vile. How are they objectively "based" for what they do. And no, my hate for them HAS NOTHING to do with love for Israel or modern liberalism nor mainstream American conservatism.

>> No.10031845

>>10031824
>Taliban a CIA-funded CIA-trained front for US interests vs soviets
>Taliban kept on a tight leash
>Poppy fields not destroyed for 2 decades of American occupation of Afghanistan, due to "the Taliban"
>Within months of America pulling out, the Taliban destroyed the poppies
>Anon buys into the propaganda he's been flooded with for 30 years

>> No.10031854

>>10031651
that's really cringe and I thought putting a trans and a nazi flag in a map was retarded

>> No.10031871
File: 60 KB, 230x220, 420penguin.png [View same] [iqdb] [saucenao] [google]
10031871

>>10031854
>a trans and a nazi flag in a map
That's like, coomer shit except with politics instead of porn but just as braindead

>> No.10031889

>>10031651
what wad?

>> No.10031898

>>10031854
Gib coordinates and map number, unless you're trolling

>> No.10031924

>>10031889
DBP58 Immortal Warfare

>> No.10031991

so I am using Gearbox weapon selection mod and there is a setting to freeze game while the weapon selection screen is up
but for some reason if I use this mod alongside Project Brutality 3.0 fresh downloaded it does not work it doesnt freeze jack shit when I open the weapon selection thing on screen
anybody knows a fix for this shit?
is the load order a problem?
I am loading Gearbox after PB 3.0

>> No.10031997
File: 208 KB, 948x1210, 1526212945686.jpg [View same] [iqdb] [saucenao] [google]
10031997

>>10030050
>>10030056
>>10030079
>>10030106
>>10030093
>>10030146

A bunch of good recommends, thank you!

>> No.10032039

>>10027375
luv me mouselook, simple as.

>> No.10032067
File: 1.94 MB, 1600x900, spasm0254.png [View same] [iqdb] [saucenao] [google]
10032067

>>10028814
>>10028814
>>10028736
I am not joking that you will learn to hate this place...

>>10031259
If you're the ;3 fellow please think about tweaking the Reckoning SuperTank to use the same homing rockets the BetaMaidens get to have, so that he would finally have a real purpose outside of just "2 BossTanks for the price of 1"

>> No.10032083

>>10027375
>No sniping shit from across the room, the horror of not being able to make out a sprite from 25m away, especially if its in a dark room, literally the best way to play
I started playing the GBA port of Doom 1, and I love having this feeling again, along with difficulty controlling due to digital inputs and a garbage frame rate.

>> No.10032118

>>10031845
I know that the Taliban was CIA funded, actually. Doesn't mean that they're always justified in what they do. Thanks for the reminder that they destroyed most of the poppies, though.

>> No.10032120

>>10031845
>no mention of the world's oldest and largest Buddha statues getting razed just months before 9/11
is opium even a good drug?

>> No.10032136

>>10032083
There was a better GBA port of Doom that was custom made for it but Carmack forced them to basically start over with the Jaguar port code as a basis.

Kinda wish that version got leaked, cause it's never seen light of day.

>> No.10032138

>>10030771
there is a mod that imitates The Punisher arcade game by capcom that has that feature.

>> No.10032227
File: 1.73 MB, 2560x1440, Screenshot_Doom_20230702_220350.png [View same] [iqdb] [saucenao] [google]
10032227

'Murica

>> No.10032261

>>10032136
>>10032136
There are romhacks for GBA Doom I & II that improve them significantly. I own them both on GBA. THere's also one for 32Z doom that makes it well, actually pretty good.

>> No.10032279
File: 1.68 MB, 1920x1080, underhere.jpg [View same] [iqdb] [saucenao] [google]
10032279

>>10032067
Savescum city with those puzzles
>come across random death platform puzzle
>discover solution underneath
This I liked though, cute. I kind of want to go through this episode again.

>> No.10032284
File: 3.41 MB, 312x302, 1686832762142618.gif [View same] [iqdb] [saucenao] [google]
10032284

>>10031372
>It's a port for modern hardware
NTA but that's still pretty retarded. I get that it's not doom.exe anymore, but it still mostly looks like it. Those indie games built on gzdoom engine don't really give that much in terms of graphical improvements that should warrant such high system requirements - you can't just slap "it's a modern game" on unoptimized shit and be all happy - games that have much more complicated graphics than gzdoom run much better
It's also retarded to not just upgrade like >>10031354 when that would solve all your problems but I will agree with him that GZdoom is objectively badly optimized.
>>10031324
He's an autist but you can't deny his contributions to pushing doom modding forward

>> No.10032294

Do any professional devs lurk here? Anyone ever thought, wow I'd love to make a commerical doom engine game but lack the story to build off of? The art skills to finish the job?

Does this appeal to you:
>"This," Dracula said, holding out the weapon to the man, "is the Soothsayer's Special." The air seemed to hold its breath as he passed the crystal ball shotgun to the man. "Made from rare metals, inscribed with the symbols of the ancient Soothsayers. The crystal ball birdshot, when fired, opens a portal to the abyss. It tears through flesh and bone, a perfect weapon for our purpose."

>> No.10032302
File: 1.18 MB, 440x404, 1688229092342930.gif [View same] [iqdb] [saucenao] [google]
10032302

Is Malice for Quake worth a playthrough?

>> No.10032305

>>10032302
Hell yeah!

>> No.10032327

>>10032302
Yeah, it's pretty top-tier, if a bit inconsistent in level design quality. Get the version from moddb that has the bug fixes and flashlight.

>> No.10032329
File: 27 KB, 345x345, gg_thank.jpg [View same] [iqdb] [saucenao] [google]
10032329

>>10032327
>>10032305

>> No.10032413

>>10032302
Try it on medium with using only the pistol if you think you're hot shit - trying to do so on hard was 2pro4me

>> No.10032512
File: 3.91 MB, 640x480, 2023-06-29 18-31-24.webm [View same] [iqdb] [saucenao] [google]
10032512

Is it time to kart, already?

>> No.10032549

>>10031651
Yeah, but did you kill your friend?

>> No.10032616
File: 572 KB, 1600x837, Screenshot_Doom_20230703_063046.png [View same] [iqdb] [saucenao] [google]
10032616

vibes instantly immaculate.
can`t see shit for nothing but it`s so worth it.

>> No.10032629

>>10032136
You're conflating a bunch of different things here.

>> No.10032635

>>10032512
That webm gives me intense third hand suffering. Please post more.

>> No.10032640

>>10031651
Reminder that no official cut or version of Rambo 3 ever said this.

>>10031707
The Mujahideen were a vast gathering of different people of different cultural backgrounds within the region, the Taliban is the ones who won in the ensuing struggles once the Soviet invasion was over.

>> No.10032646
File: 207 KB, 1280x960, kart0042.png [View same] [iqdb] [saucenao] [google]
10032646

>>10032635
too bust kartin'
also, 4/16

>> No.10032658

>>10031354
GzDoom is the GzDoom engine, it's got a lot of added shit, of you want just Doom, then go use DSDA or Woof, you impoverished homophile.

>> No.10032675

>>10031210
I can think of a hundred different little things which chickenman has pissed me off about, but I still enjoy GzDoom and >>10031324 is on the money, that spergy old kraut has made some extremely cool shit possible.

>> No.10032685

>>10031183
I think Emerald Boy bricked the site again, so it's outright not working at all. Saw tweets getting timestamped as from 1969, which bears some relevance to UNIX or something.
Anyway don't expect functionality any time soon.

>> No.10032715

>>10032629
>https://doomwiki.org/wiki/Doom_for_Game_Boy_Advance#Development
>Initially lacking any code from id, the company's programmers Bryon Nilsson and Matt Hopwood proceeded to produce their own custom 3D graphics engine for the Game Boy Advance over the course of nine months, and according to David Palmer, it was around 95% complete, needing only additional optimization to hit the 30 frames-per-second mark. However, John Carmack then located a copy of the Atari Jaguar source code, and he and Activision proceeded to demand that it be used instead of the custom engine that had already been developed.
Shit's literally out of an interview with the developer that was published in a book.

>> No.10032725

>>10032715
I'm high, sorry

>> No.10032735

>>10032658
why not crispy?

>> No.10032758

>>10032735
There's little reason to use Crispy when Woof does almost everything it does and also has full Boom, MBF21, and UMAPINFO support.

>> No.10032759

>>10031651
The placeholder text for this was "Big Ass Nigga On A Scooter Drinkin Capri Sun"
https://youtu.be/ZapOy3eH3yE

>> No.10032792
File: 677 KB, 1920x1080, Screenshot_Doom_20230701_200002.png [View same] [iqdb] [saucenao] [google]
10032792

>> No.10032816

>>10032792
>Chuck's Futter and Saat
What's the joke?

>> No.10032820

>>10032816
that's "Futter und Saat". Running it through a basic ass translator, it means
"Feed and seed"

>> No.10032842

>>10032792
wtf is doomguy replaced with in this

>> No.10032848

>>10032842
Some furfag's OC.

>> No.10032860
File: 40 KB, 400x411, 00cover[1].jpg [View same] [iqdb] [saucenao] [google]
10032860

Gonna pistol start every D!ZONE map and make an extensive review of the >900 level wad

>> No.10032894

>>10032860
"D!ZONE the way we remember it" when?

>> No.10032914
File: 774 KB, 1920x1040, ashes.png [View same] [iqdb] [saucenao] [google]
10032914

trying out ashes, the guns feel alright so far. Don't like mouselook at all but it seems like the maps are built around it so I'm making do.
The town is kind of cute, the wad makes me remember metro 2033 for some reason

>> No.10032928

>>10032842
1800s Austrian fursona

>> No.10032934

>>10032914
What's the full title of the wad?

>> No.10032936

>>10032934
check the topleft of the image anon

>> No.10032942
File: 3.92 MB, 640x480, 2023-06-29 18-37-21.webm [View same] [iqdb] [saucenao] [google]
10032942

>>10032635
I don't think I have (or will have) ANYTHING compared to single orbi causing lobotomy

>> No.10032949

>>10032936
Thanks, sweetums.

>> No.10032976

>>10032848
>>10032928
that's terror

>> No.10033040

I'm feeling the urge to make a tactical shooter quake conversion

>> No.10033052

>>10031486
i know i just wanted to write gay

>> No.10033070

>>10033040
It's been done... kinda. This is on the FTE engine: https://www.youtube.com/watch?v=oKk67BS1nqk
You probably won't be able to make a good tactical shooter on a standard Quake 1 engine with the normal BSP collision since you can't really do leaning or crouching.

>> No.10033080

>>10031486
sorry meant>>10031513
>>10033052

>> No.10033130

>>10032894
Know what's small enough that anons have reasonably played all of it?
master levels

>> No.10033168

Anyone have any ideas for levels that use GZ Doom's static portals? I think it would be a nice gimmick for a community project.

>> No.10033202

>>10033168
Do you know how they say the hotel's layout in the shining is literally impossible? That

>> No.10033317

>>10033202
already done in Duke Nukem 3D, but yeah thats the kind of ideas I mean
I've already sketched out 3 levels that use portals in different ways (overlapping areas, seamless one-way teleports the player doesn't realize until they look back, and one is just atmospheric) but it would be cool to get some other people in

>> No.10033387

>>10032942
Close enough. Pretty fucking infuriating.

>> No.10033395

>>10032512
>>10032942
Lmao

>> No.10033408

>>10033395
NEW THREAD WHEN!?
NEW THREAD WHEN!?

>> No.10033418
File: 2.91 MB, 640x476, 2022-12-13 12-52-59.webm [View same] [iqdb] [saucenao] [google]
10033418

>>10033387
Oh, here's a pretty outrageous one.

>> No.10033437

>>10033408
Don't ask me, Anon. I just merely lurk and post here.

>> No.10033460

>>10032512
i actually thought you guys had added a new character that was just an empty kart for a bit

>> No.10033471

>>10033460
That's basically ditto when nobody is around.

>> No.10033504

>>10033418
Noooo thats so fucking painful also happened to me like 5 times in a few different maps. This game is evil. Eviiilllll

>> No.10033564

When is Aftershock releasing?

>> No.10033571

>>10033408
Alright, making a new thread.

>> No.10033573

>>10033408
>>10033564
2 more weeks

>> No.10033582

>>10033571
New thread:
>>10033574
>>10033574
>>10033574