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2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


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10044560 No.10044560 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10033574

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.10044561
File: 10 KB, 528x304, 1687409276721464.png [View same] [iqdb] [saucenao] [google]
10044561

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

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

FORE/VR/ ALONE (beta in July)
Rules: https://desuarchive.org/vr/thread/9890843/#9896579

=== NEWS ===
[7-6] Woof 11.3 released
https://github.com/fabiangreffrath/woof/releases/tag/woof_11.3.0

[7-4] DBP59:Zeppelin Armada is out.
https://www.dropbox.com/s/6le9s6ihmfto7b7/DBP_59_full.zip

[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/post/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.10044572
File: 24 KB, 474x314, 6w9l4h3pei6a1.jpg [View same] [iqdb] [saucenao] [google]
10044572

>this group of funny looking humans approach you
>"hey dude, wanna check out how we occlusion of polygons in our new levels works? it includes BSP calculations and there's no assembly required. all from scratch, runs on a core, but different threads can be used."
what do you answer

>> No.10044579
File: 829 KB, 1920x1200, fuck you.jpg [View same] [iqdb] [saucenao] [google]
10044579

I hope nothing but misfortune falls on the person that made this encounter, and the whole level in general.

>> No.10044590

What "prefab" should always be included in a megawad?

>> No.10044609
File: 418 KB, 837x624, 4084280317.png [View same] [iqdb] [saucenao] [google]
10044609

>>10044572
doom? more like dumb lmao

>> No.10044614
File: 358 KB, 1150x1150, Word cloud.png [View same] [iqdb] [saucenao] [google]
10044614

>> No.10044623

>>10044614
>BETTER GAME QUAKE
>vanilla doom, probably might

>> No.10044651

>>10044614
>hard wads better game

>> No.10044696
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10044696

>>10044560
I'm honestly surprised that some completely random gay-ass idea as fore/vr/ alone turned out to be such a success. That's not gonna be a groundbreaking in any way and probably will be quick to oblivion like "512 linedefs" did, but even what we gonna have now is promising to be really good.

>> No.10044709

>>10044696
Same goes for HFFM. A completely retarded idea that people ran with anyway and it actually turned out pretty good in the end. I'd love to see more from this genre of WADs.

>> No.10044716
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10044716

>>10044696
>and probably will be quick to oblivion like "512 linedefs" did
I still see occasional praise for 512 Lines in these threads, which is the only place that matters.
And in case that sounds like hugboxxing, remember that any random faggot can come here and shit on our WADs if they feel inclined.

>> No.10044718

>>10044572
"Aren't you the guys that made 'Wolfenstein 3D?'"

>> No.10044757

Anyone here learning Blender to make GUNS just for FUN?
i tried opening it but it lags

>> No.10044764

>>10044614
>/vr/ things
>smaller, bullshit models
>madoka sprites
>death mods
>zdoom dead
>fore/vr/ whole
>zscript popular, decorate harder

>> No.10044770

WHEN'S THE WAD, I WANT THE WAD
I WANT TO BE FORE/VR/ ALONE

>> No.10044774

>>10044757
I need to learn Blender so I can try making Quake models. I don't actually know if it works, but I'm assuming so.
>i tried opening it but it lags
lol

>> No.10044778

anyone here actually playing these games? i just play ut99 vs bots and that's it. i refuse to believe 50 year olds are still playing doom and quake and heretic (duke is fine, as is BLOOD and shadow warrior)

>> No.10044783

>>10044778
We play sam and the doom engine kart game sometimes

>> No.10044807

>>10044774
>i tried opening it but it lags
I use Blender 2.79, older versions tend to be easier to run on older systems.

>> No.10044809

>>10044807
the fact that i don't have a dedicated graphic card doesn't help.

>> No.10044810
File: 421 KB, 1920x870, DE_Wolfenstein_HERO_1920x870.jpg [View same] [iqdb] [saucenao] [google]
10044810

>>10044778
I still play these games all the time, I just beat Wolfenstein 3D again about a week ago. When I first played Wolf3d I actually didn't like it that much, but I seem to like it more each time I play it.

>> No.10044816

>>10044778
No. I only pretend to play Retro FPS and participate in these threads as a joke.

>> No.10044818
File: 56 KB, 640x634, +_44e73175d701a8c816575ed8d5523930.jpg [View same] [iqdb] [saucenao] [google]
10044818

>mfw my friend asks me what Doom wads I have downloaded and what my favorite mods are but I don't want to tell him that my favorite is the GBA version

>> No.10044832

>>10044818
With a flashcart and Doomhacks/Kippykip's homebrew port, you can play wads on the GBA with mixed success, since it can barely handle Doom 2.
Also, my favorite version of Wolf3D is the SNES port, so I can relate.

>> No.10044851

give me some quake levels to play. i dont have time to do a fucking megawad containing 70 levels. just ONE MAP, ONE LEVEL, ONE EPISODE, ONE MISSION, ONE STAGE, end of story. 5-20 minutes playtime MAX.
or eventually, a collection of these into an episode that has a shotgun start

>> No.10044854

>>10044832
The Wolf3d port for gba is probably the best FPS on the console, unlike the Doom port (which is based on Jaguar version) its nearly identical to the PC version and it includes the nocturnal missions. The biggest downside is that it has no music. I've never played the SNES version but it looks cool.

I've never played Doom 2 on GBA but apparently it actually uses an entirely different engine, which makes the game being different in some weird ways. It's harder to find though and kinda expensive.

>> No.10044858

>>10044851
dancing in the golden sun from alkaline, also head reattachment trauma from the same set

>> No.10044954
File: 1.02 MB, 1121x713, Screenshot 2023-06-24 095904.png [View same] [iqdb] [saucenao] [google]
10044954

Yet another "final" version of my map.
>Added a MAPINFO with the name and sky texture.
>changed the secret switch so there is no chance for the player to get stuck.
>New paintjob. It doesnt look like pic related anymore, now its more snow themed (but honestly looks a bit boring now since everything is white).
>Tried to add some height variation but failed and wasted a bunch of time with this shit, fuck everyone who complained about it.
https://files.catbox.moe/t67hqv.wad

>> No.10044991
File: 151 KB, 1549x817, Stick.png [View same] [iqdb] [saucenao] [google]
10044991

>>10044757
I'm trying to make a weapon in Blender. Though this interface continues to feel fucking weird to me. I'm gonna try Blockbench next and see if that gels with me better.

>> No.10045028
File: 29 KB, 320x320, 1660891225418508.gif [View same] [iqdb] [saucenao] [google]
10045028

>>10044614
>revenant interested
>prevent hexen
>betty ends
>waifu sound

>> No.10045114

>>10044851
Download speed map jams, or something like xmasjam2021 (I posted about this in the last thread). Loads of small levels, all shotgun starts.

>> No.10045124
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10045124

>>10044783
>play sam sometimes
haha yeah...
expect another SBS session this weekend

>> No.10045212

>>10044954
nice improvements on an already great map

>> No.10045328
File: 2.52 MB, 2560x1440, Screenshot_Doom_20230707_064523.png [View same] [iqdb] [saucenao] [google]
10045328

this demo wad was based
cannot wait until it is finished

>> No.10045330

>>10044991
Are you full-screening the panel? That looks fuckin weird to me.
Might do that in sculpting mode, but not layout or modelling.
u do u tho

>> No.10045353

>want to make a doom map
>watch tutorials
>get familiar with the settings and functionality by dicking around a little
>finally decide to make map for real
>make a box
>have no idea what to do from there
how do i into level design

>> No.10045361

>>10045353
What made you want to make maps to begin with? Try taking inspiration from wads you already like. Try taking inspiration from other things too. Have you tried placing 100 revenants?

>> No.10045364

>>10045353
>have no idea what to do from there
Make another box and stick the two together.

>> No.10045373
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10045373

>>10045353
Floors in real life are flat. In video games they should not be.
Also it might be useful to think of maps as intersecting loops, or donuts. Some are one way, some are two way, some are dead ends, and some are temporarily one then another (raise a lift, open a key door, raise a floor, whatever).

>> No.10045383
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10045383

>>10044716
What did Ryan Gosling mean by that?

>> No.10045402
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10045402

>>10045330
I just took a screenshot of only the modelling screen. I didn't really want to do a full screencap and show how I made this cus it's not good. I have no idea what I am doing when it comes to 3D modelling.

>> No.10045415
File: 8 KB, 280x99, color swap.png [View same] [iqdb] [saucenao] [google]
10045415

>>10044560
Not a Doom/Quake question per se, but for modding purposes, what is the best way to take the general color palette of one texture and apply it to a different texture? Picrel as a general concept, i.e. isolating average color values from dark/lightness and adding/subtracting as a more consistent means of changing palette than just sliding a hue value around, and a faster first-pass method than individual color-by-color palette swapping.

>> No.10045428

>>10045415
If you're looking to do it with a large batch of textures at once, then I guess you could use python with OpenCV to write a script that does it for each pair of textures.
The way I would go about it would be converting both textures to trueclor HSV, copying the Value channel of the first one onto the second one, and then converts the second one back to the Doom palette. That would probably be lossy/inaccurate on the colors though.
You could probably also do that by hand in Gimp, but that seems like a lot of work.

>> No.10045436

>>10045402
you need to do some knive cuttin and subdivideding. also extraludes.
you dont need all those plygons in the interior of youer model, just the anteriora

>> No.10045441
File: 2.85 MB, 800x450, 2023-07-06 23-40-14.webm [View same] [iqdb] [saucenao] [google]
10045441

>>10045402
>>10045436
illustriation

>> No.10045446

>>10045436
>>10045441
Well I've never done any of that before, but I'll take a crack at it later. Iunno how you guys work with 3D modelling stuff, it's like a foreign language to me.

>> No.10045450

>>10045446
lookup topology/edgeflwo than never stop thinknig about it all the time. see a chair see topgoly. see a statue see edgeflow. never stop seeing everthing as a fuckedup flat surface bent to yoyur whims
byyyyyyyyyeeeeeeee

>> No.10045456

>>10045428
Thanks bro, I'll experiment with that

>> No.10045482
File: 1.08 MB, 276x260, !.gif [View same] [iqdb] [saucenao] [google]
10045482

>>10045124

>> No.10045516
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10045516

>>10044778
Went back to my old Hexen 2 playthrough and completed it in a few days. Now want to do the same with original Hexen since I also have just two hubs left. Also played a match against bots in Quake's re-release recently.
I slowed down due to IRL nightmare, but I'll get around to that.

>> No.10045523

>>10044778
I play Quake, Doom, Blood, Shaddow Warrior, Duke, etc. I love these games. I'd play them a lot more if I didn't have responsibilities. The dream is becoming a streamer, maybe one day.

>> No.10045538
File: 771 KB, 1920x1040, aaaa.jpg [View same] [iqdb] [saucenao] [google]
10045538

work continues

>> No.10045571

>>10044778
I just make maps for Quake 2 but yesterday I played a little dūm' again and it was very fun.

>> No.10045578

>>10045373
When I make techbases I make floors "logically" flat, letting only the environment and usage decide height relations. It gives some very strict working guidelines but it also seems to work out well in terms of navigation and believability.

>> No.10045598

>>10045538
I wish I had time to map but I spend all my time fighting the fucking government bureaucracy...

>> No.10045601

>>10044561
UDINO finally came out, after around 10 years of development - https://www.doomworld.com/forum/topic/137395

>> No.10045615
File: 2.59 MB, 1600x900, spasm0083.png [View same] [iqdb] [saucenao] [google]
10045615

>>10044614
>find drake nailgun
It doesn't do anything remarkable honestly.
>fun enemies
For me it's the Gremlins, all day everyday.
>another chaingun already shotguns
Okay, but what about a chain-shotgun?

>> No.10045632

>>10045615
>Okay, but what about a chain-shotgun?
Literally the super nailgun + Tome of Power in Drake (or Keep).

>> No.10045663

>>10044778
I'm 40. I still play all the worthwhile new Doom wads and Quake mods.

>> No.10045665

>>10045601
Finally an actual megawad this year. I've been aching to play new Doom wads.

>> No.10045726
File: 327 KB, 707x1000, 91201267_p0_master1200.jpg [View same] [iqdb] [saucenao] [google]
10045726

>>10044561
Updated version of my Mikazuki map for fore/vr/ alone
https://files.catbox.moe/z74ox1.wad

-more rockets
-redid the blue key fight
-removed some archvillies or added more cover, -more ammo
-less barons
-fixed the hall of mirrors issue
-fixed some broken line devs
-fixed some made closets more constant
-hopefully made the yellow key exit more clear.

did most of my testing is glboom+ prboom+ so I am unsure if there are more issues with other engines. I'll do some testing in other engines later.

>> No.10045735

>>10045601
Damn, just in time for the HDoom version 10

>> No.10045805

>>10044778
Anon, there used to be a community of real WW2 veterans making custom maps and fan level-packs for Wolfenstein 3D, and the only reason they stopped was because they're all dead by now.

>> No.10045843

>>10044561
international-doom re-launched as a doom-focused limit-removing no-bload port
https://github.com/JNechaevsky/international-doom/releases/tag/7.0

I don't know.. now it seems redundant with crispy, what would its selling point be?

>> No.10045867
File: 1.07 MB, 1513x808, Screenshot_1.png [View same] [iqdb] [saucenao] [google]
10045867

Ok, I would like some critiques of what is my first ever map, Clover. I've been creating this thing for almost three years on and off, but only recently I picked it up for good. It has a huge central room and other rooms around it, like a four leaf clover. There are some secrets, but I suspect I've been too generous with armor. The endfight is also still not balanced, and I guess it's just a huge ramping up of the level of things compared to the other rooms separately. I am also a huge autistic faggot, so I made a huge texture of the marble faces using AI back when it was still a very new thing. The purpose was making the player feel small inside the huge structure. I basically just used vanilla textures and resized them to 512, 1024 and 2048 square pixels, I think. There is a showcase of these textures in real size in the file big_marble. The fucking texture file is bigger than the map, and honestly, I have no idea how to incorporate only the textures I used in the map wad for the final release. Still, enough Rambling, here are the files.

This is the map (clover.wad): https://files.catbox.moe/4da99j.wad

This is the texture (MARBBIG): https://files.catbox.moe/d1vlyq.wad

This is the showcase level (big_marble.wad): https://files.catbox.moe/7k069y.wad

>> No.10045875

>>10045373
>maps are like donuts.
That's my goal for my next map, making one that loops around the same area. It's sogood to naturally endd where you've passed before, see all the pickups you left on purpose and all that.

>> No.10045887

more quake maps like the xmas pack where they are small, quick and easy, and you shotgun start? love them thanks to the anon who suggested them

>> No.10045903

>>10045887
Coffee Quake 1 and 2 look fun, bunch of maps made in less than two hours.

>> No.10045907

>>10045887
Copperstone Summer Jams

>> No.10045925

>>10045867
Revised because I alrady found and fixed some bugs. Sorry, guys.

https://files.catbox.moe/dz6dw2.wad

>> No.10045926

Say, if I wanted to include the gargoyle from heretic through vanilla DOS compatible deh patch, what would be the best decision? There are over 20 animated frames and I get that I'll have to replace those states/sprites/sounds inside the iwad, and I'm not sure which ones. Keen doesn't have enough, SS trooper drops the ammo and IoS is hardcoded to end the level. Wouldn't wanna to rely on MBF, DSDHacked and else. Guess I'll have to strip parts from everything, IoS and Keen in my case? Leave SS as is or for potential extra enemy.

>> No.10045931

>>10045926
There's the dead Lost Soul and Pain Elemental resurrection frames that are unused.

>> No.10045938

>>10045931
Damn, I hope I'll manage to make it less confusing, deh txt insides fry my brains out. Thanks for the tip.

>> No.10046041

>>10045926
IoS isn't hardcoded to end the level, A_BrainDie does that for it.

>>10044248
What source port are you using? It sounds only somewhat louder than the stock music on DSDA-Doom and Nugget

>> No.10046047

>>10046041
gzdoom, and it's much louder than all the other wads I played.

>> No.10046090
File: 462 KB, 1600x1200, 20230707112838_1.jpg [View same] [iqdb] [saucenao] [google]
10046090

i really remember dissolution of eternity for quake being pretty good as a kid, but replaying it now it kinda sucks, the levels drag 2-3 times as long as they should and it's really stale running through featureless brown corridors with fiends/ogres popping up behind you. multi-rockets and lava nails and the anti-grav belt are still pretty cool though, i'll admit

>> No.10046095

what do i need to start trenchbrooming?
i've got ericw-tools, trenchbroom, quake pak. what else? i think i'm missing some compiler or some shit

>> No.10046102

>>10045875
I look forward to donut.wad
>>10045578
So long as it isn't like Kansas. People like verticality. Some exceptions.

>> No.10046112

>>10045843
>I have entirely removed all resource dependency, including translation and beta/jaguar game modes.
>I'm also leaving any farther development of Heretic and Hexen
Well, that's a shame. At least the older versions of the port are available.

>> No.10046123

>>10045867
I'll try to play it tonight.

>> No.10046130

>>10044832
>Also, my favorite version of Wolf3D is the SNES port, so I can relate.
Same. Playing it on a TV with a controller and a fucked up framerate is somehow more fun than keyboard and high fps.
The only thing that irks me is the walls being fucked up.

>> No.10046152
File: 3.25 MB, 1920x1080, miasma_2023-07-07_18-05-10.png [View same] [iqdb] [saucenao] [google]
10046152

Why playing without crosshairs is 100% more fun? Serious question

>> No.10046209

>>10046090
It was good, but the quality of mods & maps now is just so much higher that it's harder to enjoy the older content IMO.

>> No.10046214

>>10046123
Thanks, anon. I really appreciate it.

>> No.10046247

>>10046090
Scourge of Armagon is much better I think.

>> No.10046249

>>10046102
I like verticality too, so I look for any excuse I can come up with to add height differences to my techbases, and most of them occur naturally caused by the surrounding terrain.

>> No.10046257
File: 3.84 MB, 640x360, soe_dumbthingdead.webm [View same] [iqdb] [saucenao] [google]
10046257

I think Soul of Evil is all done. It's nightmare was a lot harder than Something Wicked's but nowhere near as fun. I guess I'll look into more of Tronyn's stuff.
>>10046090
I like it more than SoA but by the end of DoE I just wanted to be done with both expansions. I will give DoE credit for the """ballsy move""" of placing grunts in a non-techbase level to prove how well they can fit.
>>10046152
Dang anon, why were those few pixels getting in the way of so much fun? And just curious but is this your first time playing Violent Rumble or just a replay?

>> No.10046258

>>10046095
Watch Dumptruck tutorials.

>>10046152
Because you don't shoot from the center of your camera like most modern games, so the crosshair lacks in 'weight'. Subconscious autism and whatnot.

>>10046247
SoA is better than 90% of shit that comes out now, honestly.

>> No.10046264
File: 381 KB, 1419x790, iteration1.png [View same] [iqdb] [saucenao] [google]
10046264

what next?

>> No.10046275

>>10046264
Yeah I'll take a uhhhh a couple pillars and a Fiend? Hold the weapons, extra Shells.

>> No.10046286

>>10044778
I just finished PSX Doom for the first time since I was a kid via Psydoom. The Doom 1 half of it is much more interesting with the Jaguar maps, PSX exclusive maps and Doom 2 monsters sprinkled around it on UV. The Doom 2 half just feels like a weaker take on the PC version.

>> No.10046291

>>10046275

>> No.10046294
File: 263 KB, 1413x782, iteration2.png [View same] [iqdb] [saucenao] [google]
10046294

>>10046291
>>10046275

>> No.10046304
File: 11 KB, 83x79, 1670096655443987.gif [View same] [iqdb] [saucenao] [google]
10046304

>>10046264
>>10046294
time for AAAAA

>> No.10046306

>>10046304
how do i include the kamikaze? new to mapping. i don't even know how to test this map. it's a miracle this hasn't crashed yet.
watched some dumptruck tutorials like the anon above said, still don't understand, why do i need four subfolders

>> No.10046323
File: 23 KB, 199x156, sven.gif [View same] [iqdb] [saucenao] [google]
10046323

>> No.10046379
File: 977 KB, 1280x768, ne_ruins.png [View same] [iqdb] [saucenao] [google]
10046379

>> No.10046402

>>10046306
What do you mean by four subfolders? Also don't worry about the kamikaze, I'd stick with id1 progs for now if I were you.

>> No.10046480
File: 257 KB, 1635x1595, doom3ish wall panel.jpg [View same] [iqdb] [saucenao] [google]
10046480

Texture bros, how do you know when to stop?
I think I have autism.

>> No.10046514

>>10046090
Always thought DoE was trash. There's 2 or 3 levels that I genuinely find pretty good in it, but most are hot garbage worth skipping.
SoA is superior. Hail the Levelord.

>> No.10046541

>>10045867
>doesn't tell compatibility
>messes up the textures
>error messages on startup
>textures in a separete wad instead of just injecting them into the wad with the level
Anon, you really are a huge faggot. You've been working on this for 3 years. You're supposed to have at least some knowledge of sourceports and compatibilities by now.
Now, I have to play your level in god-awful GZDoom because of your neglect, and therefore I will be unable to record a demo playthrough of it. I hope you are happy with yourself.

>> No.10046553

>>10045867
Anyway. I start playing. And immediately, I am utterly disappointed.
I start in a completely flat and uninteresting room, and the first door I open, the walls to its side are lacking in any kind of doortrak or support texture, but worse than that, they're MISALIGNED. The VERY FIRST door in the level. It makes me doubt if you've EVER booted up this level yourself in the 3 years you've had it in your putrid furry-porn-infested hard drive.
The hub room is okay. It could use a lot more detailing, being as big and empty as it is.
So I enter the first door, and the first horde of enemies I see are a bunch of pinkies. I only have a shotgun with a few shells. Of course, I run past them. I spot a block of chaingunners. I run past them, and you dump a bunch of cells and a plasma gun on me. I'm caught in the most boring ambush ever. Cacodemons, imps and pinkies in an absolutely massive, flat room with a few pillars in it. I run past them, grab the blue key, and get out. You will NEVER convince me to stick around that empty square room to kill so many dozens of enemies for no good reason. I enter the blue-door room. I have nothing to say about it. The concept is kinda cool and yet inconsistent and poorly executed. The closets of enemies are lit up and yet don't damage me. I grab the red key and get out. Next room, it's a very cramped maze with a sniping cyberdemon. As I pinball myself on the walls, activate the crusher to kill the cyberdemon, I eventually realize something. You want me to JUMP to grab the yellow key. Fuck you.
The final fight sucks. It's a ton of enemies in the flat, empty hub room. I run straight for the switch guarded by the Mastermind and voilá. It doesn't work. Fuck you. This map sucks. Make another one and for the love of God don't use the square tool, make smaller rooms, use less doors, stick to Doom format, don't add new textures and maybe you'll learn something.
I also found your portuguese secret. I happen to be fluent in that. It's whatever

>> No.10046585
File: 1.16 MB, 640x460, bleh.gif [View same] [iqdb] [saucenao] [google]
10046585

>>10046541
I am completely and utterly new at this shit. I don't even remember how I turned the pngs into a WAD, but I guess I used Slade. Also, I have no idea about how to check for compatibility. Have to look into it. I use GZdoom whenever I'm playing.

>error messages on startup
Damn... I'm sorry... I'll make one without the huge ass decals until I learn more. There is one area that totally depends on it, thoug, it has a small gimmick that depends on the texture to "work". Thanks for the feedback.

>> No.10046593

>>10046585
>I use GZdoom whenever I'm playing.
make your maps for boom, not zdoom unless you're doing real fancy scripting shit or some other nonsense.

>> No.10046606

>>10046553
and so, anon stopped mapping

>> No.10046616

>>10046585
Are you brazilian by any chance?
I was rough on the feedback but I don't think you're hopeless or anything. For a first map it's alright. I've playtested hundreds in my lifetime and there are worse.
Some more advice: Don't use GZDoom to playtest a wad that is not made with a GZDoom-exclusive format. Since this wad is Boom, you're better off using something like Woof or DSDA-Doom for proper debugging.
Don't make large empty rooms unless you know what you're doing, and you won't know what you're doing unless you first learn to make a tidy room that has interesting movement and gameplay. For example, the first horde of pinkies in the level is utterly harmless and boring. Maybe your intent was to get them to infight with the chaingunners, but since the corridors are so large, empty and ugly, I decided to just run past them all. The second room you made proper use of cacodemons, making them start high above the ground.
The final fight was just a random assortment of monsters. Since the room is so huge and lacking in any kind of meaningful obstructions, no matter what you put in it, it would never pose a real challenge. The Mastermind will immediately engage in infighting and will pose no real threat to the player. I only have to resort to circle-strafing without firing a single bullet.
It is impossible to make up any mildly interesting combat scenario in this room since it gives you no opportunities for such at all. You solve this by adding obstructions, verticality, details to a room.

>> No.10046654
File: 78 KB, 900x869, E-Co-UxWYAUTCx7.jpg [View same] [iqdb] [saucenao] [google]
10046654

>>10046553

>The closets of enemies are lit up and yet don't damage me
Why would they damage you? I actually have no idea why I lit up so many of them in the first "fight room", but I don't get this concept. Maybe if I put in some "hellish" manifestation on them.

> You want me to JUMP to grab the yellow key
That was not intended, there is another switch that lowers the floor that divides you and the cyberdemon, but it's hidden behind a fake wall, so maybe you didn't find it, which is understandable. I thought this might happen when someone else other than me played it.

> I'm caught in the most boring ambush ever.
Yeah. AS it was my first map, I was testing a lot with sectors and effects, that's why the pillar where the plasma gun sits lowers when you pick it up. I tried to use the concepts to exercise things I needed to learn, like floors lowering and raising and doors opening through lines in other places, stuff like that.

>The final fight sucks. It's a ton of enemies in the flat, empty hub room
I wanted to do a teleport for 4 mancubi on those 4 platforms near the center, but I couldn't figure it out. Thank you for the sincere feedback, anon. Did you find it at least a bit atmospheric? I know I gotta improve my mapping, but I also focused a lot on the shadows and making the map look and feel interesting.


>I also found your portuguese secret. I happen to be fluent in that. It's whatever
It's kind of an inside joke with this image. Happy that you got it.

>>10046606
I'm actually laughing, it's good criticism.

>>10046616
Yes, I am brazilian. I really appreciate, although I wouldn't dish out criticism like this. The center room is the one I actually made first. The original idea was for the center pilalr to come down, and when you arrived at the top, there would be a switch there to finish the level, all the while the other pillars would be going up too with the enemies shooting at you. I screped this idea because it seemed impractical and too hard to do.

>> No.10046659
File: 261 KB, 688x417, c3giggle.png [View same] [iqdb] [saucenao] [google]
10046659

>>10046480
>stuff I don't understand is autism
https://en.wikipedia.org/wiki/Horror_vacui

>> No.10046663
File: 28 KB, 496x359, breakdown.jpg [View same] [iqdb] [saucenao] [google]
10046663

>>10046654
Also, since I got a comment too long, what tips would you give so that I can improive the center room? Or is it unsalvageable? Thanks again for the feedback, anon.

>> No.10046664
File: 36 KB, 128x128, c3hearte.png [View same] [iqdb] [saucenao] [google]
10046664

>>10046659
>>10046480
And also FYI:
https://en.wikipedia.org/wiki/Persian_carpet

>> No.10046665

>>10046480
Looks good tho

>> No.10046671

>>10046264
You should take some inspiration from this album:
https://www.youtube.com/watch?v=Yt0kHiRsnHA

>> No.10046686
File: 1.73 MB, 1564x1564, 1s7b5vib1cma1.png [View same] [iqdb] [saucenao] [google]
10046686

>>10046663
I already suggested some ways to improve it with >>10046616.
Yes, I did catch your attempt at making it atmospheric and I appreciate it. GZDoom tends to wash out shadows and colors, so I imagine it would look better in a sourceport that doesn't do that. It could work better if there was greater contrast with the lighting, or more variety overall. Very dark shadows against bright lights, which is what you did with the red key room.
The room is very tall, and the consequence of that is that the walls tile quite poorly. It doesn't inherently make it ugly, but you could try to break that up.
You'll find that the bigger the room, the harder it is to detail it meaningfully.
More colors may also work. Red tends to go well with green marble.

>> No.10046707

>>10046480
The fucking Band-Aids got a legit chuckle out of me.

>> No.10046729
File: 166 KB, 384x256, 1661751315474.gif [View same] [iqdb] [saucenao] [google]
10046729

>>10046671
I literally just recommended somebody "Waters of Nazareth" cuz they wanted to name a map that.
GET OUT OF MY HEAD, CHARLES!

>> No.10046814
File: 32 KB, 480x360, snapsho.jpg [View same] [iqdb] [saucenao] [google]
10046814

>>10045867
Not bad for your first ever map! I always get filled with joy when I see someone who's new trying ambitious things, I particularly liked the room with the evil wall where you're forced to maneuver in the shadows to avoid its gaze. The general vibe of the lighting was pretty decent too. The combat itself was boring though, but I'm sure your next map will be better. I'm not particularly seasoned in slaughtermaps, but the end could have used a megasphere or something.

A little tip regarding textures, know which sourceport you're making your map for! If you're making it for something like GZDoom, you can really reduce the file size of the textures by having them in .png or .jpg format. I'm sure Chubbzdoomer on YouTube has some tutorials about SLADE and stuff.

People might not like your map, but you've got huge guts to share your first ever thing instead of deleting it and wiping your hard drive so it never sees the light of day again. Keep on keeping on anon!

>> No.10046821

>>10046814
>textures
>.jpg
Please don't do this.

>> No.10046825

>>10046821
If you have an absolutely ridiculously sized texture (1024x1024 and above), I think it's an acceptable compromise.

>> No.10046856

>>10046821
There are lossless JPEGs, altho that might defeat the point since I don't know how well those are actually compressed.

>> No.10046867

PaintDoom, a wad where every texture used in a map must be drawn on paint

>> No.10046893

>>10046867
Custom ones or do you recreate those from Doom/II ?

>> No.10046895

>>10046867
Like a remake of standard textures??

>> No.10046897

What's the source of the eyeless sharp-toothed pinky sprite, the one that's frequently used in "horror" wads.

>> No.10046901

>>10046867
Make a texture pack and we'll get out another wad before 94 Protons

>> No.10046903

>>10046867
Comfy mapping guy is already on it, but I'm far from finished.

>> No.10046904

>>10046897
It's the Blind Pinky on Realm667.

>> No.10046907
File: 4 KB, 340x236, Ryan GoslMP 2.png [View same] [iqdb] [saucenao] [google]
10046907

>>10046814
Thanks for the feedback, anon. I actually playtested this part so many times just to adjust the shadows perfectly to coincide with when he "can or can't see you".The end, as I said, was completely unbalanced, and I kinda just wanted to release it to see what people might say about the other parts of the map. I will take a look at what you reccomended. Talkng about ambition, I forgot to post something else I cooked some time ago. It is an imp using Ryan Gosling's jacket from the movie Drive. Some time ago I wanted to create a kind of 90s themed skin pack for the monsters, where each one would be wearing 90's inspired clothing. I don't know if anyone would be down for that, though. Too many sprites.

>> No.10046914

>>10046907
Based concept. I'm up for seeing more of this.

>> No.10046917
File: 4 KB, 340x236, Ryan GoslMP 3.png [View same] [iqdb] [saucenao] [google]
10046917

>>10046907
Background didn't help.

>> No.10046921

>>10046907
>I don't know if anyone would be down for that, though. Too many sprites.
idk, seems like it'd be nice to release as a resource at the very least
there's probably at least one person out there who would use it for a 90s-themed wad

>> No.10046930
File: 389 KB, 1831x1734, doom3ish wall panel fin.jpg [View same] [iqdb] [saucenao] [google]
10046930

>>10046659
>>10046664
>>10046665
Thanks...?
>>10046707
I wish I could say those were intentional...

>> No.10046936
File: 87 KB, 1242x1142, 1682634445389830.jpg [View same] [iqdb] [saucenao] [google]
10046936

>>10046907
>>10046917
Now I want a sprite of the Driver's jacket for an armor replacement.

>> No.10046942

>>10046930
>Thanks...?
You're welcome???!?

>> No.10046951 [DELETED] 
File: 110 KB, 900x896, doomjak.jpg [View same] [iqdb] [saucenao] [google]
10046951

>>10044709
>>10045523
>t.

>> No.10046957 [DELETED] 

>>10046951
Use your words, big boy.

>> No.10046958
File: 161 KB, 1757x925, 1684826613954708.png [View same] [iqdb] [saucenao] [google]
10046958

Man, it took a while to set up all these entities.
Now I can finally start work on the encounter itself.

>> No.10046970
File: 3.45 MB, 640x360, Hostile Takeover - City of Syn.webm [View same] [iqdb] [saucenao] [google]
10046970

>> No.10046981 [DELETED] 
File: 36 KB, 500x346, yer a nigger.jpg [View same] [iqdb] [saucenao] [google]
10046981

>>10046957
Ok

>> No.10046982
File: 2.40 MB, 1280x1440, ashes1ds thennow.png [View same] [iqdb] [saucenao] [google]
10046982

>dont want to Dstride through another wad I haven't played before
>settle on revisiting Ashes
I just found out Dead Man Walking has a sterilized edition too. I haven't played the sequel yet.

>> No.10046992 [SPOILER]  [DELETED] 
File: 593 B, 33x23, Drive armor.png [View same] [iqdb] [saucenao] [google]
10046992

>>10046936
I drive.

>> No.10046995
File: 1.02 MB, 1025x1473, Penny from Go! Go! Hypergrind.png [View same] [iqdb] [saucenao] [google]
10046995

Any furfag .wads worth noting?

>> No.10046997 [SPOILER] 
File: 3 KB, 33x23, Drive armor.png [View same] [iqdb] [saucenao] [google]
10046997

>>10046936
I drive.

>> No.10047003

>>10046982
what do you mean by sterilized?

>> No.10047004
File: 1.24 MB, 1122x964, 1500753270792.png [View same] [iqdb] [saucenao] [google]
10047004

>>10046997
>THERE'S SOMETHING INSIDE YOU
>IT'S HARD TO EXPLAIN

>> No.10047008
File: 1.02 MB, 1280x830, hecameback.png [View same] [iqdb] [saucenao] [google]
10047008

>>10047003
Ashes 2063 "Sterilized" is a version of the mod from the author that's just the vanilla enemies and weapons. That way you can play it with mods or just as vanilla Doom 2. If you ever heard of Valiant it has a similar "Vaccinated Edition".

>> No.10047017

>>10047004
>>10046997
Since compression sucks ass. Might continue this very slowly.

https://files.catbox.moe/y2jk20.png

>> No.10047064
File: 1.96 MB, 1920x1080, revival.png [View same] [iqdb] [saucenao] [google]
10047064

Switched over to woof with less performance intensive crtzfast filter

>> No.10047080

>>10046997
https://www.youtube.com/watch?v=q4tU7pmpQUk

>> No.10047194

>>10045538
holy spaghetti

>> No.10047198

>>10045538
Simply https://www.youtube.com/watch?v=IKZYThSGLvY

>> No.10047237
File: 512 KB, 1800x2400, deathandpain.jpg [View same] [iqdb] [saucenao] [google]
10047237

>>10044560
Does anyone want to play on Zandronum? I just got back on my desktop. Let's celebrate

Add me:


LittleMrNobody#2604

>> No.10047253

>>10047237
Sorry but im from a third world country and dont want to deal with lag

>> No.10047257

>>10047253
I understand. One day maybe?

>> No.10047261

>>10047237
What region you from?

>> No.10047271
File: 814 KB, 1920x1080, Screenshot_Doom_20220830_213114.png [View same] [iqdb] [saucenao] [google]
10047271

>>10044716
>512 Linedefs
I enjoyed it a great deal personally. Somewhat ironically though, I played 512 Linedefs and 2048 Units of /vr/ before I really properly went deep into the actual Plutonia but I love Plutonia and 512 Linedefs for the same reasons, I really like how the maps are compact, not necessarily "tiny" but compact in a way that does not feel like a chore to go through and they make effective usage of the monster menagerie. Areas still felt very purposeful often in-universe too when appropriate.

>> No.10047281

>>10044709
HFFM is pretty funny because every once in a while some random on Twitch will stream it.

>> No.10047293
File: 214 KB, 854x480, 1655177994258.jpg [View same] [iqdb] [saucenao] [google]
10047293

>>10047271
Review for us some of your favorite maps from the set. I want to see if you like any of mine.
>>10047237
>that pic
How could Scholar fix so much yet fuck-up something so simple and so important.

>> No.10047301

>>10047261
USA

Midwest

>> No.10047341

>>10044560
Have you guys tried any big mods for build engine games? I'm trying one that changes weapon and enemy behaviour for blood. Are there any noteworthy ones for the others? I know duke has it's fair share of TCs

>> No.10047346

>>10044778
I mean doom has more custom content than probably any other game on the planet so I wouldn't be surprised if actual zoomers are playing it a lot.

>> No.10047352
File: 743 KB, 1280x720, cathode ray doom.webm [View same] [iqdb] [saucenao] [google]
10047352

gzdoom needs a "default shader" feature instead of forcing you to add gldefs for every single possible texture

>> No.10047378
File: 110 KB, 1550x1131, fiddleafox e5ad9a26406ba848240a0138aeba3d8c.jpg [View same] [iqdb] [saucenao] [google]
10047378

I literally can't possibly design a level that isn't a techbase. How do I cope?

>> No.10047387

>>10047378
I want to fuck this fox.

>> No.10047421

>>10047378
Corrupt the techbase until it's a hell map.

>> No.10047425

>>10046995
See >>10046323

>> No.10047426

>>10047378
become the best techbase mapper there ever was and make a techbase megawad

>> No.10047491

>>10047352
anon, i...

>> No.10047506

>playing through Quoffee 2
>episode 3, map 19, Sleep Paralysis
>cramped box with blinding white fog set to 99% density
>immediately attacked by multiple spawns
>no strategy besides hiding in a corner and firing nails everywhere
>hit nothing because spawns are spastics, and when I do kill them they just explode in my face
>only other option is to to run forward, which seems to activate more spawns
>everything I do ends up in death in less than a minute
This can't be right, can it? The fog has to be some sort of engine or .cfg error, yes? What kind of demonic sicko would deliberately make something like this?

>> No.10047528
File: 9 KB, 568x544, Mystery of the Hole.png [View same] [iqdb] [saucenao] [google]
10047528

>>10047352
The way devs meant doom to be played reached ultimate vision. Just look how well those pixels blend, Adrian must be in fucking tears.

>> No.10047560
File: 44 KB, 455x550, confused.jpg [View same] [iqdb] [saucenao] [google]
10047560

>>10047352

>> No.10047565

Have you tried in another sourceport?
Haven't played yet, still on my todo list.

>> No.10047575
File: 1.80 MB, 1280x720, darude_sandstorm.webm [View same] [iqdb] [saucenao] [google]
10047575

>> No.10047591

>>10047565
Went from Ironwail to QSS, the fog was toned down to a much more reasonable level. Checked the values in console and they were both the same. Don't know what's going on, maybe Ironwail has a different interpretation for a density of 0.1000000

>> No.10047634

>>10047591
Ironwail's goal is performance over accuracy, so i'd trust QS/QSS more.
I wonder how vkQuake treats the fog.

>> No.10047636

>>10047352
I don't hate it.

>> No.10047729

>>10046090
I really really like DoE myself. There are some seriously baffling design choices in it but on the whole I Find it very enjoyable.

>> No.10047735

>>10047591
QSS gets dogshit performance on big maps even on my good tier PC so I haven't touched it in years.

>> No.10047758
File: 2.47 MB, 1920x1080, e3m19_comfybythefire_2023-07-07_23-06-22.png [View same] [iqdb] [saucenao] [google]
10047758

>>10047506
I dunno man this wasn't that hard or sadistic. That was pretty fucking fun and unique. Ironwail.
>no strategy besides hiding in a corner and firing nails everywhere
The strategy is running through the map, dodging the spawns that spawn in your way and getting shots in when you can because staying in a corner is suicide. The author even put spawns in specific corners that seem ripe for hiding.

>> No.10047854
File: 492 KB, 1920x1080, Screenshot_Doom_20230708_022848.png [View same] [iqdb] [saucenao] [google]
10047854

one wasn't enough

>> No.10047861

>>10046867
It's been done. https://zandronum.com/forum/viewtopic.php?t=88

>> No.10047903
File: 1.32 MB, 1600x900, spasm0067.png [View same] [iqdb] [saucenao] [google]
10047903

>Quoffee2 hates QuakespasmSpiked
Any way to make this "suspended items don't drop down after their support dissapears" bug go away for good?

>> No.10047906

>>10047903
QSS is outdated in general.

>> No.10047907
File: 2.13 MB, 1920x1080, dhewm3 1.5.2 7_8_2023 2_45_06 AM.png [View same] [iqdb] [saucenao] [google]
10047907

>decide to give doom 3 another go
>catch up to my lost save
>huh whats with all this chaingun ammo hidden in the dark now
>next area swarms you with spiders for the first time
hehehe this game is sick for what it is

>> No.10047912

>>10047378
see
>>10047426
I like techbases.

>> No.10047914
File: 858 KB, 1600x900, spasm0033.png [View same] [iqdb] [saucenao] [google]
10047914

>>10047906
More up to date than Mark5 at least

>> No.10047916

>>10047758
anon you cant just embarrass someone publicly like that

>> No.10047983
File: 130 KB, 1091x1136, 76cf12e7e580aaf1963ded6b89cc295b.jpg [View same] [iqdb] [saucenao] [google]
10047983

>>10047907
It's not an awful game but I really hate how poor the feedback is on a lot of weapons like the assault rifle, well, weapons in general.

What I do like and in places love, is the general UAC aesthetic. It reminds me in a good way those moments of Half Life's Black Mesa Research Facility, it's such a great blend of military / science / industrial fiction, dark, gloomy, very mechanical and technical and I would looooove to work as a marine security guard or industrial worker at UAC.

So to me most of Doom 3 is kinda in the realm of facilityporn. The game is serviceable and the atmosphere is decent but after ending a session I have a difficult time working the willingness to start another one because it takes time to adjust to the gunplay again.

>> No.10048034
File: 78 KB, 1024x576, doom2_fistful07.jpg [View same] [iqdb] [saucenao] [google]
10048034

How would one ho about getting A fistful of doom textures and sprites? Damn, did they do something incredible here.

>> No.10048054

>>10048034
Open it up with slade, it'll be in the wad format for stuff but it'll all be there.

>> No.10048079
File: 3.90 MB, 960x540, Doom 3 02.webm [View same] [iqdb] [saucenao] [google]
10048079

>>10047907
>weapon sound and mechanic changes
>a few enemy buffs
>rebalanced ammo placements
>non-intrusive upres pack
Yeup it's doom 3 time o clock
The spiders are cool and these ticks gross me out, love it

>> No.10048085

>>10048079
I 'member the days of mid/late 2000's shooters...those were days....Unreal Tourney 3 was still fun even if it was just Gears of War remodelled into an FPS

>> No.10048101

>>10048085
It was when I had a connection decent enough to play games with other people
>FEAR deathmatch/tdm
>HL2 deathmatch
>TF2 before hats
>CoD before MW2

>> No.10048104

>>10044560
Brutal doom is actually pretty good tbqhfamilam

>> No.10048162
File: 583 KB, 1280x768, spasm0003.png [View same] [iqdb] [saucenao] [google]
10048162

>> No.10048187

>>10047903
that is because spike quit working on it

>> No.10048248

>>10045441
>that "fwoh, fwoh, fwoh" motion with the cursor at 0:45
nice

>> No.10048298

is the weird fotm myhouse.wad phase over? can I come back?

>> No.10048303

what should i learn to make my own fucking fps game free of all the bullshit? today retards are doing "BOOMER SHOOTER XD" that feel like having a stick up your ass. none of them are good. none of them are even remotely close to 1% of what quake, doom and unreal were.
none of them are fun. none of them provide a fucking level editor or modding tools (prodeus is an exception, KUDOS to the devs)
i'm going to fix this shit, even if it takes me 10 years, im already old as fuck so i don't care.
i know some programming already, c# and some c++. i know theory. i made some simple applications with visual studio.
other than that, i know JACKSHIT. so, where to start? (i'm serious, i'm determined)

>> No.10048307

>>10048303
Start by making doom mods. Cut your teeth on making weapons and monsters.

>> No.10048312

>>10048303
I am pretty sure every single one of the guys who made a modern boomer shooter started with your mindset. "Yeah I will get this right, no one besides me knows what makes these games good" blahblah. Nigger you probably havent even played more than 1 modern boomer shooter. You have this idealized perfect version of a boomer shooter in your head and I can guarantee you, nothing you will ever make will come close to it. quake/doom/etc werent perfect.

>> No.10048313

>>10048303
>(i'm serious, i'm determined)
Not that determined. I admire your passion dude but there's tons of free engines now if you just google it. Good luck.

>> No.10048314

>>10048312
Hi person born after 1987, how is it going?

>> No.10048316

>>10048314
Bragging about being old is a loser move dude.

>> No.10048320

>>10048303
Start off by learning mapping for Doom, Quake, or some other retro shooter (whichever is closest to what you want to make), then delve into the code to figure out how things work. The more you look under the hood of older games the better off you will be. Experiment with shit, figure out how AI works, and think about what makes levels actually fun.

After that you'd want to start learning Unity or Unreal or whatever, but if you really want to get feel that those modern cashgrabs are missing, I'd suggest using an actual retro engine - one with a permissible license. GZDoom is the obvious one to go to, but there's also the FTEQuakeWorld engine with a convenient SDK in the form of Nuclide: https://github.com/VeraVisions/nuclide

>> No.10048325

>>10048320
>https://github.com/VeraVisions/nuclide
Neat! When did this release? Anything made with it?

>> No.10048326

>>10048314
This is the most pathetic post I have seen in a while.

>> No.10048334

>>10048162
That sounds dirty.

>> No.10048346

>>10048303
I agree that most boomer shooters aren't as good as quake/doom/hl. So, what is yours going to do different that makes it better? If your answer is that you'll make yours like the oldies were, why would I bother playing that when there are 50 lifetimes worth of quake, doom, and half-life content available?

>> No.10048349
File: 1.85 MB, 3840x2160, fte-20230708093627-0.png [View same] [iqdb] [saucenao] [google]
10048349

>>10048325
>When did this release?
Just a couple years ago.
>Anything made with it?
As far as I can tell, this is the only commercial game: https://store.steampowered.com/app/793670/The_Wastes/
There were a few free indie jam games on itch.io, but most of them are made by one guy and aren't too impressive.
I'm also working on my own FTE project, but I haven't really jumped into Nuclide proper yet, just fucking about with materials and lighting.

>> No.10048350

>>10048346
you arent very helpful here, anon. kinda toxic asking these questions ngl.

>> No.10048353

>>10048349
They are all based on Q3 rather than Q1, right?

>> No.10048356

>>10048346
not gonna share fucker, it's not the first time my ideas were stolen and people made money with them. am i gonna make it? probably not, but at least i'll learn something and have fun while doing it

>> No.10048359

>>10048356
>not gonna share fucker
this guy has to be either drunk or mentally challenged.

>> No.10048361

>>10048350
He's not wrong.

>> No.10048362

>>10048353
FTE can handle map and model formats from Quakes 1-3, plus a few things from Half Life and Doom 3. Coding is in QuakeC, but it's practically just regular C with how most of the limitations have been removed. Shaders are GLSL.

>> No.10048391

>>10047861
but that looks too good, i was thinking of something that looks more like the work of a 5yo.

>> No.10048393

>>10048346
>modding tools (like i said, none of the new ones have them)
>primitive pc can handle it (tried firing up boltgun at 800x600 and everything at min. still lags)
>some fucking weapons that are fun to use, unlike dusks weapons that are so generic looking and uninspired
>sound design: people have forgotten this is important
etc etc
its just common sense. i have money to hire people.

>> No.10048396

>>10048393
>it's just common sense
You might change that tune once you start getting into the nitty gritty of this shit. Start by doing gameplay mods and maps here in Doom.

>> No.10048449
File: 42 KB, 828x529, 1656018544424.jpg [View same] [iqdb] [saucenao] [google]
10048449

>>10044560
I didn't like the shotgun sounds (that much) in Quake 1, so I made a mod. Super Shotgun uses the Quake 3 sound which I just stole from AD, and then the normal shotgun uses the Doom 64 sound, the Doom 64 sound for the shotgun is a little off at first, but you get used to it and it feels better imo.

files (dot) catbox.moe/ix5fjf (dot) rar

>> No.10048452
File: 2 KB, 50x57, SKULA8A2.png [View same] [iqdb] [saucenao] [google]
10048452

>>10044614
>vanilla doom pistol seems ass
>water sectors; worth less
>doom enemies damage bad
>literally started flying crap
>based makes problem; please fix

>> No.10048482

>touch a wall
>suddenly move at snail speeds
why

>> No.10048483

doom 2 is overrated. ultimate doom is also overrated. doom 64 is where its at

>> No.10048513
File: 29 KB, 720x545, notsoshrimple.jpg [View same] [iqdb] [saucenao] [google]
10048513

>>10048449
how to install

>> No.10048521
File: 420 KB, 1080x1040, 8e59597908c9f35bda4c0c97ffb713a971028dd4e37ebe5a2b3fb51db12df07f_1.jpg [View same] [iqdb] [saucenao] [google]
10048521

>>10048513
YourSourcePort\anygamefolder\sound\weapons

idk why it doesn't work in the id1 folder, but it works with other games/mods.

>> No.10048526

>>10048482
>laughs in vanilla

>> No.10048529

>>10048521
>id1 folder
Because in most Quake 1 ports, paks override loose files within the same basegame or mod folder. Thus the vanilla sounds are taking priority if you install to id1.

>> No.10048530

>>10048449
Ive made personal mods that replace the default sounds with the sound effects from Deathmatch Classic before, its pretty good

>> No.10048534

>>10048482
>>10048526
https://www.youtube.com/watch?v=-K1z5XOCWEI

>> No.10048536
File: 344 KB, 627x622, 55118dfe5f71c28aaaad35d2cb3990ed.png [View same] [iqdb] [saucenao] [google]
10048536

>>10048529
>>10048530
thank, i figured it out just now and made a pak version

i am very proud of my accomplishment today

files (dot) catbox.moe/chmkja (dot) pak

>> No.10048540

10048326
10048316
Post IDs (censor it you dumb niggers)

>> No.10048545
File: 390 KB, 478x463, 1604024972196.png [View same] [iqdb] [saucenao] [google]
10048545

>>10048314

>> No.10048551

>>10048298
People here weren't all that preoccupied with it, people talked about it some for a week or two, some liked it, some didn't. The legacy which myhouse.wad will leave on /doom/ will be less than Fractal Doom. Remember Fractal Doom? That was fun.

>> No.10048559
File: 10 KB, 250x250, 1512773011681.jpg [View same] [iqdb] [saucenao] [google]
10048559

>>10048393
>modding tools (like i said, none of the new ones have them)
>primitive pc can handle it (tried firing up boltgun at 800x600 and everything at min. still lags)
>some fucking weapons that are fun to use, unlike dusks weapons that are so generic looking and uninspired
>sound design: people have forgotten this is important
All those features are satisfied by doom/quake/half-life/etc already.

>>10048356
>million dollar idea
>the ideas man
lol, i seriously hope you aren't serious.
just in case you are, ideas are worthless, it's all about execution.

>> No.10048562
File: 1.18 MB, 950x761, sonicautism.png [View same] [iqdb] [saucenao] [google]
10048562

>>10048540
>t. professional (you) avoider

>> No.10048582
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
10048582

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.10048584
File: 4 KB, 57x487, Mattock model bullshit.png [View same] [iqdb] [saucenao] [google]
10048584

>>10048582
Slow going but I'm trying out Blockbench for the mattock instead of Blender. Though I actually took a few notes from that guy's earlier webm with how he cut the top off a sphere and extruded it, that's how I made the handle.

>> No.10048585

Does anyone have the LCA for complex doom where it's just the monsters, not the weapons?
Pretty please.

>> No.10048617

>>10047378
>techbase
gross and boring

>> No.10048621

>>10047378
Read more books.

>> No.10048625
File: 10 KB, 79x90, P33fire.gif [View same] [iqdb] [saucenao] [google]
10048625

>>10048582
I can get all the sounds I want using undertalemodtool (can't edit YYC games but luckily that's not the goal) so that's one thing off the list before I actually have to make zscript

>> No.10048627

>>10047378
Replace some textures with hell.

>> No.10048635

>>10048584
>Blockbench
Hey, what are you thoughts so far? Was interested in trying it out eventually. Just like a bunch of other things I never got around to.

>> No.10048640

>>10047378
Like the other anon said, make a techbase but use different textures. Then try replacing the ceiling with a sky, and make the walls uneven and jagged.

>> No.10048642
File: 919 KB, 1920x1582, 1631625100457.jpg [View same] [iqdb] [saucenao] [google]
10048642

>>10048559
>ideas are worthless, it's all about execution
Bing bing wahoo, this anon-a gets it.
It's all fun theorycrafting ideas but once you get down to the actual nitty gritty of making that shit a reality, toiling away at graphics or looking at options you actually can afford for 3d models etc you realize what you actually can / can't do.

Unless you enjoy actually paying up the ass for all the creative types for graphics, music etc you're going to have to settle and compromise.

>> No.10048645

>>10048635
As someone who has no idea what the fuck he's doing with 3D modelling, I have acclimated to this tool fairly comfortably. Which is good, as I can use this again in the future to make more reference models for sword sprites, seeing as Doomslayer is most likely going to get a new sword. I'm sure my models aren't terribly efficient, but seeing as I'm using them solely as references for sprites, it's all good.

Iunno if that guy who made that webm showing how to do this in Blender is still around, but I'm still pretty grateful for his video as it gave me a good idea how how to do this.

>> No.10048647

>>10046047
I looked around GZDoom and found a solution :

>Options
>Full options menu
>Sound options
>Advanced options
>Module replayer options
>Set master volume to 0.4
>Restart GZDoom to hear results

>> No.10048651 [DELETED] 

Still no IDs you larping zoomer faggots

>> No.10048665

>>10048303
Start by making something that ISN'T Doom/Quake/Blood-inspired. There's only so much you can do with this. People have to realize that they are literally the most barebones shooters ever, and trying to copy them in any way is going to make your shooter generic and monotonous. There's an absurdly oversaturated market for Doom-likes, but zero for games such as System Shock or Halo, i.e. FPS that try to have more than 5 inputs and more in-dept mechanics and gimmicks than just M1 to shoot.

>> No.10048673

>>10048665
I'm genuinely surprised at how few Halo clones there are, from either indie devs or AAA.

>> No.10048687

>>10047378
Then maybe you would be interested in tuning up DOOMBASE.WAD from d!zone :)

>> No.10048689

>>10048673
I never played halo, but from description it seems it became the industry standard.

>> No.10048692
File: 173 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
10048692

is soldier of fortune 2 better than the first?

>> No.10048705

>>10048673
Isn't halo basically a half-life clone with regenerative health and aim-down-sights?

>> No.10048714

>>10048689
Some of the mechanics like health regen and off-hand grenades were taken, but that's about it.

>> No.10048723

>>10048673
halo is like the culmination of every unfun aspect an FPS could have

>> No.10048729
File: 2.19 MB, 1920x1080, m012.png [View same] [iqdb] [saucenao] [google]
10048729

>>10048536
>making paks with your preferred sound and model replacements
Loadsa fun and real easy. Sometimes I pry open a mod through Slade to replace it with preferred models or sounds.
>>10048705
No it's much slower and balanced around two weapons. Plays much more differently in general.

>> No.10048746

>>10048692
not even close

>> No.10048751

>>10048746
so its worse than the first?

>> No.10048756

>>10048705
only weapons with scopes have manual aiming in halo. It wasn't until battlefield that "thou shall not shoot until thee press ye magical aim-better button" caught on

Nothing wrong with making movement accuracy penalties a core mechanic but I really don't like the extra button press of ADS

>> No.10048786
File: 274 KB, 488x542, ArtiDanceSmooth.gif [View same] [iqdb] [saucenao] [google]
10048786

>>10048645
>As someone who has no idea what the fuck he's doing with 3D modelling, I have acclimated to this tool fairly comfortably.
That's actually pretty hopeful. At first I thought about using this solely for learning how to draw Minecraft skins, but then wondered if there're other use cases for the program as it seemingly is more than just "one thing for one game".
It's nice that it's working out for you though. Seeing people being more productive than you're is usually a treat. Godspeed with the new sword.
>>10048665
>>10048303
>Start by making something that ISN'T Doom/Quake/Blood-inspired.
To add more to this... As a fellow "ideas man", I would suggest that even afterwards it would be best to go beyond the obvious options. There're probably more DOOM/Quake-like titles out there than anyone here can recall (and for a good reason). Just look at other old FPS and go from there as that would likely be more interesting in the long run and will help standout in the crowd.

>> No.10048787

>>10048584
Honestly I'd stick with blender, if it's something you think you'll be doing more of down the line. If this is a one off project then I guess go with whatever makes you comfy.

>> No.10048789
File: 829 KB, 2560x2880, fireblowyourbrainsout.png [View same] [iqdb] [saucenao] [google]
10048789

>>10045415
>>10045428
Hey anon, I ended up writing up that script myself for fun, figured out it would be an interesting exercise. It works pretty well, believe it or not. I tried to comment it copiously in case someone who doesn't know what OpenCV is or does wants to take a look.
It requires Python 3 and the opencv-python package from Pip to run. I might end up writing a readme for it. If there's interest.
https://github.com/streaki/DoomRecolor

>> No.10048790

Is there an update from For/vr/ Alone coordinator that I missed? Curious what the status is. How close we're getting. What stuff may or may not be being made (stbar, pickups, etc)

>> No.10048796

>>10048790
>For/vr/
FORE
*golfball whack noise*

>> No.10048797

>>10048790
We're waiting for Chopblock to make a weapon replacement set

>> No.10048813
File: 3.54 MB, 960x540, r2modman.webm [View same] [iqdb] [saucenao] [google]
10048813

>>10048346
it`s kinda funny, i am at a point when i only stick with a game if it gives me something i would care about that i can`t get from modding doom. which is yet to happen with all the heckin boomerino shooterinos.
none of them have a story or narrative interesting enough anyway, so why bother limiting yourself to a worse optimized single set of weapons and levels?
i did beat dusk, but only once and after months of skipping on doom. even paid for it. still wondering why.

>> No.10048837
File: 131 KB, 640x480, doom42.png [View same] [iqdb] [saucenao] [google]
10048837

>>10048582
Doing thing for a community project

>> No.10048843
File: 265 KB, 640x361, early-doom-portal-gun-mod-i-started-in-2019-2020-dont-have-v0-lt6044biu3691.png [View same] [iqdb] [saucenao] [google]
10048843

How close are we from being able to recreate portal in Doom?

>> No.10048848
File: 850 KB, 237x174, strihiryu boogie.gif [View same] [iqdb] [saucenao] [google]
10048848

>>10048843
>imagine the crashes

>> No.10048849

>>10048303
Not really related to this but I wanted to make a horror shooter in Unity. I even downloaded unity and took a look at some tutorials. Then I farted and remembered that I'll be a good for nothing no matter what lmao

>> No.10048860

>>10048789
Looks good. When I read that post, i thought it would be fun playing with different texture merging techniques, but I don't have any time. Glad to see a follow up.

>> No.10048863

>>10047854
i always assume its just trying to be atmosphere, these are like "nav stations" in universe

>> No.10048864

>>10048813
I love doom and quake, but I just dont get the hate dusk and amid evil get here. I thoroughly enjoyed both of them, neither are perfect but they both added some fresh aspects to the genre. Then again, I remember when doom2016 was being trashed and I enjoyed that too.

>> No.10048871

>>10048320
>https://github.com/VeraVisions/nuclide
The fuck I've never heard of this. Neat.

>> No.10048876
File: 135 KB, 446x557, 0c261fad23afa08718d0fc45d3581b07.jpg [View same] [iqdb] [saucenao] [google]
10048876

>>10048790
Anons did a fantastic M_DOOM and a titlepic, I'm tinkering on a credits pic (nothing extravagant), I did a quick edit of Deus Vult 2 glasses to make them red on our Doomguy face, and I'm nearly done testing all maps (Mikazuki V2 is the only one left). Next I'll make a first beta with what I think should be the map order, and wait for more feedback on that from you, so don't slack up Anon.

I'm missing a BossBack pic, some idea of a collage of waifus was thrown around in a previous thread, and maybe the Samus map as well as my own if I find the time and motivation to make something I don't feel is garbage.

Notes are here for if you missed it : https://rentry.org/forevralone

>> No.10048884
File: 72 KB, 945x960, WITNESS ME.jpg [View same] [iqdb] [saucenao] [google]
10048884

>>10048864
i can`t say anything about others, but maybe if i liked quake, i would like dusk as well. i do share your feelings on 2016 though.
which is kind of a special game to me: i am yet to find a doom mod to replace it, because imo all nu-doom demakes feel like absolute ass to play. except for that one byoc class, but that is an eternal demake.

>> No.10048895
File: 2.01 MB, 1920x1080, 40quake VRumble.png [View same] [iqdb] [saucenao] [google]
10048895

>>10048864
>but I just dont get the hate dusk and amid evil get here.
Besides obvious "noretro", anons are rightfully comparing them to the custom content they've played. Much of which is equal or better quality than retail on top of being free.

>> No.10048924

>>10048551
>Remember Fractal Doom? That was fun.
It was fun.

I also remember anons from here reuploading it since the latest version of it had fallen off the fucking internet.

>> No.10048925

>>10048876
>Anons did a fantastic M_DOOM and a titlepic
May I see them?

>> No.10048928

It's been about 4 months on and off but I finally finished it. It looks like Hutz isn't gonna upload again so I made an unofficial sequel to his "SO YOU WANT TO PLAY SOME DOOM" video.

It's unlisted at the moment but if reception here is good I'll make it public later tonight:

https://www.youtube.com/watch?v=DhOjleMqwdQ

>> No.10048947

>>10048314
>1987
What an overly specific date, also, someone born in the 80s is an ancientfag by today's standard

>> No.10048948

>>10048895
Kinda strange request, but has anyone made something akin to AD, but more vanilla?

I really like impressively made maps but limited with vanilla enemies, it feels more focused.

>> No.10048950

>>10048876
Not participating, but pretty excited about this. Keep it up, anons.

>> No.10048961
File: 31 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
10048961

>>10048925
Here's the titlepic for now, the M_DOOM is used in the newspost >>10044561

>> No.10048978

>>10048928
>that cursed Pain Elemental
why

>> No.10048981
File: 5 KB, 309x263, doom eyes pain elemental.png [View same] [iqdb] [saucenao] [google]
10048981

>>10048978
leave greg alone

>> No.10048990

>>10048928
Absolutely based

>> No.10049002
File: 1.46 MB, 827x1084, Vietcong_Cover.png [View same] [iqdb] [saucenao] [google]
10049002

>>10048692
It's a mixed bag.
It has better gore system, it's weapons are more based off of actual weapons.
It feels more like a hybrid of Rainbow Six and SoF 1 because it's more realistic and tactical.

It's quite frustratingly hard at times, especially in missions where enemies will blend into tall grass or fog. I would not recommend playing on a high difficulty. Actually,now that I think about it, it is fairly similar in nature to Vietcong.

It's worth checking out. Btw it is stupid that you don't actually get to use the mp5 or be cool black balaclava ninja man.

>> No.10049004

>>10048312
>I am pretty sure every single one of the guys who made a modern boomer shooter started with your mindset. "Yeah I will get this right, no one besides me knows what makes these games good"
I don't believe that, considering they're all pretty appreciative of each other's games.

>> No.10049006
File: 168 KB, 1033x679, i gazed upon your eyes and knew you were my nigger.jpg [View same] [iqdb] [saucenao] [google]
10049006

>>10048928
>.flow opening
>360 noscope Arch-vile
>the chair spin @ 3:20
>mfw
Good vid. I endorse it.

>> No.10049010

>>10048928
Hutz would be proud.

>> No.10049021

>>10048928
I think this qualifies as news >>10044561

>> No.10049040
File: 968 KB, 1920x1080, FGGV.png [View same] [iqdb] [saucenao] [google]
10049040

>>10048990
>>10049006
>>10049010
Thanks a lot lads, gonna go ahead and make it public then.Originally wanted to include a section about making wads yourself but the video was already way longer than intended.

>> No.10049051

>>10049040
>Originally wanted to include a section about making wads yourself but the video was already way longer than intended.
You could probably make that separately. Ganbatte anon-kun!

>> No.10049126

>>10048843
It's already perfectly possible to make portals you can see the other side of and seamlessly travel through keeping momentum, making them on the fly instead of what's defined in the map, I'm not sure

>>10048928
There should be some mention of monster replacers, that's half the spice if you don't just want a power fantasy. Hell From Earth and Project Malice are both worked on very recently, even
my map is in this

>> No.10049128

>>10049126
>There should be some mention of monster replacers
That's a good point. Redo it OP.

>> No.10049141
File: 29 KB, 454x535, cacosen.jpg [View same] [iqdb] [saucenao] [google]
10049141

>>10048928
>Features my map at 7:28

>> No.10049156

VRanon if you're still here the "Passive until triggered" flag is definitely broken. Doesn't work with triggers or triggers targeting trigger_relays.

>> No.10049160

>>10049156
Small workaround: If targeting a group of enemies, removing the passiveflags on one of them will trigger all of them.

>> No.10049190

>>10047983
I wanna combine forces with her and fulfill Kleiner's wish.

>> No.10049193

>>10047378
I fucking love techbases

>> No.10049205

>>10049156
Oh shit it's just quirky I see. Triggering an enemy marked with passive until triggered is like flipping a switch from off to on. The enemy just doesn't know immediately where you are when triggered like a non-passive enemy does.

>> No.10049226

>>10049156
I'm around... barely. Been busy enough that I can't even find time to map, so I've avoided posting.
Triggering a passive until triggered enemy is intended to just remove the passive state and then enable normal triggering. The idea is that you can have a room of 'friendly' creatures that can be made angry later on for whenever you return to that room without them trying to chase you through the map. Might be silly, idk.
Just having an extra trigger_relay going off at the same time should have the intended effect.

>> No.10049232

>>10049226
>Just having an extra trigger_relay going off at the same time should have the intended effect.
Way ahead of you but nice to know you're still around.
>Been busy enough that I can't even find time to map, so I've avoided posting.
Same. Hang in there man.

>> No.10049234

>>10047575
That looks cool. What is it?

>> No.10049237
File: 1.90 MB, 368x360, 1674342235938325.webm [View same] [iqdb] [saucenao] [google]
10049237

>>10049234

>> No.10049250
File: 63 KB, 640x480, sssaturday_2022-07-23_1.png.8cebec9ebde451f4a6ccfa9f7046c021.png [View same] [iqdb] [saucenao] [google]
10049250

>>10049226
>The idea is that you can have a room of 'friendly' creatures that can be made angry later on for whenever you return to that room without them trying to chase you through the map. Might be silly, idk.
I was actually going to use it for that exact purpose at the start of MyFirstQuake.map. Have a Shrambler overlooking the start with the text prompt "Be at peace, and be welcome" and all the monsters nearby starting out passive until you start fighting the "wild" ones later in the map. Similar to Divayth Fyr's Corprusarium, in concept.
>>10049234
Optional arena from my Fore/vr/ Alone map that I'm trying to finish.
>>10049237
Is he gonna be okay?

>> No.10049273
File: 1.47 MB, 1280x768, RubiconRumble.png [View same] [iqdb] [saucenao] [google]
10049273

>> No.10049284
File: 156 KB, 768x768, 72461625_p0_master1200.jpg [View same] [iqdb] [saucenao] [google]
10049284

>>10044561
>>10048876

Well here is V3
https://files.catbox.moe/dxbob7.wad

mostly focused on the map in more non-opengl ports and fixed quite a bit of middle texture rending errors that only appeared in software rendering. also fixed a few more issues with item placement and an impossible to get backpack.

>> No.10049285

>>10048104
It really is though.
Haven't played it in a while but I've been playing another mod based off of it, Live Through Doom, which is more survival-action focused and it's been a pretty good time. I feel like I die more often in LiT than I do Hideous Destructor for some reason though lol

>> No.10049289

For me? It's Project Brutality.
>>10049285
>Live Through Doom
Will check out.

>> No.10049293
File: 1.91 MB, 1577x839, Screenshot 2023-07-08 220221.png [View same] [iqdb] [saucenao] [google]
10049293

Well, after a break for a few days finally have the Flesh done.
Leaves 3 more - the Slaughter, the Vast/Lonely, and the Web. With a bonus Spiral.

>> No.10049294

>>10049285
I can only guess that litdoom is made for god gamers who have been playing specifically brutal doom for a literal decade since it came out and land every headshot, because the few times I've booted it up I can't even get past the first map of easy wads, and if I do map 2 is softlocked because I go in with 10 health there's a grand total of 5 health points, 2 bullets, and one third of a shotgun to gather in it

>> No.10049304

>>10049293
That looks very gross and cool.

>> No.10049308

>>10049304
Thanks - I've probably been committing a cardinal sin by making the maps look pretty before I've finished the basic layouts & stuff, but I'm making these maps for me as much as anyone else so I'm doing what I enjoy even if the maps will eventually turn out bad.

>> No.10049319
File: 3.92 MB, 854x480, dsevi_ft.webm [View same] [iqdb] [saucenao] [google]
10049319

>>10049289
I haven't played PB in a longass time but despite a flood of weapons I liked the sprite quality and direction. It also controlled better for me, things like weapon switching felt less sticky.
For me I'm still hooked onto the Dstride.
>>10049308
That's great though. Isn't this all made for HD as well? That's sort of its own equalizer.

>> No.10049338

>>10049319
I played some Dstrider and I see the appeal but I think my video game life has conditioned me to not enjoy ammo or inventory management to that degree. Resident Evil or STALKER is the most inventory management I'll tolerate dealing with. Top notch shit otherwise.

>> No.10049342

>>10049319
>>10049338
Dstride?

>> No.10049345

>>10049342
Death Strider
https://gitlab.com/accensi/deathstrider

>> No.10049347

>>10049319
>Isn't this all made for HD as well? That's sort of its own equalizer.
That's true! This is also a secret map so I'm not so much concerned with making it that great, it's more a self-indulgent homage. I should probably make it a bit easier though, I'm not a good judge of what will be too much for a decent HDest player.

>> No.10049352
File: 823 KB, 1280x720, TMBS.png [View same] [iqdb] [saucenao] [google]
10049352

>>10049338
I think I saw an "original weapon ammo spawn" addon so you don't always have to manage and reload your mags, relying more on pickups again. Haven't tried it yet, I like the management and my merchbros.
>>10049347
>I'm not a good judge of what will be too much for a decent HDest player.
Neither am I, though I had some fun with it. I also either totally missed or had NO clue you were also the person making that skeleton, you actually spooked me good job.

>> No.10049359

>>10049352
>I think I saw an "original weapon ammo spawn" addon so you don't always have to manage and reload your mags, relying more on pickups again. Haven't tried it yet, I like the management and my merchbros.
Oh my I'll try to find that.

>> No.10049361

>>10049359
oh here it is
https://tireiron.us/dsa/

>> No.10049364

>>10049361
Based and Doompilled

>> No.10049379
File: 360 KB, 640x480, Screenshot_Heretic_20230707_160850.png [View same] [iqdb] [saucenao] [google]
10049379

>>10049319
The Gungnir is so mean. I finished Heretic the other day so I'm going to give HeXen a try and see if I don't get bored halfway through again.

>>10049352
I've used it. A bit too many breaching charge drops for my liking, so I tune them down, but it's pretty much the same as normal. You still have the merchant there to buy things if you want, only you get cash by selling gun drops to them.

>> No.10049381

https://www.doomworld.com/forum/topic/137416-dehacked-replacement-proposal-with-poc-code/
>there is something I will call "standard fatigue" or that there needs to be a cooldown between standard changes where we can recalibrate and see exactly how things are. By that I mean mbf21 is getting a lot more attention right now, but I wouldn't say it's "fully explored"
>In terms of dsda-doom specifically, I'll say I don't have much interest in implementing a comprehensive new standard like this right now. There are plenty of existing stable standards that still need to be supported, and I would rather focus on them.
Not sure how I should read into this, some other actors also don't look much objective or impartial on the subject.

tl,dr: someone came up with universal and open ended modding tool proposal to supersede dehacked/decorate wankery once and for all

>> No.10049383

>>10049250
>Is he gonna be okay?
Its a hopper that lets out ontona conveyer. The birds go down it all the time, theyre fine. They just fly back up.

>> No.10049384
File: 2.11 MB, 627x704, 1683978969864869.gif [View same] [iqdb] [saucenao] [google]
10049384

Serious Business Saturday will be today in about 15 minutes or so (5pm us central). If you want to grab the maps early get them here:
https://rakanishu-sed.itch.io/mapping-jam-6
Make sure you download both maps!

>> No.10049386
File: 109 KB, 792x496, Screenshot_2.png [View same] [iqdb] [saucenao] [google]
10049386

wtf is this bullshit I just wanted to make cool crazy portal maps, why did they fuck up doors

>> No.10049392

>>10049352
Ah, awesome! Glad you had fun with it.

>> No.10049394
File: 22 KB, 500x283, standards.png [View same] [iqdb] [saucenao] [google]
10049394

>>10049381

>> No.10049396

>>10049384
Forgot to say, if you're using the classics patch there have been a few updates to it recently. Not required but staying up to date is always nice.
>https://github.com/SamClassicPatch/SuperProject/releases/tag/1.6
>Download "TSE1.07_2023_06_22.zip" for TSE

>> No.10049402

>>10049381
I like Decorate.

>> No.10049407

>>10049384
>>10049396
>tfw fusion isn't retro
would love to host some of those workshop survival maps for /vr/. i suppose i can bother /vm/...

>> No.10049416

>>10049407
Aren't remasters okay? That's why we can discuss the Doom unity port and any other sourceport.

>> No.10049426

>>10049345
>HiDest but more action oriented and has an actually sane and modernized inventory screen
Looks sick, I'm definitely trying this out. In the gameplay videos I've seen so far, it looks so cool that I can't believe that I haven't heard of it by now, honestly.

Is it possible to get the inventory features on vanilla HD though? I love vanilla HD and I actually like the scavenge-y inventory-manage-y magazine-reload-y tactical bullshit, but it would be awesome to have an inventory screen where I can equip/unequip and manage stuff more easily without having to click through my items a hundred times. I swear on my latest HD playthrough trying to trim down my inventory took me a good half hour or more. I mean, I know I have a bit of a hoarding problem, but still.

>> No.10049428

>>10049416
>Aren't remasters okay?
i dont think so but now ill consider it
>>10049426
>is it possible[...]
the dev lurks these threads regularly so ill (you) you so he better sees your post

>> No.10049437
File: 1.19 MB, 1296x720, 1674487974867703.png [View same] [iqdb] [saucenao] [google]
10049437

>>10049384
Back from the dead yet again! It's time for some Serious Business Saturday! We got a double feature today staring two maps from a recent mapping jam. Download both of them here: https://rakanishu-sed.itch.io/mapping-jam-6
These two maps are pretty long from what I heard. When the first map ends just wait a bit then reconnect because I have to restart the server with the second map loaded.

>IP (join via specify server): 45.79.57.115
>Highly recommended to install the classics patch: https://dreamycecil.itch.io/sam-exe-patch if you haven't already. Adds a bunch of nice features like better resolution support and hud scaling. Make sure you grab the most recent TSE1.07 patch and after installing launch the game with "SeriousSam_Custom.exe"
>Go into the Scripts\NetSettings folder inside your main TSE directory and open up the DSLCable.ini file. Change "cli_iMaxBPS" to 1000000. Then when connecting to the server MAKE SURE YOU SELECT DSL/CABLE CONNECTION.
>Upon loading into the main menu, type: "/cli_iMaxPredictionSteps=4" (no quotes) into the console. You only have to do this once. If you encounter any problems with this setting then try changing it to a higher number up to around 10.

>> No.10049440

>>10048303
You start by using a retro engine. Eduke for Build style game, Darkplaces for Quake style, and GZDoom for Doom style.

And dude, you are forgetting that one guy on /vr/ did make a great boomer shooter, that even got bundled with new releases of Doom.

>> No.10049442
File: 3.94 MB, 854x480, dsevi_cybust.webm [View same] [iqdb] [saucenao] [google]
10049442

>>10049379
Perform daily cleaning and firing rituals to tickle its machine spirit, and the Gungnir will solve many problems.
>see if I don't get bored halfway through again.
Talking about Hexen? You'll at least have fun messing them up but it's got a fairly limited enemy roster.
>>10049426
>>HiDest but more action oriented and has an actually sane and modernized inventory screen
There's also spellcasting.

>> No.10049468

>>10049426
one big difference is that it doesn't include HDest's hyper aggressive methhead enemies, the weapons do vanilla style damage (no bleeding, armor pierce, etc) and are made for vanilla demon health pools. Means you can fight a wad's dehacked enemies or another mod's enemies

>> No.10049469

>>10049394
Yeah, doom is way too crazy bitch to untangle by now. OP is as good as drama instigator, indecisive and not ballsy enough as Graf to do whatever he wants.

>>10049402
And us people like you too, keep on delivering. No homo.

>> No.10049482

Speaking of HidDest, does anyone have any tips for duking it out with Hell Knights? I swear those assholes are the worst enemy that I have to face on a regular basis. The Barons are pretty scary with the Balefire spam but I can actually survive somewhat out in the open and I can peek & shoot them to death fairly easily. However, I swear to God that Knights are constantly amped up on meth and bathsalts and have split-second reaction times. Like I'll go to peek and shoot one of them and BAM, I immediately get a ball of balefire straight to the face. I had an encounter on a map with two Knights in a cage behind an obfuscating bar texture and it took me forever to kill those bastards. I think I died like twenty times or more to them.

>> No.10049483
File: 11 KB, 346x291, nwf.png [View same] [iqdb] [saucenao] [google]
10049483

>>10049381

>> No.10049486

>>10049483
My favorite of these has always been
>NOT A CHANCE, FANCYPANTS

>> No.10049490

>>10049437
Game crashes to desktop immediately the moment I connect. I'm using latest Classic Patch. What should I do?

>> No.10049492

>>10049381
>There are plenty of existing stable standards that still need to be supported
Aside from DSDA getting some rudimentary UDMF support, what standards have received any changes in the past couple of years?

>> No.10049495

>>10048789
Original asker, thanks so much! Will try my hand at it

>> No.10049496

>>10049482
There's two ways to deal with hell knights: You either outwit them and have grenade traps set up in advance or nuke them with rockets around corners. Or you match their hyper aggression with your own hyper aggression. I like cooking the fucking goats with the Thunder Buster spray. If you don't like using the TB, then pack a 9mil weapon and pop them a few times til their shield breaks, then go to town on their hairy asses with your primary weapon.
If neither of those are an immediate option, there's always one of the most underrated techniques in Doom that ESPECIALLY applies to HD: Getting the fuck out of that room, posthaste.

>> No.10049498
File: 4 KB, 433x336, 1486350430342.jpg [View same] [iqdb] [saucenao] [google]
10049498

>>10049486
That one's a fave too.

>> No.10049505

>>10049490
Hmm, that's strange because I have the latest patch and it isn't crashing for me or the others who joined. I'd double check the connection settings that I listed in the post, doublecheck that you downloaded and updated the patch properly (same for the maps), and if that doesn't work try connecting without the patch.

>> No.10049526
File: 123 KB, 720x540, 1666980629221837.gif [View same] [iqdb] [saucenao] [google]
10049526

>>10049437

>> No.10049534

>>10048864
No hate. It's just that, if game has no retro engine, discussing about is against rules will lead into removal of posts. Thus games like Ion Fury, Wrath, Supplice and REKKR are allowed while Dusk and Amid Evil are not. And yes, it is a good rule.

>> No.10049536

>>10049534
kys janny

>> No.10049539

>>10048876
Visco mapper here, I noticed you added notes from my level on there now. Not ready to release fixes quite yet, but I wanted to respond to some of it for further feedback. Full reply hit the text limit, so I'll start with the bugs.

>this barrier doesn't appear on the automap
I can't believe it took this long for this to get caught. I've made all the bars in the maze display as one sided now.
>Arch-vile hand poking out of that trap past the blue key door
If you mean before the trap is sprung, I can't replicate this on PrBoom, GZDoom, Zandronum, or Nugget. If you mean after, do you consider it a problem? As I explained in a post a while ago, I didn't intend the Archvile to be a trap as much as a time waster.
>I heard a quick door open from the green pressure plate in the flooded room
I fucked up. The tag for opening the voodoo closet door and lowering the switch were the same. I noticed the sound before, but thought it was from the closet being too close and hearing its door open, which I left in because I didn't think about people mistaking it for a second (secret?) door opening. Fixed.

>> No.10049540

>>10048876
>>10049539
>A bit unclear which doors you can open by using them and which require switches
I was worried about this. Did you figure it out eventually? There is a pattern, but possibly too subtle: switch doors use the pentagram door texture. I liked it as is, but if it's too much trouble I could consider other textures.
>The exit of this maze isn't linked to that green thing
Was this too confusing? I regret the first pillar giving an impression of them being required, but I'm not sure what else to do with the first, especially because they look intimidating.
>the corners of this room are color-coded, I still got lost here looking for where to go.
How bad is it? You're not the first to say this about that room. I thought it was fine between the map, banners, and some landmarks like the gate, "the green construct", and crusher. I'm not sure what else to do that isn't straying from the level it's based on more than I'd like.
>bit disappointed that the Spiderdemon fight at the top is just a peek and hide fight
It's certainly not the best. It's another case of adapting a level from a very different game not working out well sometimes. Not sure how I could make it better without changing the room too much. It's specifically the boss area, and the Spiderdemon is supposed to sort of reference the boss there in the source game. I could remove the Spider entirely but I'd imagine that'd be even more disappointing.

I'll upload the fixed version in the next few days, maybe after the old upload expires. I'd prefer holding off on it in case I make more changes, so I'm not uploading it again for every little thing.

>> No.10049564
File: 1.05 MB, 1300x812, Vegetables-Multi-Vitamin.jpg [View same] [iqdb] [saucenao] [google]
10049564

>>10044560
Any fresh new releases you are expecting? For me it's
https://www.doomworld.com/forum/topic/136905-hells-bane
https://www.doomworld.com/forum/topic/135665-rusty-drill
https://www.doomworld.com/forum/topic/104882-tnt-2-devilution mere curiosity
94 Protons the real deal

To be more interesting, citing your backlog of past year releases is also fine

>> No.10049565
File: 324 KB, 640x480, Screenshot_Heretic_20230707_104637.png [View same] [iqdb] [saucenao] [google]
10049565

>>10049442
>Talking about Hexen?
Yup. I've done it with High Noon Drifter, and the last time was with Wrath of Cronos as the Necromancer and I noped out at the Castle of Grief. At least I'll have a buddy to mow down Ettins.

>>10049482
>>10049496
If you're feeling particularly ballsy you can try to channel Eric and dodge left and right to make them lead their shots too far.

>> No.10049567

>>10049437
Give me a second to load the next map.

>> No.10049569

>>10049536
The rule's been here for years, n00b.

>> No.10049570

>>10049567
It's back up!

>> No.10049571
File: 2.71 MB, 1920x1077, Screenshot 2023-07-08 185328.png [View same] [iqdb] [saucenao] [google]
10049571

>>10049490
Same for me. Got the latest version of the patch, tried both it and the regular EXE, and I tried the Network Settings tweaks as well. Pretty stumped. Worth nothing, the game crashes for me when I choose a connection type through the Options menu, too.

>> No.10049578
File: 1.27 MB, 320x464, doomguy_snaps_his_neck.gif [View same] [iqdb] [saucenao] [google]
10049578

>>10049571
Ah you gotta be fuckin' with me.
It was missing a semicolon at the end of the line I edited in the .ini file.
I'm such a shitty soft. dev.

>> No.10049587

>>10049564
Vanilla/limit removing/boom/mbf:
Atomic
Back to Saturn X Episode 3
Bluetonia
Castle Doom
Cereal killer
Cipher
Delirium
Earthless
Elysium's keep
Epoch
Gossip
Hell For Leather
JPCP2
Mordeth 2 (unironically)
Paralysis
Perdition's Gate: Resurgence
Plutonia 3
Realm Of Chaos 25th Anniversary Remaster
Realm Of Chaos 2
Sigil 2
TNT2 Devilution
TNT Foreverlution
Undo
Vela Pax

GZDoom:
Autumn Flock
Elementalism: Phase 2
Golden Souls 3
Hell-Forged 2
Insanity Edged
Lost Civilation 2
Realm Of Z-Magic

>> No.10049598

>>10045805
This seems interesting, is there an archive, maybe even an old forum?

>> No.10049625
File: 2.36 MB, 1802x1674, 1688213822489440.png [View same] [iqdb] [saucenao] [google]
10049625

>>10048876
hi, taihou anon here. glad you enjoyed the map.
>I guess it didn't alter the gameplay, but why are so many of your linedef tagged as "WR Teleport" ?
Basically I tested a lot and found that linedefs with no sector height difference (or with no sector at all) won't show up on automap unless it's both;
-a WR Teleport (maybe exits work too)
-has a mid texture
So I used a bunch of WR Teleports with transparent midtextures (one of my custom textures) to add detail to the first sector-Taihou on the automap, without adding unnecessary height differences everywhere. Pic related.

This felt like cheating though, so for the second sector-Taihou I didn't use this and just used regular sectors with height variation.


>It's possible to skip the final portal linedef, putting you in a pretty deathbox.
That's weird, I don't know how its skippable. I can fix it if I know more and if it's worth fixing (I'll also do something about the yellow bridge teleporter but that's not a big deal as you say)

>> No.10049628

>>10049587
>tfw you realize buttsex 3 can't possibly live up to the hype

>> No.10049634
File: 165 KB, 450x522, 6c9d2e684b7f0eb44220ed97e53d3046.jpg [View same] [iqdb] [saucenao] [google]
10049634

>>10049539
>>10049540
-The arch-vile isn't a problem, you can't see him before the trap opens.
-Indeed, I didn't notice the smaller doors also bore one, I'm blind. It's all good.
-The green teleporter is the only light in the maze, and you saw one before so my first guess was that it was the important thing in this place. It's not something game breaking, but some people might think it is not optional.
-I can't tell if the flood room is that hard to navigate because I get lost easily no matter the game or map. You'll need more feedback on that from other players.
-The Spider is fine all things considered. Given that there's the whole Waifu section after that, it's not a big deal that it isn't a hard encounter.

>> No.10049652
File: 218 KB, 491x335, aDrawingIsADrawing.png [View same] [iqdb] [saucenao] [google]
10049652

>>10049625
I had a feeling it had to do with the drawing. But hey...
The portal skip I feel was just your standard linedef skip, it's just Doom being Doom. Putting one or two identical linedefs right behind the first one will solve the problem.

>> No.10049658

>>10049628
It would be impossible not to. It has been made by the same mappers as the 2 first ones. Never seen a capable mapper turn worse, only better.

>> No.10049664
File: 2.71 MB, 600x1066, bowling [sound=https%3A%2F%2Ffiles.catbox.moe%2Fgkiuqx.mp3].webm [View same] [iqdb] [saucenao] [google]
10049664

>>10044560

>> No.10049671

>>10049664
No fucking way. Source clip anywhere?

>> No.10049674
File: 963 KB, 600x844, 1662309528431603.png [View same] [iqdb] [saucenao] [google]
10049674

>>10049652

>> No.10049684
File: 3.28 MB, 1920x1080, 1659298090606232.png [View same] [iqdb] [saucenao] [google]
10049684

>>10049437
>>10049570
And that's it for tonight! Thanks for joining! Sorry for all the connection issues, hopefully things won't be so bad next time. I'll make sure to tell the dev of the patch what happened.

>> No.10049686
File: 453 KB, 1938x729, GZDoom vs DSDADoom.png [View same] [iqdb] [saucenao] [google]
10049686

So after someone pointed it out yesterday, I checked the lighing in another port. Why does GZDoom do this? Is there any way to disable it? The shadows farther from the player being darker make so much more sense, and is so much more atmospheric.

>> No.10049690

>>10049686
I dunno I just throw on vanilla essence and not think about it.

>> No.10049693

>>10049686
Yes, there is a way to do that. You should look in the options.

>> No.10049695

>>10049587
Hot damn anon, thanks!

>Atomic, Delirium, JPCP2, Vela Pax (would be nice, mech maps hit the right fusion of classic doom steady action with d2 complexity)
These were also on my mind, forgot to mention
>Cereal Killer, Cipher, Gossip
Look interesting

With few others (Castle Doom, Bluetonia, Paralysis, Undo) I couldn't find links, will keep for later

>> No.10049707
File: 962 KB, 350x263, 1671269413345772.gif [View same] [iqdb] [saucenao] [google]
10049707

>>10049684
thanks for hosting

>> No.10049713
File: 432 KB, 1920x1080, doom03.png [View same] [iqdb] [saucenao] [google]
10049713

>>10049634
What I was thinking when making it was that the player would follow the candles, find the bars first, and see the switch. The pillar being so visible was just so the player would clearly see there's a pillar down there in the maze from the start. While grabbing this screenshot I noticed that going straight would make you see the pillar first, which would probably give people the wrong impression that it's the progression more often than not. I'll try to mess with the layout a bit later to more clearly route the player to the gate first.

As for the flood room, I haven't gotten that much feedback, but I've only seen you and one other anon complain about getting lost there. Under normal circumstances I would use different texture work to help with that, but I can't think of much more than the banners without changing more than I'd like. Changing the plasma rifle's corner would probably be best since its opposite corner is very distinct with the gate and bars blocking the secret. I'd probably put the pillar there instead if I didn't really want it in the center for fast travel use and the berserk.
Even if it is just you and the other anon being easily lost, it's still arguably a flaw, and there's going to be players of the full wad who have the same problem. That said, I suppose as long as people can finish the section in the end without wasting too much time, being lost for a few moments isn't that big of a deal. At the least, between being stuck in there other than using the pillar and the door on the north end, it's probably clear enough the map's progression is in that area.

>> No.10049727
File: 165 KB, 353x565, 1661492767423012.png [View same] [iqdb] [saucenao] [google]
10049727

>>10049490
Devs know about the issue and do have a fix for it... but it's not in the latest release of the patch. Whoops.
If there isn't an update out for it next time then try one of the following:
>disable prediction (/cli_bPrediction=0) before joining then enable it after connecting
>go into Data\ClassicsPatch\Config.ini and set CustomMod=0

Also unrelated but somebody said they needed a reminder to play the second map (the heist one) in singleplayer. So here's your reminder.

>> No.10049739

>>10049690
That's great. Thank you, anon.

>> No.10049740

>>10049695
https://www.doomworld.com/forum/topic/131892-undo-not-finished-yet-sorry/
https://twitter.com/bridgeburner4/status/1362843692353036289
As for Castle Doom, NaturalTvventy occasional posts some screens on dw's screenshot thread
Bluetonia is sequel to Doom 2 in Spain Only, nothing else about it is yet known

>> No.10049786
File: 1.07 MB, 1920x1080, 1686573645197.png [View same] [iqdb] [saucenao] [google]
10049786

>>10049564
Anon occasionally posts nice looking layouts, doesn't have a name yet afaik

>> No.10049792
File: 283 KB, 1920x1080, 1683057526213218.png [View same] [iqdb] [saucenao] [google]
10049792

>>10049652
i see
i fixed it anyway and did the bridge thing too. idk if i needed to but old demo broke so i recorded a new one just in case. life is pain
https://files.catbox.moe/rn0jpa.wad
dont know how far you are in your workflow so its alright if the map doesnt get updated.
speaking of, is your map gonna make it?

>> No.10049831
File: 331 KB, 606x525, Screenshot_2023-07-08_20-59-53.png [View same] [iqdb] [saucenao] [google]
10049831

>>10048876
Shanalotte anon here
I am planning on polishing more, been working on it more this week. adding easy/medium difficulties, adjusting some monster placements, adding some more health/ammo pickups in some places, fixing noted bugs, double triple-checking texture alignments (I will definitely miss some but I'll snatch the most glaring ones) probably adjusting the mastermind room a bit to encourage direct confrontation with the viles/other monsters and discourage cheese. I will look into adding a Shanalotte texture, maybe something absolutely ridiculous splattered all over the final room. Will submit version 2 SOON™

>> No.10049843
File: 97 KB, 1280x1024, bear-rer of the curse.jpg [View same] [iqdb] [saucenao] [google]
10049843

>>10049831
I haven't played your map but it better have Majula in it.

>> No.10049848

>>10049831
mucus flow reference?
phobus's 25 Years On Earth had a silver techbase called "emerald fluid" so it checks out

>> No.10049856
File: 358 KB, 719x640, Screenshot_2023-07-08_21-16-40.png [View same] [iqdb] [saucenao] [google]
10049856

>>10049848
I've heard of mucus flow but I regrettably haven't played it yet
>>10049843
errr uhhh it will now definitely maybe or maybe not(??) have it as a secret area since you mentioned it

>> No.10049858

>>10049792
>>10049652
wait... ignore the last link, i've deleted it. actually final taihou map. with painfully recorded demo of course even though i dont think theres a point to it.
i forgot to mention, idk what's gonna happen with secret exits (or if we're gonna have any). you mentioned my bedroom secret would make a nice exit. i can add one if you want, or if you'd like you can plop an exit in there and be done with it. i dont mind.
ok i'll go sleep now
https://files.catbox.moe/x3kurt.wad

>> No.10049865

>>10049426
>Is it possible to get the inventory features on vanilla HD though?
It may be possible to do an external inventory manager completely separated from the HUD and controlled by an event handler, athough you would not be able to do any sort of animations that involve the main HUD, as that would require having access to the class. It sounds possible in theory, but that's not accounting for HDest's fucked up inheritance chain and ton of idiosyncrasies, like the magazine/item manager being weapons. Keep in mind that a lot of things in DS were only possible because everything was done from absolute scratch and is constantly refactored to keep it maintainable/scalable. Looking at the mag manager code, it seems doable to write a UI around HDMagManager/HDPickupManager to set the required variables then call the respective methods, avoiding the need to reinvent ALL of the wheels completely. Now, displaying all that is a completely different issue altogether. Cramming all of the necessary info on-screen without it being overwhelming will take real skill.

However, there's the problem of finding someone who can be fucked to do it if you don't have the know-how yourself. The hideous helmet guy may be the only person that I know of qualified to do a DS-like inventory screen, given his track record with HUD-related stuff. Assuming he's still active and cares enough. I think there's another dude who did a HUD overhaul, but I forgot his name. I've found that the majority of players are content with what they already have or aren't modders, so someone venturing into unexplored territory is a relatively rare occasion. All that is also not considering the fact that most people are drawn to HD's minimalistic UI, therefore there's very little personal interest to make a "proper frontend" for inventory management. In other words, you're gonna have to do it yourself because there's a 0.000001% chance someone else will.

>> No.10049871

>>10044560
I recently finished playing the System Shock remake and I enjoyed it. Should I wait for System Shock 2 Enhanced Edition to release or just play the regular version? If so, is there a recommended modlist anywhere?

>> No.10049889

>>10049871
The NewDark version that's on GOG/Steam has worked fine out of the box for me on Windows 10 (no inventory bugs or crashes like the old versions). Seems like the enhanced edition is just going to be a graphics update so I would say play the regular one without any mods.
You can also tweak things like FOV and max FPS from simple config edits according to PCGamingWiki:
https://www.pcgamingwiki.com/wiki/System_Shock_2

>> No.10049908

This reminds me that I ought to try and unfuck HD from the anal raping Matt's been giving it for a while now. Carmack would cry reading its code.

>> No.10049921

>>10048981
Meatball needs a mustache

>> No.10049924
File: 190 KB, 462x572, a31668bdc6add4d4cb758a7db5a6d34b.jpg [View same] [iqdb] [saucenao] [google]
10049924

>>10049792
>>10049858
I still have Sunday and Monday off, so I'll try to get some mapping in, but I'd rather get a beta wad done by that point. I'll take the update.

>>10049831
>He's removing the Arch-cheese
]oh no.
I completely missed that face, and I had to play a few times to beat your map saveless, you are a genius.

And with Betty's map done, I tested all maps and wrote a 1st map order, you can see it and my notes for now right here : https://rentry.org/forevralone

Now to get that beta rolling...

>> No.10049964

>>10049908
It'd just be easier to start from scratch and reimplement things the right way. You can't unfuck it incrementally because things are tightly coupled together, unfortunately. Especially with regards to inventory. For example, if you try to fix magazines, you have to fix magazines, injectors, armor, weapons, managers, and probably something else I'm missing right now. You'd be staring at the text editor for days if not weeks before you can even run the game successfully. In that time you will likely question your life, sanity, your purpose in this universe, and ultimately decide it's a complete fucking waste of time because no one's even going to make use of that unfuckery. But I'm biased so take that with a grain of salt.

>> No.10050095
File: 65 KB, 1080x1512, image_2023_07_08_20_16_20.jpg [View same] [iqdb] [saucenao] [google]
10050095

>>10049889
>Seems like the enhanced edition is just going to be a graphics update
Mostly, but also better multiplayer and a VR mode for me and me alone since no one else cares about VR. The graphics update is something akin to what they did for Quake, only a bit nicer imo. Also they're rerendering the videos.

I don't know if they're doing anything for the animations. SS2 and Thief had a weird system where bones werent drawn as a skeleton, but you would flag two planes as a bone, intersect them with a model, and any geometry in between them would be part of that bone. I don't know if they were parented in a hierarchy in any way, but they slapped motion capture data onto it somehow. Might have been free floating I dunno.
I was looking into updating the animations ages ago and it was hard to find information about it. I'm sure they have more resources for info than me googling random shit at 2AM.

>> No.10050098
File: 30 KB, 386x402, 1585600421827.jpg [View same] [iqdb] [saucenao] [google]
10050098

>>10050095
this image reminds me of the circumcision table. all sad.

>> No.10050123
File: 41 KB, 1080x1512, image_2023_07_08_20_16_20.png [View same] [iqdb] [saucenao] [google]
10050123

>>10050098
An absurd thing that should never happen. But I can't do anything about that. What might be possible though, is to fix the inbent ankles in thief by counter animating them to be outbent. I think the legs may have been angled on creation and the planes kept parallel to grid like pic related. Causing the mocap animation to fuck up the ankles.
Or the mocap actor kept his legs too close together when t posing. One or the other.

>> No.10050127

>>10049865
Death Strider dev can I be in your mod my name is anon

>> No.10050132

>>10050127
What a coincidence, mine is too

>> No.10050147

>>10049381
How would this supercede Decorate? It can't do nearly as much and it's as much of an unreadable mess as DeHacked.

>> No.10050202
File: 7 KB, 342x98, your name came up.png [View same] [iqdb] [saucenao] [google]
10050202

>>10050127
>>10050132

>> No.10050245

>>10048789
Retard with no programming experience here, how do I actually define the inputs and outputs? I have PyCharm set up and it seems to recognize OpenCV (e.g. I can use imread/imshow on images within my directory).

>> No.10050275

>>10050127
>>10050202
Actually, let's put that in the art gallery proper for no reason. Second floor.

>> No.10050280

>>10048948
See >>10049273
Rubicon
Rubicon 2
Rubicon Rumble pack
Those all sound a bit like what you're after, although not to the same magnitude.

>> No.10050298

>>10049534
There is no hard line in the sand. I bet Amid Evil still has code from UT in it, and gzdoom is a ship of Theseus.

>> No.10050308

>>10048303
>I know ... c# and some c++ ... visual studio
>what should i learn to make my own fucking fps game free of all the bullshit
C, and how to use a real programming environment.

>> No.10050318

>>10050308
Shitposting about C is this way >>>/g/dpt/

OPs problem isn't C++/C# or VS, it's that he's a noob with little actual experience and no idea of the amount of work or knowledge he'll need.

>> No.10050326

>>10050318
>he's a noob with little actual experience
and I'm giving him guidance towards better practices that'll help him achieve his goal.

>> No.10050345

>>10050326
You're not.

>> No.10050351

>>10050326
No, you're shitposting. Most games for 2 decades have been made with C++, and a lot of them in visual studio.
He also said he already knows C++ (probably bullshit), but assuming that's true, he doesn't need to learn C idioms to make a game, he needs linear algebra, glsl, doa, etc.

>> No.10050358

I've tried to get excited about Alkaline and JJJ2, but I just can't. I've liked lots of maps made by the same people involved, but something about Alkaline & JJJ2 is just painful. Maybe it's just the obsession with there never being enough ammo, maybe it's the sci-fi setting that lacks the quake atmosphere, maybe it's something else.

>> No.10050378

>>10050308
>programming video games with C in the 21st century
nice meme post

>> No.10050385

>>10050351
>you're shitposting
I'm serious.
>he doesn't need to learn C idioms to make a game
you should unlearn any C++ idioms if you're going trying to write performant software. its full of performance pitfalls that virtually all C++ developers fall into. if he cares at all about making anything greater than what the industry chugs out year after year, that is absolutely a consideration to be made.

>> No.10050393

>>10050385
>I'm serious.
Then you're shit at giving guidance, considering you just tossed out "a real programming environment" without any suggestions as to which he should look at.

>> No.10050407

>>10050385
I don't want to keep relying because it's shitting up the thread, but I just want to warn the OP and anybody else that you're talking out your ass. The majority of games for > 20 years were made with C++, not C. Those games are generally more performant than (you) are going to write.

>> No.10050435

>>10049126
Total conversions, monster replacers like Angelic Aviary and Rampancy, and Ultimate Doom Builder were all things I wanted to talk about but I decided to just focus solely on gameplay mods as to not bloat the video. I actually tried Project Malice and didn't like it very much.

which map?

>> No.10050513

>>10050147
WhackED4 makes DehackED easily readable.

>> No.10050541 [DELETED] 

Anyone know where can I find Duke Nukem/Shadow Warrior maps imported to Ion Fury?

>> No.10050564

>>10048928
That's great anon.

>> No.10050589

>>10049381
>new standard
Why not just implement the coding standard with the greatest featureset (I think that's still ZScript) across more ports?

>> No.10050605

>>10050589
MUH DEMO COMPATIBILITY MUH CHICKEN MAN BAD

Also, even decorate is too hard for many people to learn, which is really funny because getting something to properly work with dehacked is way harder.

>> No.10050613

>>10050589
>>10050605
>300kb demo file for Corruption Cards and La Tailor Girl run on crispy doom
Anyone got v1.3.2a version of cards? I'm getting desyncs

>> No.10050636

>>10050589
Why not? The guy obviously just wants to tinker with old shit.

>> No.10050643

>>10050636
>The guy obviously just wants to tinker with old shit.
Which is fine by itself, but it doesn't warrant "a new standard".

>> No.10050649

>>10050643
Presenting it as a "new standard" comes off as a bit self-indulgent, but there are only a few ways for that kind of thing to gain traction.

>> No.10050693
File: 858 KB, 1855x833, asssss.png [View same] [iqdb] [saucenao] [google]
10050693

>>10049786
That's because I don't do announcement threads. All they do is make your project look stale and dead, plus all those dumb underage shitters at Doomworld only post garbage comments anyway.

>> No.10050756

Can I ask here about an obscure shooter game that I have only vague moemories of, which only technically was an FPS game when you used the "sniper zoom mode" in a couple of ranged weapons?

>> No.10050820
File: 158 KB, 800x600, MAP01.png [View same] [iqdb] [saucenao] [google]
10050820

>>10048582
(Be it saturday or not) nothing extraordinary. Patched-in heretic gargoyles with imp attack and that's as far as I can manage I think, considering any potential improvements. Usually they stick around height extremities and their projectiles hit the ceilings.

https://files.catbox.moe/g0e8ef.wad -complevel 9

>> No.10050838
File: 16 KB, 512x512, woodvile.png [View same] [iqdb] [saucenao] [google]
10050838

>>10049495
>>10050245
It's meant to be used from commandline. I've added a readme with examples to the repo.

>> No.10050850

>>10050358
Definitely not the ammo. It’s pretty forgiving already in being a modern set of shotgun starts you complete in any order, but then it also frequently places respawning boxes. Likely culprit is the techbase focus and near complete lack of the “eldritch” themes until you play some of the auxiliary room levels.
Is it one of those “I feel like I should enjoy this but I don’t” situations? Because it’s fine not liking things.

>> No.10050853
File: 2.55 MB, 498x280, animal-mother-full-metal-jacket.gif [View same] [iqdb] [saucenao] [google]
10050853

Good modern-ish/urban/less supernatural mapset wads to use with human enemy replacers?

>> No.10050868
File: 46 KB, 215x110, spider.gif [View same] [iqdb] [saucenao] [google]
10050868

Here's the dumb dub I made for kart game.
I cannot test it in singleplayer.

>> No.10050869

>>10050868
FORGOT THE LINK FUCKINGASS NIGGERCUNTFAGGOTPOO
https://files.catbox.moe/0uc8fy.pk3

>> No.10050874
File: 340 KB, 526x556, bazooka.png [View same] [iqdb] [saucenao] [google]
10050874

is there any reason at all to use a thunder buster over a rocket launcher? except for the fact that it`s really cool and the ammunition for it is far lighter and more compact. it doesn`t even seem to perform as good against the shields. unless i`m doing something wrong.

>> No.10050876

>>10050874
The thunder buster is way more powerful than regular rockets. HEAT is another thing though.

>> No.10050878

>>10050874
Use the spray primarily. Thunderbuster is the best sustained fire weapon in the stock arsenal and it's not even close. You can fire for nearly as long as a fully loaded vulcanette with a single battery, completely bypassing armor and ripping through shields at Liberator speeds. Bust mode is more for crowd control and chokepoint suppression.

>> No.10050883

>>10050876
Ah shit I completely confused the thunderbuster with the brontonis cannon.
What was the thunderbuster again?

>> No.10050884

>>10050883
Thunderbuster is the plasma rifle. The brontornis has the best shield damage in the game, it'll break any shield in a single shot. HEAT rockets pierce shields, but they don't break them, so if your shot isn't dead on, you can't easily follow up. A bronto bolt followed by a rocket grenade is a surefire kill on anything.

>> No.10050887
File: 283 KB, 800x450, comically large ukulele.png [View same] [iqdb] [saucenao] [google]
10050887

>>10050878
huh. i was being very conservative with spraying since it does burn through batteries at much more noticeable speed than busting, but if i think of it as the primary, maybe it might help. thanks anon.

>>10050883
the plasma rifle looking thing that charges a point and goes kaboom-boom. love me bronthornis though.

>> No.10050906
File: 2.90 MB, 1920x1080, unknown_2023.07.08-22.47_1.png [View same] [iqdb] [saucenao] [google]
10050906

I acquired taste for Gun Bonsai and it complements my urge to UPGRADE very well. Aracnocide is also good but PayBack showers me with more variety at any moment. GB is easy to break balance but I've always liked "immersive sims" games for starting underwhelmed and finishing borderline broken. I guess it's knockback after practicing masochism with HDest for a while.

>> No.10050915
File: 3.87 MB, 320x319, hello world.gif [View same] [iqdb] [saucenao] [google]
10050915

>>10049381
>run with modified crispy doom
so a special format for a specific port? isn`t that what decorate already is?
i mean, i`m intrigued, but still.

>> No.10050926

>>10050906
What maps you use for payback/rogues?

>> No.10050934

>>10050926
Both Running Late 1 and 2 work OK. I tried Auger;Zenith but it felt somewhat easy even though I played it without Gun Bonsai. I've just cooked a combination of wads for myself so I'm looking for levels myself.

>> No.10050951

>>10050756
MDK

>> No.10051017

>>10049831
Based.

>> No.10051028

>>10049831
funny visual but how old is shanalotte?

>> No.10051059

>>10050385
Nine times out of ten, the speed of your code comes down to the algorithms used and smart profiling of hot code, not the language itself. Abrash's black book generally covers this in the first chapter.

>> No.10051076

>>10050850
I think i picked a few levels off the bat that lacked ammo, at least without finding dozens of secrets. Ish, maybe hcms level, one or two others. It's also possible I'm mediocre and these maps are just made for better players. To pass these I had to grind and/or save scum a lot, especially in the early map. I've played a few others in JJJ2 that are more to my liking.

>Because it’s fine not liking things.
Fair point, I just felt like I was missing something. I'll skip the levels i'm not enjoying and look for those I do, including those aux room levels you mention.

>> No.10051146
File: 11 KB, 219x230, DoctorWho_Cybermen.jpg [View same] [iqdb] [saucenao] [google]
10051146

>>10050951
Not that one unfortunately - all the entity graphics were 2D sprites in a 3D enviroment background ala Doom(2) or Eradicator, and your char was either some sort of a robot or a cyborg that vaguely ressembled a MortalKombat3 cyber-ninja coloured in Iron Man paintjob (or imagine if the Dr.Who cybermen were golden insted of silver), also most of the starting area enemies looked like chrome-blued C3P0 (who either simply punched you if unarmed, or shot at you with guns that you could steal after killing them), and reddish R2D2 either ran away to shoot you from afar - or run to you in order to explode.
One of the first levels was a training area with some sloped ramps that just existed to show-off the game engine's rendering capabilities most likely, and I think one gun had a red-dot laser pointer when aiming in first-person mode (I think it was the rocket launcher, can't remember if it was guided like in HL1 or not).
I asked once about this mystery game around 2017~9 but can't find my old post in desuarchive.

>> No.10051157

>>10050385
dude lmao it's just videogames
you sound like you'd micro-optimize irrelevant shit and end up with shitted up code and 400 lines long nightmare switches just because keeping logic in a class makes your function run 2 nanoseconds longer
you should write readable code first, then profile, identify performance bottlenecks and rewrite them if need be

>> No.10051190
File: 2.49 MB, 1920x1080, alkauxmap.png [View same] [iqdb] [saucenao] [google]
10051190

>>10051076
There is one map that stands out with its ammo and that's Tellus Terminus. This was done likely to keep in theme with the level but it has zero explosive weapon or ammo placements. Still a good and aesthetically pleasing level, but I really missed those weapons.
The "looseness" of ammo also varies by level, author, and skill. Overall, I'd say it's a lot less tight with its ammo than older hardass mods or something like DOPA (which is where I learned how rewarded you are for ending a level with no shells).
>I'll skip the levels i'm not enjoying and look for those I do, including those aux room levels you mention.
I left the aux room levels for last. Even when getting burnt out on the mod, some of the levels in there ended up being favorites.

>> No.10051196
File: 911 KB, 1920x1080, 1594349985462.png [View same] [iqdb] [saucenao] [google]
10051196

Tell me please, what level is pictured here?

>> No.10051208

>>10049664
That's also the Wii Bowling-graphics wtf

>> No.10051212

>>10049664
dehacked or decorate?

>> No.10051224 [DELETED] 

I want to say something, if I'm allowed to.

People from here have treated me relatively better than those from other parts of the community, so, thank you.

>> No.10051225

>>10051157
>you sound like you'd micro-optimize irrelevant shit
My complaint about his promoting C isn't even that he's micro-optimizing, it's that using C is a red herring for performance/optimisation. In some ways, modern C++ is easier to introduce zero-cost/compile-time abstractions. It's not like C++ won't let you pack/align structs, or forces you to use more indirection, or forces RTTI. Plenty of shitty C code around.

>> No.10051234

>>10051196
Your mom's vagina.

>> No.10051254 [DELETED] 

>>10051224
I read up on your drama when I came across your mod for the video and decided I didn't really care about it and I'm not playing judge, jury, and executioner but I will say if you want to continue being part of the doom community then here's your best bet. At least you don't have to worry about cancel culture drones here for the most part.

Really liked your mod by the way. I personally wasn't a fan of the voiced lines and memes (which I turned off in the end) but you can tell every facet of the mod was made with extra care and attention to detail. Also appreciate the novel-length amount of lore and the fact that the MC's poses change every time you hit pause.

I hope you continue making cool stuff

>> No.10051261 [DELETED] 

>>10051224
Finally some ZScript competence here again

>> No.10051282 [DELETED] 

>>10051224
There's a difference between being "treated better" and people not wanting to talk about the tumor who harassed TerminusEst13 into leaving the Doom community. Now get out.

>> No.10051291

Playing quake for the first time and I don't know if the music is playing properly. Are the first few level meant to have nothing but ambient ? Using quakespasm.

>> No.10051296

>>10051291
If you don't have a folder in id1 for music, then you need to go get it and put it in there. Otherwise it's looking for a cd that doesn't exist to play the music off.

>> No.10051335 [DELETED] 

>>10051282
>TerminusEst13 was harassed into leaving the Doom community
that's news to me...wow.

>> No.10051340

>>10051291
the music is all atmospheric and moody and shit
except the song that plays during the demo
I'm not really a fan

>> No.10051343

>>10051340
Quake 64 has a different soundtrack

>> No.10051347

How many of you map frequently? Do you also have a file where you just doodle structures to test them out?

>> No.10051349

>>10051343
I just use the one from hipnotic but thanks

>> No.10051358

>>10044778
i'm 40 and i play those games more than the new ones(i play some new ones too but no gacha/freetopay/battleroyale junk)
Doom and Quake are rather fine if you find the right content for your style.
the base games have aged a bit in places since player skill have evolved so some people might get bored.
harder stuff like Plutonia might be more interesting if you have good reflexes...

currently playing Blood map packs including one made by this community
>https://www.moddb.com/mods/500-milliliters-of-vr
there are several lifetimes worth of content for these games available for free and i find 90's shooters more atmospheric and immersive than new stuff so why shouldn't i?

>> No.10051363 [DELETED] 

>>10051282
That was totally on him for leaving this place and engaging with the other deranged communities. It sucked because he is a great dude and he didn't deserve it but he also dug his own grave given the current panorama, specially within the modders/ZDoom community.

>>10051146
Are you sure it's a standalone game and not a mod? Also, when did you play it?

>> No.10051365 [DELETED] 

>>10051224
Quit sucking up faget

>> No.10051375 [DELETED] 

>>10051224
also most comfy general on this website

>> No.10051390 [DELETED] 

>>10051335
https://forum.zdoom.org/viewtopic.php?t=77488&start=30
Spoiler'd in Eric's reply. It wasn't just Marisa. People online can't take a hint even when it's not at all a hint and a blunt "stop".
Anyway, he's still making cool shit. I hope he still lurks here too, but I doubt he'd admit it.
>moderators will never help you
>only trust your fists

>> No.10051391 [DELETED] 

>>10051224
i'm surprised you're even using the same handle when some people would just switch to a different name or go anon

>> No.10051394

>>10051347
I can only motivate myself to map if there's a /vr/ project
>Do you also have a file where you just doodle structures to test them out?
No, but when I do make a map I tend to make unreachable rooms to experiment with textures and shapes

>> No.10051406

>>10051347
>Do you also have a file where you just doodle structures to test them out?
I write down some general ideas, but I just do any drawing in the editor.

>> No.10051414
File: 437 KB, 1920x1080, NecrodomeSteamScreenshot.jpg [View same] [iqdb] [saucenao] [google]
10051414

>>10050756
>>10051146
Necrodome? It's probably wrong and I'm actually not familiar with game, but it just came up in my mind after reading your question.

>> No.10051424

>>10051347
>Do you also have a file where you just doodle structures to test them out?
I have a grid-paper notebook that I'll use for sketching layout ideas. Comes from experience GM'ing tabletop games while refusing to run any content that I didn't create myself.

>> No.10051434

>>10051347
>How many of you map frequently?
I personally only map whenever I have a concrete idea. Then it's an inner compulsion. This also means I can go a long time without making any maps or mods. I think the last thing I contributed to was 512 lines, after which I got burnt out a bit because I had also submitted stuff for the first round of Ad Mortem.
This was unfortunate because I would have loved to do something for Unrattled, but I just couldn't bring myself to even draw a single linedef.

>Do you also have a file where you just doodle structures to test them out?
If by "file" you mean "shoddy sketches on a piece of paper", then yes, though they're usually discarded afterwards, but I recently did indeed find some older doodles in one of my notebooks.

>> No.10051450 [DELETED] 

>>10051391
I'm not changing my name because I don't want to run away from my own mistakes.

I may not have been solely responsible for Term leaving, but I am still at fault for acting like an obsessed fangirl at him and failing to notice that he clearly didn't appreciate it.

Everything else is also entirely on me and my own social incompetence. If I wasn't such an idiot trying to be friendly and flirty with anyone who shows even the slightest degree of appreciation towards me I wouldn't have been abused by some fucking psycho Astolfo cosplayer. What was I supposed to do after falling so deep? I ran away but he still got his revenge.

>> No.10051451

>>10044560
newf@g question, does kexQuake allow mods? do ppl still play it?

>> No.10051462 [DELETED] 

>>10051224
>I want to say something, if I'm allowed to.
Why would you be not allowed to say anything? We're not like dootworld or ZD Forums/Discord. We're more like DBP forum.
>People from here have treated me relatively better than those from other parts of the community, so, thank you.
Huh, that's a new one. I would've thought you would've hated being ignored instead of accepting it.
By the way, if it really is you...Was it really worth playing big part in chasing Term out? Have you at least tried to sincerely apologize to him since the big drama? Anyway, now that these two big questions are out of the way... What has been happening since that drama? Have you been playing Doom wads? Doom mods?
One more thing: why not just drop this Marisa identity and either go anon or make a new identity?

>> No.10051468 [DELETED] 

Enough of the drama shit, this is /vr/ and we are anon here, so remove your trip and join the ranks and everyone else stfu about this.

>> No.10051474 [DELETED] 

>>10051450
>fan"girl"
yeah...
>drama
>abused
>name
>trip
Please don't shit up /vr/ with mental illness drama.

>> No.10051475 [DELETED] 

>>10051391
At the end of the day he's still a troon and needs attention to survive. I was hoping nobody would reply to that asswipe so he can fuck off again, but some people just can't help themselves. Go neck yourself you fucking clown. One less modder is worth the price to pay for a less cancerous thread.

>> No.10051490
File: 10 KB, 477x269, soaked.png [View same] [iqdb] [saucenao] [google]
10051490

>> No.10051498
File: 1.27 MB, 1929x1085, Screenshot_Doom_20230506_210753.png [View same] [iqdb] [saucenao] [google]
10051498

What wads we playing fellas?

>> No.10051510
File: 541 KB, 1000x800, vapor1995.gif [View same] [iqdb] [saucenao] [google]
10051510

>>10051451
I believe it does, as it ships with other episodes. I don't know how compatible it is in general, i've never used it. It doesn't feel right to me, i'm not sure why anybody would bother with it when so many high quality souce ports exist.

>> No.10051526

>>10051498
Just finished Zeppelin Armada with High Noon Drifter, Corruption Cards and Universal Gibs/Nashgore combo. I loved the mapset. The premise is pretty original and maps are really, really good, especially the final map and its godlike midi. Easily one of the best DBPs. HND fits it like a glove.What you've been playing?

>> No.10051530

>>10048928
>Transition from Struggle during the first half of the SSG Reload animation to DRLA during the last half of the animation
Beautiful

>> No.10051531
File: 1.34 MB, 1920x1080, Shinylab.png [View same] [iqdb] [saucenao] [google]
10051531

>>10051498
Trying out Eradication Day

>> No.10051537

>>10051498
I am struggling through jamal jones. Got to episode 2 map 17. Meaning there are still 21 maps to go.

>> No.10051575
File: 981 KB, 1929x1085, Screenshot_Doom_20230709_184100.png [View same] [iqdb] [saucenao] [google]
10051575

>>10051526
I'm still plodding through Plutonia Revisited 2 with War Rooster. Was a fan of the first half but the latter half is dragging for me. Once again, it seems like I prefer shorter wads because after map 14 or so everything begins to feel the same to me.

I think I'll try out your setup with Zeppelin Armada, been meaning to try out corruption cards for ages.

>>10051530
Thanks, was wondering if anyone was gonna notice that.

>> No.10051630
File: 92 KB, 450x500, 1508041642573.gif [View same] [iqdb] [saucenao] [google]
10051630

>>10051526
>especially the final map and its godlike midi
That MIDI has been stuck in my head for almost two weeks now.

>> No.10051668
File: 305 KB, 1917x1080, nugg0001.png [View same] [iqdb] [saucenao] [google]
10051668

poor thing..

>> No.10051674
File: 290 KB, 1917x1080, nugg0000.png [View same] [iqdb] [saucenao] [google]
10051674

>>10051668
fuck that wasnt the screenshot

>> No.10051680

>>10048928
Make a Quake 1 and 2 as Sequel and Hutz will be smiling at heaven

>> No.10051708
File: 48 KB, 622x622, respectfully looking.jpg [View same] [iqdb] [saucenao] [google]
10051708

>>10051531
i`ll recognise this hallway anytime, anywhere. was it updated recently again, or is it just the fancier version from some years ago with a bunch of assets missing?
i`ll probably still keep playing the older version, though still curious.

>> No.10051725

>>10048928
>>10051680
Also, you missed the updated version of Term's Metroid dreadnought, Rekkr and Doom 64, but everything else is solid.

>> No.10051740

>>10051725
>metroid dreadnaught
I actually tried Dreadnaught a second time for the video and an """Updated""" version of it that used 3D models for certain things. I didn't enjoy either of them.

>Rekkr
That's in the original video by Hutz. I also didn't like it

>Doom 64
That's not a gameplay mod.

>> No.10051758
File: 1.12 MB, 1920x1080, LitPCs.png [View same] [iqdb] [saucenao] [google]
10051758

>>10051708
I wish I knew, it's my first time through it and I'm only playing a "mod friendlier" version that was posted on here awhile ago. It's pretty good, though I prefer to play it with Hodges music.

>> No.10051767

>>10051531
Extermination Day was great. I wish I could find another wad like it.

>> No.10051769

>>10051740
Doom 64, however, is a Doom which you may wanna play some of.
>>10051531
7/10 - needs more radioactive toilets.

>> No.10051773

>>10049490
>>10049727
And they just released a fix for it today
>https://github.com/SamClassicPatch/SuperProject/releases/tag/1.6.1
Seems like its automatic update checker isn't working so everyone will need to install the new update manually like before.

>> No.10051790

>>10050868
>>10050869
Added.
>I cannot test it in singleplayer.
It should work if you load the Chardub Lua, the relevant character, and your own .pk3, THEN select the dub while in-game (inputting the console commands on the main menu doesn't seem to work)
However, I think your sound files being named sfx_* (the way they are in the lua) instead of DS* might have been an issue.

>> No.10051792

>>10049686
Go on options, search for tonemap and change it to palette.
Or change it to software rendering.

>> No.10051801
File: 35 KB, 512x512, 1688652829930395.jpg [View same] [iqdb] [saucenao] [google]
10051801

>>10051498
Ashes Afterglow. I've been saving it for a while sincexI liked the first one but I'm not feeling it.

>> No.10051879
File: 1.47 MB, 1012x890, keg2.png [View same] [iqdb] [saucenao] [google]
10051879

Still awaiting 2(1) new maps for the Quake 2 25th Anniversary Collaborative UNIT, so took the time to prepare the HUB with some new updates for v1.0 of the release.
Hopefully it will be soon.

>> No.10051880
File: 3.24 MB, 2000x2000, collage.png [View same] [iqdb] [saucenao] [google]
10051880

>>10051498
Invasion 2 by Paul Fleschute and Rick Lipsey, from 1998. The first episode kind of sucks, but from the start of the second episode it quickly become a favorite for me. Very beautifully-made levels with interesting layouts.

>> No.10051897
File: 173 KB, 2277x1436, NotBlood.png [View same] [iqdb] [saucenao] [google]
10051897

Nice

>> No.10051903
File: 3.89 MB, 640x360, othertrain.webm [View same] [iqdb] [saucenao] [google]
10051903

>>10051897
That's the coolest

>> No.10051950

>>10051903
It took me far too long to find the secret exit on this one. That's some well hidden stuff.

>> No.10051975
File: 109 KB, 189x305, 1672843526927350.png [View same] [iqdb] [saucenao] [google]
10051975

>>10051903
Can't wait

>> No.10051989

>>10051879
What compiler does one use for Quake 2 and what's a good mod with a devkit available?

>> No.10052001
File: 4 KB, 659x127, FDCCV.png [View same] [iqdb] [saucenao] [google]
10052001

>>10051575
Wrapped this up. Probably not going to play another megawad for a while because the video has burnt me out a bit. While I'll mostly be playing unrelated games for the rest of the year I'll still drop in to play a handful of levels every other day or so.

Picrel has been in my backlog for a while so I'm just going to bust them out tonight.

>> No.10052038
File: 324 KB, 640x480, good job q studios.gif [View same] [iqdb] [saucenao] [google]
10052038

>>10051897
Wow anon, you're fast. Code wise those knife sprites do properly collide with the player, but Blood assumes the hit is touching the floor instead of a sprite. It's why those sprites still technically hit, but don't do any damage on DOS.

>> No.10052046
File: 905 KB, 897x990, Humanoid_robot_render.png [View same] [iqdb] [saucenao] [google]
10052046

>>10051414
Not really I'm afraid, and it wasn't Cyclones either.
The player actually looked more like one of the Calculator's androids from FoT actually, right down to the spiked armbands for the melee attack - I remember this one thing the most because equipping the arm-blade always kicked you out into a third person perspective and the the attack animation for it depicted you doing a goofy-ass spin like its SuperMarioWorld.

>> No.10052051

>>10051234
Wasn't that the final map of KamaSutra.wad?

>> No.10052074

>>10051498
The one where I cough my lungs out and reenact Mucus Flow

>> No.10052083

>>10052046
People shit on Fallout Tactics, but barring the near complete lack of actual roleplaying, I thought it was good.

>> No.10052110
File: 1.29 MB, 1280x768, spasm0000.png [View same] [iqdb] [saucenao] [google]
10052110

What maps we playing fellas?

>> No.10052120
File: 186 KB, 1366x768, screenshot-hexen-06.png [View same] [iqdb] [saucenao] [google]
10052120

Raven totally missed out on not sticking with Heresiarch look for Korax.
On that note, did anyone had a sudden shift in playstyle after a long break from FPS (or any other genre at that matter). Recently I went back to old Hexen playthroughs (both sequel and original) and I went through their hubs much faster than I did before.

>>10052046
>Not really I'm afraid, and it wasn't Cyclones either.
Oh well. I hope you find the game, anon.

>> No.10052126
File: 527 KB, 1929x1085, Screenshot_Doom_20230709_215257.png [View same] [iqdb] [saucenao] [google]
10052126

Been avoiding flashlight mods trying not to break atmosphere but I've played a few maps that absolutely take the piss and I'm tired of wondering around in the dark sometimes.

Flashlight++ is a lifesaver.

>> No.10052132

>>10052038
It's weird that it was never fixed before.
I can't seem to find the option though

>> No.10052141

>>10052132
It's under custom difficulty>monster settings and the last option in the list.

>> No.10052146
File: 2.18 MB, 1920x1080, arcstart.png [View same] [iqdb] [saucenao] [google]
10052146

>>10052110
Arcanum. Good impressions so far.

>> No.10052149

>>10052141
Thanks!
Yeah the encounter makes way more sense now

>> No.10052165

>>10051792
Doea palette tonemap change it to the actual in-wad palette yet, or does it still only use the default doom palette?

>> No.10052180
File: 85 KB, 1920x1080, Screenshot_Doom_20230706_215134.png [View same] [iqdb] [saucenao] [google]
10052180

>>10044561


https://files.catbox.moe/fxdjv3.wad

v2 of Purgatori map. Still needs more detailing work. Added some tweaks and secrets, and modified archvile room to be more tricky.

>> No.10052246

What source port do you niggers use when you want some old school 640x480 90's autism? Crispy? DSDA?

>> No.10052252

>>10052180
The yellow skull wall is impassable.
Very nice overall, good to see you fixed the previous issues, and the bfg secret is nice.

>> No.10052254
File: 1.12 MB, 1920x1080, Screenshot_Doom_20230709_173030.png [View same] [iqdb] [saucenao] [google]
10052254

>>10048582
I've been working on this map for what feels like an eternity! I hope I can finish it someday, there's heaps of really lofty vague ideas I've had troubles realizing.

>> No.10052256

>>10052110
playing through alkaline, finished all the secret levels and the first 6 regular levels.
Golden sun is still the prettiest and I think most fun map so far, though head reattachment trauma is also good

>> No.10052273
File: 10 KB, 233x360, caution_doom_engine_kart_game.png [View same] [iqdb] [saucenao] [google]
10052273

It's Sunday, so that means it's time for Kart!
IP: 51.161.34.159
Pastebin with info: https://pastebin.com/fFj8euau

Changes since Wednesday:
NEW
Characters: Fang (Sonic), Dark Prince/Satan (Puyo Puyo), Park Guest (RollerCoaster Tycoon), Klaymen (Neverhood), I. M. Meen
Map Packs: Mattioz (Sonic shit) and Weblorex's Nostalgia (mostly Zelda shit)
Dubs: Doom Comic, and JP Dark Prince/Satan

UPDATED/REPLACED
Character: Earthworm Jim
Juicebox is no longer the server default (tech is) and no longer shows up on the mod randomizer (I hope I did this right)
Helled some more maps. Trust me, they won't be missed.
CharDub Lua updated to 2.2, default lines should no longer play when a dub is selected under any circumstances

NOT UPDATED:
Tricks, I need to remember to save the log immediately when it breaks again, if I can't fix it by next week I'll try something different.
I intended to add another map pack, but it needs work. Most of the maps worked in local testing, but the lua from one of them caused noticable lag even on other maps, so that can wait.

Play a real shinma gummy ten-say gayme.

>> No.10052278
File: 93 KB, 500x295, feat. Ice Cube.jpg [View same] [iqdb] [saucenao] [google]
10052278

>>10049924
https://mega.nz/file/soECyAQL#kXX-ZEfWkyi0dK5Xu9-DYv9UdE8LPz1PTbxQCKcU8tg
Update for "Hope for Tyranny" (the Madoka map). Still technically not done, since I have to implement difficulties, do a final balancing pass, and finish detailing a few areas with ribbons and roses. I'll also probably have some fodder teleport in after you get the BFG.
But I at least have all the areas implemented now, along with a few secrets and most (or all) of the textures changes.
My brain is fried, so if there are any bugs, I apologize in advance. (Slime trails don't count; There Will Be Slime.)
I also stripped-out the extra sprites

>> No.10052282
File: 1.85 MB, 2400x1350, 7VzTT7e.png [View same] [iqdb] [saucenao] [google]
10052282

>>10049564
The next Ashes installment/expansion/thing.

>> No.10052287

>>10052146
doom textures in quake reeeeeally don't look good

>> No.10052304

>>10052287
Those and the tan sigil panels look fine to me. Tronyn chose well. Mjolnir’s Star Scream uses a few and looks fine too.

>> No.10052310

>>10047064
Teach me how to do this

>> No.10052338
File: 239 KB, 1277x982, error message multiply.png [View same] [iqdb] [saucenao] [google]
10052338

>>10050838
Thanks again for all the help, your examples are super clear. I can run the script from the command line without the multiply flag, or with the multiply flag but without the brightness scale, but when I try including a value of 130 as in your example, I receive an error as attached. I have a feeling this is some kind of syntax/operating system dependent error, but messing around with the order or adding quotes/etc doesn't fix it.

>> No.10052342

>>10052282
Nice, I'm looking forward to a nice, flat, urban map, the gas station in the first episode is still one of my favorites.

>> No.10052353

>>10052287
Yeah, it looks kinda odd.

>> No.10052376
File: 441 KB, 1917x1080, nugg0002.png [View same] [iqdb] [saucenao] [google]
10052376

That's right

>> No.10052430
File: 441 KB, 1622x1970, QcSZ8cF.jpg [View same] [iqdb] [saucenao] [google]
10052430

>>10051028
Too old

>> No.10052456

>>10050298
>There is no hard line in the sand.
If it’s released beyond 2007, it’s not relevant to this board as per the sticky so yeah there’s a hard line. Posts about Ion Fury and standalone GZD games get shot down on occasion because it’s better to be safe than sorry when handling the shitstink cloud that surrounds these new shooters.

>> No.10052470

>>10052376
what's this?

>> No.10052472

>>10052470
Looks like the new Infinite/steampunkt Doomer Boards Project.

>> No.10052474

>>10052456
Ion Fury gets only shot down, when discussion devolves into fight about dislikement of female protagonist. Build games or gzdoom engine games are always fine when on topic, because line between mod or paid game is almost non-existant. REKKR is fine example. It started as a tc, but eventually evolved into full Steam release. If all new commercial games were not allowed, it would mean that you discuss about REKKR's episodes 1,2,3,5 and 6, but not 4 as it's tied to commercial release. Thus the engine determines is the discussion allowed.

>> No.10052479

>>10052246
Woof. Always Woof unless I want play stuff like Golden Souls.

>> No.10052497

>>10052338
That's interesting, the opposite would happen to me in some instances.
What's happening is that the -m parameter can itself take zero or one parameters (the number), so coupled with positional parameters it's very ambiguous - argparse just can't tell whether the next word that comes after -m is supposed to be a brightness correction number or if it's a filename of a file to process. What's interesting is when I tested it, it erred in the opposite way.
It's really jank but the best way around it would be to shove the -m parameter left so it comes before one of the other non-positional parameters, to remove ambiguity.

>> No.10052507

>>10052474
I’ve gotten shot for just a normal mention and picture of IF. Not everyone knows it’s not just another sprite based shooter running on the Unreal engine, and I doubt every boardmod will know Rekkr started out as a free TC with the dev himself posting progress here.

>> No.10052534
File: 391 KB, 1200x1200, Wolf 2009.jpg [View same] [iqdb] [saucenao] [google]
10052534

>>10052474
>Thus the engine determines is the discussion allowed.
Wish that applied to pic-related...
Which is very underrated btw.

>> No.10052558

>>10052534
I’d rather talk about Bioshock. Gets by on a technicality since it was also a 2007 PC release. It’s near the height of “AAA FPS” nonlinear level design before that nearly disappeared entirely from modern shooters.

>> No.10052561
File: 2.16 MB, 1920x1080, AMCposterwithlogo.jpg [View same] [iqdb] [saucenao] [google]
10052561

Sorry sweaty, we only talk about trve retro FPS kino here

>> No.10052580

>>10052246
I like Woof.

>>10052534
Honestly not a bad game. I dislike the regen health, and there's some other parts which coulda been better, but the shootan is fun enough that I've come back to it multiple times over the years. For finding it used for $20 and taking a chance, not being entirely sure what to expect, I was pretty satisfied.

>> No.10052616

I'm trying to use a .pk3 mod, if I start a new game it works fine, but if I load a save it doesn't, even if it still shows up in options. I've read that this is normal behaviour but I wanna know if there's a way to make it work. Or should I just skip to the level I want in a new save?

>> No.10052619

>>10052246
Always Crispy Doom when possible. It's the only one to have a "transparent HUD" feature that I really enjoy. Last I checked, Woof hadn't implemented it yet.

>> No.10052639
File: 24 KB, 323x129, just_a_normal_druid.png [View same] [iqdb] [saucenao] [google]
10052639

Ganbare, Eggplant-kun!
How many maps are you planning for? An episode? A megawad? Is it a secret?

>> No.10052648

Is 7 maps enough for an episode?

>> No.10052667

>>10052648
why not? You could make one a secret map if you prefer even numbers

>> No.10052672

>>10052667
Everyone else does 8 or 11 per episode.

>> No.10052678

>>10052672
So give yourself precisely one week to make one more map. Stick to this deadline of one week. Do it now.

>> No.10052683

>>10052678
I've already got enough to an episode, I just don't want to squeeze a filler map in.

>> No.10052694

>>10052639
A solo megawad, of course. I'm only 5 maps in so far, and the maps are short.

>> No.10052698

>>10052683
Ohhh if you've done everything you wanted to then fuck it market it as an episode.

>> No.10052781
File: 66 KB, 640x480, 1662659034957546.jpg [View same] [iqdb] [saucenao] [google]
10052781

>>10052694
>A solo megawad, of course.
The most chad move. I should have expected as much.
Take your time, and I hope you have fun with it.

>> No.10052791

>solo megawad
can't wait for its release in 2035.......

>> No.10052801

>>10052791
it will be released before 94 protons tho

>> No.10052805

>>10052801
OOF

>> No.10052825

>>10052805
>>10052801
At this point, Even Project Borealis and Gearbox losing the rights to the Duke Nukem Franchise will happen before 94 Protons is ready.

>> No.10052826

>>10052825
>Project Borealis
That's still a thing after Alyx and Entropy Zero 2?

>> No.10052828

>>10052825
We already got the 2001 build of Duke Forever before 94 Protons.

>> No.10052853

>>10052694
Some of my most favorite megawads are one man jobs.

>> No.10052856

>>10052507
I feel like rekkr is pretty clearly doom engine. Even the 4th ep runs on the original 1.9 doom.exe with some dehacking

>> No.10052961
File: 605 KB, 2048x1790, 1688786759791540.jpg [View same] [iqdb] [saucenao] [google]
10052961

>>10052273
GGs

>> No.10052968

>>10052273
/r/ing Tatsuya Suou
https://mb.srb2.org/showthread.php?t=48650

>> No.10052972
File: 219 KB, 540x549, 1680815751336607.png [View same] [iqdb] [saucenao] [google]
10052972

>>10052273
>>10052961
Take it easy, boys

>> No.10053072

>>10052497
Just figured it out, I had an earlier version of your script saved which lacked the brightness scale feature, lmao. Works like a charm now, thanks again, looking forward to generating a bunch of things with it.

>> No.10053090
File: 1.89 MB, 300x225, 1659984876632255.gif [View same] [iqdb] [saucenao] [google]
10053090

>>10052273
ggs

>> No.10053170
File: 131 KB, 1024x1408, scrap118_a.jpg [View same] [iqdb] [saucenao] [google]
10053170

>>10052252
oh god damnit. I was wondering why the hell that thing wasn't working, thanks.

>> No.10053268

>>10052456
As >>10052474 points out, not only is there no hard line about what is a "retro engine" - there is no hard line about what is a retro game vs a mod.
>If it’s released beyond 2007, it’s not relevant to this board
Almost all discussion in this general is about content/mods released after 2007, that run on code maintained after 2007.
How about RTX quake2 or descent DXX? Are those retro "engines". Even the idea of an "engine" isn't a hard line in the sand, especially retro ones.

So you see, there are perfectly valid arguments for why games like amid evil or dusk, which emulate many aspects of retro games like quake and heretic, should be on topic. Of course there are valid arguments why they shouldn't be, but it's ridiculous to suggest there is an objective hard demarcation.
Even the idea of "2007 engine" is a concession that the original board rule of "console prior to nth gen" wasn't able to differentiate retro from non retro PC games.

>> No.10053281

>>10051879
>>10051989

>> No.10053297

>>10052648
6, or even 5 maps is enough for an episode.
MAP01-06 count as a full episode in Doom 2 because of the intermission text after MAP06.
MAP01-05 count as a full episode in Scythe 2.

>> No.10053340

>>10053268
>not only is there no hard line about what is a "retro engine" - there is no hard line about what is a retro game
It's kind of like with re-releases, remasters and remakes: you don't have clear definitions for those and everyone (players, developers, publishers) would rather keep it that way. Same goes with "OG/nu" companies discussions.
The thing is [insert aforementioned word] when it's convenient.

>> No.10053359

>Mjolnir Episode 3
>each level is ~10 mins and ~50 enemies
>Mjolnir E4
>more enemies in the first level than in all 7 levels of E3 combined
I guess that's why there's only five levels instead of seven.

>> No.10053402

N-newspost anon?

>> No.10053404

>>10046995
Gunc Aster
There was some creepy-pasta based MLP one

>> No.10053437

>>10044579
What is that friend
Cool looking weapon

>> No.10053474

>>10053268
>Almost all discussion in this general is about content/mods released after 2007, that run on code maintained after 2007.
Keyword mods and content. If you can make a case for Amid Evil being board relevant, you can make a case for all those Earthbound, Megaman, and Metroidvania inspired “retro indie games” as well. Let’s keep those floodgates closed and realize there’s probably better places to talk about Amid Evil.
>How about RTX quake2 or descent DXX?
I love talking about RTX Q2, how it has poor expansion support, and doesn’t even have muzzleflashes.

>> No.10053504

>>10049381
>>10050915
MBF21 would be literally perfect if it had capability to add additional altfire functions.
That's it. That's the only thing it is mising.

>> No.10053505

>>10053437
Jamal Jones. The wad replaces the fist,chainsaw,pistol,chaingun,shotgun and rocket launcher. The fist is also powered up to the point a berserk fist can one shot skellies and is actually the fastest way to kill archies.

>> No.10053510

>>10052561
>sweaty

>> No.10053528
File: 64 KB, 450x445, doom megalard.jpg [View same] [iqdb] [saucenao] [google]
10053528

>>10053510
He's not wrong

>> No.10053529

>>10053504
Having some dummy inventory counts would be massively handy, as would an "end level" sector that isn't a death exit.

>> No.10053548

Baking.

>> No.10053552

Wait how do user submitted maps work in relation to the newspost? Do we put them there?

>> No.10053554

>>10053552
I usually ignore ones that are meant for /vr/ projects, but standalone maps get on it.

>> No.10053558

>>10053554
Yeah that makes sense. I'll make a post after the newspost.

>> No.10053567

>>10053548
Include >>10049381 in the news post.

>> No.10053569

>>10053567
>>10053548
and >>10048928

>> No.10053571

>>10053567
Why?

>> No.10053579

>>10053571
I think tinkering with the engine like that is newsworthy.

>> No.10053583

>>10053576
>>10053576
>>10053576

>>10053571
Yeah I thought about it too but that's pretty big. Even if it amounts to nothing it's still a helluva thing.

>> No.10053586

>>10053571
To piss off Kraflab and his army of bootlickers

>> No.10053627 [DELETED] 

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>>10053576
>>10053576
>>10053576