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

/vr/ - Retro Games


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10064513 No.10064513 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10053576

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.10064515
File: 10 KB, 528x304, 1687409276721464.png [View same] [iqdb] [saucenao] [google]
10064515

=== 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 ===
[7-13] Contract Revoked added to Quake's re-release.
https://twitter.com/Quake/status/1679510869443592199

[7-12] BuildGDX fork "NuBuildGDX" released by the coder behind Doom64EX-Plus.
https://github.com/atsb/NuBuildGDX/releases

[7-12] Palette Studio updated, make palette-indexed sprites in Blender
https://dietinghippo.itch.io/palette-studio/devlog/559465/palette-studio-v13-released

[7-8] SO YOU WANNA PLAY SOME MORE DOOM
https://www.youtube.com/watch?v=DhOjleMqwdQ

[7-8] Dehacked universal standard proposed
https://www.doomworld.com/forum/topic/137416-dehacked-replacement-proposal-with-poc-code/

[7-7] International-doom re-launched as a doom-focused limit-removing no-bloat port
https://github.com/JNechaevsky/international-doom/releases/tag/7.0

[7-7] UDINO megawad released
https://www.doomworld.com/forum/topic/137395

[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


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

>> No.10064526

>>10064513
>Removed so you wanna play some more Doom from the OP
Why?

>> No.10064530

>>10064526
My bad, forgot to add it to the template I use.

>> No.10064564
File: 56 KB, 433x500, DZoneGoldBox.jpg [View same] [iqdb] [saucenao] [google]
10064564

D!ZONE... home

>> No.10064594

https://files.catbox.moe/v6j8p5.wad

Purgatori map
Cleaned up a bit more, added some new things.

>> No.10064685

>Doom

>> No.10064709

Imagine playing Doom in the Quake engine

>> No.10064710
File: 3.29 MB, 319x215, 1660766306899152.gif [View same] [iqdb] [saucenao] [google]
10064710

>>10064685
doom more like dead fucking thread

>> No.10064716
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10064716

>>10064709
Haha yeah, that'd be crazy.

>> No.10064718
File: 58 KB, 700x700, sector cattle.jpg [View same] [iqdb] [saucenao] [google]
10064718

>>10064710
Hardly even a low tide. I remember a period years back when we actually struggled to stay bumped for a little while, thread even fell off.

>> No.10064721
File: 2.27 MB, 600x338, worstgifever.gif [View same] [iqdb] [saucenao] [google]
10064721

I'm posting this because it motivates me to continue working. I remade all the sprites for demonsteele add-on mod
I also finished her backstory.
>anon that gif looks like shit
I don't know how to properly make doom gifs so I recorded Slade in OBS zoomed in and scrolled down to simulate animation: I then took a screenshot of each frame and put them together in GIMP
>>10064710
>>10064685
Don't die!

>> No.10064726

>>10064721
>I then took a screenshot of each frame and put them together in GIMP
Why didn't you just put the frames themselves in GIMP and scale them up to be more visible if needed?

>> No.10064731

>>10064716
Kinda surprised nobody has made a better version of Your Path of Destruction. I guess Slayer's Testicles is all the Doom Quake can handle.

>> No.10064732

>>10064726
>Why didn't you just put the frames themselves in GIMP and scale them up to be more visible if needed?
Why did I make all my animations in Unity by posing each frame then putting them into GIMP, six times because there was a slight texture issue?
The answer is I'm stupid and german and asian. I min-max'd autism.
When I made the 8-directional sprites for the player characters I took a photo at every angle, and every frame, every time. I don't bother to do things the correct way: I just do them.

>> No.10064741
File: 1.20 MB, 350x248, giphy.gif [View same] [iqdb] [saucenao] [google]
10064741

>>10064530

>> No.10064748
File: 2.14 MB, 2560x1440, Screenshot_Doom_20230713_071853.png [View same] [iqdb] [saucenao] [google]
10064748

hehe
what an mess

>> No.10064751
File: 829 KB, 2700x2200, Modern Arts and Fear Books.jpg [View same] [iqdb] [saucenao] [google]
10064751

say if i wanted to extract textures/sounds from build games, which tool should i use?
is there an equivalent to Wad Reader?
i just want to ringtones and to make my own crusty-janky wallpapers.

>> No.10064756
File: 2.15 MB, 2560x1440, brutal poom.png [View same] [iqdb] [saucenao] [google]
10064756

>>10064748
uh oh i made a stinky haha

>> No.10064763

>>10064756
kill yourself

>> No.10064765

>>10064763
blow it out your ass

>> No.10064772

I hated Hell Reveled 2 but holy shit does this song go hard

https://www.youtube.com/watch?v=34SBJRHV9sU

What's your favourite DOOM music?

>> No.10064783

>>10064772
https://www.youtube.com/watch?v=ILMtI7DmYn0

>> No.10064790
File: 158 KB, 1201x1127, threshrage.jpg [View same] [iqdb] [saucenao] [google]
10064790

>go to watch the famous thresh vs entropy quake 1 duel on youtube because i've never seen it before
>some retard is raging about how thresh cheated in the comments and is nitpicking over stupid shit as "proof" of this
>people point out that thresh was doing legit tactics like succeeding at predicting what his enemy was going to do, but he's ignoring them
>half of his comments were made several months ago, while the other half were made...nine fucking years ago
>one of this comments states that he dueled thresh at some point, so he has to be pretty old

This guy has to be at least in his mid-40s and he's spent at least nine years seething about a duel in a 27 year old video game that happened back in 1997. He is probably going to go to his grave bitching that Thresh somehow snuck in cheats into the GLQuake executable used in the tournament behind iD's back. Dude is one of the most pathetic losers I've seen in old school FPS games.

>> No.10064791

>>10064790
So why'd you drag this trash in here?

>> No.10064793

>>10064772
nice
this is my favorite
https://www.youtube.com/watch?v=GV5UnANIj3c

if it's MIDIs only i like this one
https://www.youtube.com/watch?v=MqaNdr7MyGk

>> No.10064794

>>10064790
Hah that's funny.
>>10064791
I dunno I'm amused and it's not about tranny shit which is refreshing.

>> No.10064796

>>10064794
It's still stupid people being petty though.

>> No.10064798
File: 2.07 MB, 1920x3240, purg.jpg [View same] [iqdb] [saucenao] [google]
10064798

>>10064594

I liked it, didn't get most of the references but did find the /vr/ graveyard

Did find some very minor issues (played on glboom+)
1. Z-fighting textures,
2. stuck pinky
3. random wall texture going up and down

>> No.10064802
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10064802

>>10064796
For sure but man that's some silly shit isn't it? Seething about a match from almost 30 years ago. I'm not that invested so I'll stop talking about it but that was amusing to learn. Reminds me of this comic.

>> No.10064831

>>10064790
God wonders what went wrong in his life, glad I'm not him.

>>10064794
There's that.

>> No.10064832
File: 117 KB, 958x578, hard fast endoom.png [View same] [iqdb] [saucenao] [google]
10064832

International holiday today, boys.

>> No.10064860
File: 757 KB, 2000x2000, Alles ist gut.jpg [View same] [iqdb] [saucenao] [google]
10064860

>>10064832
Not sure about the music, but seemed appropriate. Blastin'

>> No.10064869
File: 1.27 MB, 1000x754, herrington.png [View same] [iqdb] [saucenao] [google]
10064869

>>10064860
There's a lot.
https://www.youtube.com/watch?v=r42fTEYihMw

>> No.10064871

>>10064515
nugget-doom release 2.0
https://github.com/MrAlaux/Nugget-Doom/releases/tag/nugget-doom-2.0.0

> 800p and 1600p rendering resolutions officially available

>> No.10064898
File: 75 KB, 380x380, 66b72c5c952590447924e6340b43753a.1000x1000x1.jpg [View same] [iqdb] [saucenao] [google]
10064898

>>10064772
I was expecting map 12, for shame
That one legitimately blew me away, some outsider industrial shit

>> No.10064902

I'm cringing HARD
https://www.doomworld.com/forum/topic/137568-in-gzdoom-2-cant-respawn/

>> No.10064914

>>10064802
I am the guy in the comic before he got old, except I have tried asking a lot of women out but they all ghosted ne.
Then I developed this feeling that I am worthless, and I keep thinking I should kill myself. I somehow got married to a foreign woman but I am poor and have nothing so don't know how long this will last.

>> No.10064915

>>10064871
Very cool

>> No.10064952
File: 84 KB, 640x480, Ashes_Afterglow_Title.png [View same] [iqdb] [saucenao] [google]
10064952

anyone else liked this much less than the first one? it's ambitious and the atmospheric but also a slog to play. not a fan of the open world-ish approach they took

>> No.10064959

>>10064952
*and atmospheric

>> No.10064980

>>10064952
Afterglow finale > 2063 > afterglow first hub > afterglow second hub
That's my feeling about ashes. Afterglow suffers from "big=good" syndrome, the maps became huge for no good reason.

>> No.10064990

>>10064980
Did you like Dead Man Walking? It's pretty much more levels in the style of 2063, with the final one being the highlight imo

>> No.10065010
File: 406 KB, 1280x720, kmquake2_121.jpg [View same] [iqdb] [saucenao] [google]
10065010

>>10063658
It wasn't much in there outside links to fileplanet and the tenfourmaps forums, you ain't missing much really . .

>> No.10065013

>>10064871
I came.

>> No.10065027

>>10064751
well you probably found the appropriate programs already (they just take a google search to find, like winbarf for rff files for blood)
Just know, most of the work of extracting and converting something like sounds has already been done and downloads are readily available on sites like sounds-resource.com
Don't be a fool like me, who went the long route of extracting and converting, the uploaded files where identical to what I had.

>> No.10065062

>>10064798
Thanks for the feedback. Fixed up those issues, will give the map another once over tomorrow.

>> No.10065093

>>10064790
Normally i'd ignore drivel like youtube or twitter screencaps, but the 9 year gap on his comments between bouts of seething make it kinda funny.

>> No.10065116

Making interesting architecture is haaard

>> No.10065124

>>10064990
I counted DMW in 2063 since I played them in one go. I discovered ashes after afterglow came out, so I played the "complete" 2063 experience

>> No.10065156

>>10065116
New textures might help.

>> No.10065158

>>10065156
I'm gonna apply some new textures to your face with my fists in a second

>> No.10065162

>>10065158
That's not textures, that's decals

>> No.10065172

>>10064731
You really can't top YPoD. Not with the STORYLINE like that.
There were a bunch of mods porting Doom to Quake 2 though. Like the Generations mod that became Generations Arena. Member that?

>> No.10065183

douk

>> No.10065186

>>10065183
heh heh wut a mes

>> No.10065192

>>10065158
If you do that, I'm gonna spawn some new projectiles into your asshole. With mbf21, I can do anything.

>> No.10065197

>>10065192
CHAOS, CHAOS!

>> No.10065205

>>10065172
You mean SOG?
BTW yes the soundtrack for that mod was done by the Killing Floor lead dev

>> No.10065223
File: 764 KB, 1280x800, ForeVRalone.png [View same] [iqdb] [saucenao] [google]
10065223

>>10064515
Really surprised about the turn out and completion rate of the fore/vr/ alone project, even though I have not played every map yet, the ones I have played have all been enjoyable in many different ways.
A while ago there was talk about a bossback pic being all the waifu's together, I'm no drawfag but threw this together. GJ to everyone involved, look forward to lazylead finally finishing their map and releasing the beta.

>> No.10065232

>>10065223
Lelouch is alive and secretly riding in passanger's seat
Good job anon

>> No.10065242
File: 154 KB, 1188x747, FDWlZ3haMAAIJ9M.jpg [View same] [iqdb] [saucenao] [google]
10065242

>>10064515
https://litter.catbox.moe/q4awrr.wad
Fore/vr Alone Visco map update, very likely the last. It's mostly minor things in response to the project lead's notes. I'd still like any more feedback, but I'm not sure I'll have the time to do many more changes.

>> No.10065248
File: 49 KB, 1024x617, Shockingly Based.jpg [View same] [iqdb] [saucenao] [google]
10065248

>>10065223
It's beautiful.

>> No.10065249

>>10065223
Perfect in its own right, but I'll never forget the idea of Doomguy defending his bodypillow waifu from demons.

>> No.10065290
File: 113 KB, 1024x768, 14112942.jpg [View same] [iqdb] [saucenao] [google]
10065290

>>10065223
Suddenly realized just how young our general's userbase could actually be, I think there's a max of 3 participants who passed the age mark of 25. Or maybe it's just that waifuism doesn't last long.

>> No.10065304

>>10065290
Some find out later than others, but I do believe some younger people have come around here. I think the median age here is probably not different from the median of the rest of the board.

>> No.10065387
File: 1 KB, 24x30, STFKILL0.png [View same] [iqdb] [saucenao] [google]
10065387

>>10065223
I can see rainbow dash's tail in the bottom of the truck.
>reported and deported

>> No.10065393

>>10065223
I want this as the titlepic now.

>> No.10065394

that reminds me
you know how the steampunk dbp wad has characters as npc's even if they're just textures?
surprised this wasn't a thing in the waifu wad

>> No.10065397
File: 135 KB, 800x640, 637.jpg [View same] [iqdb] [saucenao] [google]
10065397

>>10065290
idk but I'm in my mid-thirties
I only recognize 6 waifus in the image, but I never was much into weeb stuff

>> No.10065406

>>10065290
I mean, some of us have other characters we're into but ended up choosing one character.
Whereas one of the mappers technically did 2 characters and admitted doing the Samus one, so i wonder if he was also whoever hinted a Starfox map.
If this project ever gets a sequel, maybe that'd be an excuse to explore other characters but specially if they're still genuine choises and not done for the sake of popularity or filling in categories.
I also got lucky because i started my map a while after the announcement of the project (Rather, when the lead posted the rules and the name of the project).

>> No.10065413

>>10064902
way to shill your shitty troll post faggot

>> No.10065426
File: 174 KB, 1280x800, 16893329.png [View same] [iqdb] [saucenao] [google]
10065426

>>10065393
well, it doesn't look completely awful on doom's palette

>> No.10065436

>>10065426
Well, the only bad detail is that Madoutsuki looks boiled now

>> No.10065442

>>10064346
It would be cool, but those improvements really should've also come in the form of pull requests on git. Source port author shouldn't have to look up forked source code on other platforms by himself.
Also M210 already was working on a refactor of the code base. Chances are, he already did similar changes himself.

>> No.10065445

>>10064871 Does Nugget also crash a lot for you guys?

>> No.10065446

>>10065436
part of shantae's hair also disappeared

>> No.10065452

>>10065426
Madotsuki is suffering from a heat stroke, what a wasted neet lunatic hahah lol

>> No.10065458
File: 674 KB, 500x451, hint.gif [View same] [iqdb] [saucenao] [google]
10065458

>>10065290
>>10065406
I have a confession, anons, it's been eating me alive.
You're not going to like it.
I made two maps.
Worse even! Curly is my best friend's waifu, I just made a map for him so it isn't my waifu. Outis is also just FOTM because I like Limbus Company
Yes it is was I, I made the original curly-wad and the first wad.
My actual waifu is Reki, but I needed UDMF format to properly make Old Home. I'm sorry for misleading you.

>> No.10065463

>>10060347
I don't know if you're in this thread anon, but I found a mod that may help you out:

https://forum.zdoom.org/viewtopic.php?t=59889#:~:text=Autoautosave%20is%20a%20universal%20autosaver,weapon%20mod%2C%20and%20any%20map

>> No.10065474

>>10065458
I recall that anon going with Betty Boop to honor his passing grandfather, when originally he was going to to Holli Would from Coolworld.

>> No.10065483

>>10065223
someone needs to make a list with the canonical age of every character

>> No.10065494

>>10065483
They're all 21*, Twitter.
*: Note in Korea they count from 1.

>> No.10065497

>>10065394
The horse map has a sector NPC as the exit.

>> No.10065549

>just got two consecutive leaky rad suits in two ticks
what are the odds

>> No.10065605
File: 72 KB, 399x508, 3820344ab9d45b9b5f940e0b26b0263c.jpg [View same] [iqdb] [saucenao] [google]
10065605

>>10065223
Cool image, it'll make a good bossback.
However, I'm sadly not finishing my map. If I was to finish, I would need an excessive amount of time as I'm getting ideas too slowly to finish my layout idea in time. Also I tested all maps for Fore/vr/ Alone and I don't think the wad needs a subpar map from me that I fear will consciously or not use ideas inspired by those other maps. And postponing a beta infinitely just because the lead can't apply his ideas as he wants is exactly what is happening to 94p so I'm not fucking doing that.
So yeah, the beta will come either today or tomorrow, but there won't be any lead map. Maybe I'll finish it later and post it in the thread as a standalone.

>> No.10065617

>>10065223
>I'm no drawfag but threw this together
Thanks drawfag. The block truck makes it for me. A++
Very cool.

>> No.10065620

>>10065605
You should do still add your subpar map, anon
I want to play your map, even if it's bad.
As long as we can finish it it's fine to me.

>> No.10065623

>>10065605
Do we have a titlepic?

>> No.10065629

>>10065605
I think someone should be a lead map anon. Letting 94p negatively influence this project that people have worked on is a bad look.

>> No.10065646

>>10065605
Just add your map, it's probably not as a bad as you think. And the feedback you'll get from the beta will help.

>> No.10065650

>>10065623
Yes >>10048961

>> No.10065657

>>10065605
I mean just fucking do it anyway.

>> No.10065661

>>10065605
Just add your map anyway, you can always finish it after you upload the beta.

>> No.10065672
File: 169 KB, 462x532, 064b7438a04eb77102a2927faa1f1636.jpg [View same] [iqdb] [saucenao] [google]
10065672

>>10065620
>>10065629
>>10065646
>>10065657
Yeah.
I would still like to put it in, and the irony of me failing the deadline on two vr projects is not lost on me (including one I fucking chose), but it's not that the map is THAT bad, it's just that I went through like 4 layouts before liking the idea of the current one, and the map is just not finished. It's way unfinished.
I will still put out the beta without my map, but if you want it, I guess I will add it to a later beta once everyone gets some feedback from people playing.
Given my working hours, it will still take some time tho.

>> No.10065679

>>10065672
Violent Rumbler and Serious Case of /vr/ mapperhere, iktf.

>> No.10065681

>nearly halfway through july
>not a single mention of 94 protons' progress

>> No.10065685

>>10065681
it's not even in the news post anymore
no rules or image at all
does anyone still have any relevant files?

>> No.10065697

>>10065445
No, but weird shit happened, when I first started.
>start up new Nugget Doom
>fluidsynth error pops up
>there's no sound on Nugget
>restart it
>still no sound
>"well fuck this, let's just go back to woof to play some wads"
>no sound on woof anymore either, what the fuck
>maybe the soundfonts just don't work on either crispy based ports
>"let's see how it is in gzdoom"
>no sound, not with any font
>"well this is weird, does my sound work at all"
>try listening music on your computer
>no sound at all
>wtf that did i just break my drivers
>nothing seems wrong on sound options
>restart computer
>all sound works fine, even on new Nugget

>> No.10065698
File: 3.93 MB, 1920x1080, 1686615718819422.webm [View same] [iqdb] [saucenao] [google]
10065698

>>10065672
Just leave what is done and abruptly end you map half-way through right after opening the wall with 900 revenants behind it. You can put "I'm sorry, being a project lead is hard" text screen after that. Would look really shitty without a lead map at all.

>> No.10065703

>>10065685
There's link on new post under "OUR WADS"

>> No.10065704
File: 428 KB, 1137x702, Screenshot 2023-07-14 115534.png [View same] [iqdb] [saucenao] [google]
10065704

The cells in this picture are a secret that you have to find a way to lower the platform to get it, however with the height changes i made to the map you can get it after the first big fight by just running to it. I can just put a wall in front of it but the main point of that secret is to help you for the first big fight so im wondering if i should leave it like this or erect a wall.

>> No.10065712

>>10065704
So if it's supposed to help you with the first fight and you can get it after the first fight, why would you need to make it harder to get it?

>> No.10065713

Whoever said Zeppelin Armada was good, you are a liar. That wad was hot garbage.

>> No.10065718

>>10065704
Just make the sector higher ?

>> No.10065723

What is the best sourceport for playing Unrattled on? The info on idgames is inconclusive.

>> No.10065724

>>10065672
Just go for it, try to finish your map as you can, there's no rush. Besides i still need to finish my fucking goblin map, i'll try to get it done tomorrow, but in a possible worst case scenario its gonna be done between sunday or monday anyways tho, but if its too late for me then just drop my map.

>> No.10065726

https://www.youtube.com/watch?v=GfsCz1C7AJg
This would make a good Quake map track.

>> No.10065738

>>10064515
>Contract Revoked added to Quake's re-release.
Is it actually good? It's difficult get a handle of what quaddicted voters consider rating highly.

>> No.10065741

>>10065738
The Quake Remaster community stuff is chosen very, very well. Contract Revoked is legendarily good, but it might be quaint to (You).

>> No.10065746

>>10065712
a BFG shot is still pretty good no matter the fight

>> No.10065771

>>10065738
I tried the first few levels over a week ago. They were nice but I got into Arcanum instead.

>> No.10065779

>>10065394
There's no way I'm letting just any random Doom player talk to my waifu

>> No.10065785
File: 113 KB, 651x665, keep posting.jpg [View same] [iqdb] [saucenao] [google]
10065785

>>10064721
i am living in your walls

>> No.10065786

>>10065771
B A S E D

>> No.10065795
File: 2.28 MB, 1920x1080, CR library.png [View same] [iqdb] [saucenao] [google]
10065795

>>10065786
Yeah no hating on Contract but Tronyn makes fun good shit and I haven't gotten fully tired of Drake yet.

>> No.10065821

>>10065713
It's sadly the case with all DBPs. While they have amazing maps, they also have fair share of shit maps. There's no quality control. After all they are speedmaps.

>> No.10065825

Did Contract Revoked get any new maps like Terra and Beyond Befief?

>> No.10065845
File: 2.68 MB, 1328x1644, 1660305576127.jpg [View same] [iqdb] [saucenao] [google]
10065845

>>10065685
>>10065681
>>10065703
this is the image i wanted to look for

>> No.10065869
File: 953 KB, 1600x900, spasm0257.png [View same] [iqdb] [saucenao] [google]
10065869

. . .?

>> No.10065870

>>10065869
Go shower, faggot.

>> No.10065910
File: 1.19 MB, 1600x900, spasm0249.png [View same] [iqdb] [saucenao] [google]
10065910

>>10065870
but this place is full of dick-melting acid and bogwater

>> No.10065914

>>10065869
>>10065910
wat dis

>> No.10065916

>>10065869
Ogey.

>> No.10065918

>>10065825
No idea. Probably not.
>Featuring four levels, complete with a starting level and modified textures and models, Contract Revoked brings the classic Quake mod originally released in 2002 to our storied collection of Quake Add-Ons!
https://slayersclub.bethesda.net/en/article/2P4lkX9M8W07hL7hBfitdQ/new-add-on-available-contract-revoked-for-quake

>>10065870
>Go shower, faggot.
NTA, but I needed that. Thanks. Still probably won't bother, sorry.

>> No.10065921

>>10065821
What juice were they smoking when it came to make Augur Zenith? It even made some buzzing on DW so I know it’s not just me being easily swayed by the Snatcher styled aesthetics.

>> No.10065923

>>10065290
What tipped you off, the five gacha girls? The anime and conventional vidya and VN industry being what it is, that's just how character designs are churned out now
at least there's no tubas in this project

FWIW my pipeline to retro FPS was Team Fortress 2 which was THE shit in middle school. Free to play update was 12 years ago by the way

>> No.10065927

>>10065918
Do it for the waifus, anon. You don't want to disappoint them, do you?

>> No.10065932
File: 3.13 MB, 1884x981, CVG 175.png [View same] [iqdb] [saucenao] [google]
10065932

Flipping through old magazines, I saw this little bit of madness in a quake preview. Now you get to see it too.

>> No.10065947
File: 1.18 MB, 1280x768, dmd.png [View same] [iqdb] [saucenao] [google]
10065947

>> No.10065949

>>10065932
Cool. Never knew that those wizards in Zerstorer were supposed to be official enemies.

>> No.10065959
File: 1.27 MB, 1600x900, spasm0033.png [View same] [iqdb] [saucenao] [google]
10065959

>>10065914
Quoffe2 - no we aren't gonna move to Quake2 as logically expected and honestly I can't blame anyone for it
>Also QUMP2 when?

>> No.10065961

>>10065605
https://files.catbox.moe/7xn9m8.wad

updated version of purgatori soul map with mintor tweaks addressed

>> No.10065989

>>10065923
>no tubas
Care to elaborate?

>> No.10065996

>>10064898
Why do you like the sound of a cheese grater grinding on marble?

>> No.10066000

>>10065923
I've loved my gatcha girl for 10 years now!

>>10065989
>>>/vt/

>> No.10066002
File: 3.91 MB, 2560x1440, ironwail0200.png [View same] [iqdb] [saucenao] [google]
10066002

>>10065959
QUMP2 or Q2UMP is still the Q2 project, the issue is outside quakewulf, no one here knows how to make quake 2 maps, and if it is to use it, quakewulf's stuff pretty much got shit done.

Also if it is to do it, it is going to need alkaline's techbase and ruins assets like >pic

>> No.10066004

>>10066002
From the thumbnail alone I thought it was a giant spider.

>> No.10066013
File: 113 KB, 710x561, photo_2023-07-14_15-58-02 (2).jpg [View same] [iqdb] [saucenao] [google]
10066013

Any good library focused wads? I remember playing a pretty one. These are the coziest doom textures btw.

>> No.10066034

>>10066013
>These are the coziest doom textures btw.
Cozy overload when those shelf lights have brightmaps. It is one of my favorite textures.

>> No.10066056

>>10066013
Maksim Xul is a huge lovecraftian library map

>> No.10066059

>>10066013
Blood is better for library levels.

>> No.10066072

>>10065785
I'll be sure to tell my coder to make it playable so we can start testing it.
Do you have any questions, anon?
I'm going to be honest, anon, I really want to talk about the mod so please ask me questions.

>> No.10066090

>>10066059
elaborate. I thought the mansion in cryptic passage was neat with the overturned bookshelf demonstrating how Build isn't limited by flats/walls like doom

>>10066072
not him but you must be the one who mentioned tweaking the combo system so you don't reset to zero from a shotgunner gazing in your general direction, right? I'd certainly give it a play for that reason

>> No.10066115

>>10066090
>not him but you must be the one who mentioned tweaking the combo system
I believe the coder mentioned something like this but I don't want to put words in his mouth.
There were some tweaks the coder and I wanted to do I believe, one of which was fix Shihong's crash bug? Though finding information has been difficult on some of those issues.
Currently right now we're adding a new character that is a mix between Hae-Lin and Shihong. I can share more about the newest character if you like.

>> No.10066121

>>10066013
Ad Mortem has a bunch of libraries

>> No.10066141

>>10066115
>Shihong's crash bug
nta but if you are talking about the BFG raise crash, there is a link to a fixed version somewhere in the zdoom forums thread, so you can look into that one.
looking into the archives, i`m digging the tits. do tell more, if you feel like oversharing won`t mess with your motivation, cuz it kinda can.

>> No.10066150

Just saying this right now- Revenant homing rockets in Hideous Destructor are bullshit. They merrily buzz around bumping into things and scraping into walls and will not go away until you manage to shoot them down or they smash into your face. Why is that even a thing. I mean, it's probably my fault trying to Doomguy start New Gothic movement for shits and giggles but damn

>> No.10066157
File: 2.05 MB, 1280x720, Brazzers.webm [View same] [iqdb] [saucenao] [google]
10066157

>>10066150
You learn to deal with it, or you die and wait for a friend to revive you, or load a save on solo.

>> No.10066168

>>10066157
That's hilarious

>> No.10066171

>>10066150
I guess you're just intended to shoot them since they have a 99% chance to eventually bounce off everything else and hit you
the only saving grace is that unlike that FUCKING homing imp fireball revenant missiles don't kill you right from 100 hp so you can take the inevitable hit
shotguns work which makes sense because they're literally designed for shooting small moving targets right out of the air

>> No.10066173

>>10066150
Slugging the missiles when they’re still close to the revenant’s face feels so good though and usually drops them.
>I mean, it's probably my fault trying to Doomguy start New Gothic movement for shits and giggles but damn
Which skill setting?

>> No.10066178
File: 624 KB, 1280x720, kmquake2_060.jpg [View same] [iqdb] [saucenao] [google]
10066178

>>10066002
What map is that?

>> No.10066179

>>10066171
Yeah, what's up with those homing fireballs, they're as strong as or stronger than balefire and they can stop on a dime and make a u turn to nail you right in the sphincter, I don't know how many times I've had that happen to me lol
>>10066173
normal difficulty, Grotesque

>> No.10066194
File: 1.65 MB, 1912x936, 1659915977143960.png [View same] [iqdb] [saucenao] [google]
10066194

>> No.10066196

>>10066178
One of Alkaline's maps
The textures in question are these
https://www.slipseer.com/index.php?resources/makkon-textures.28/

>> No.10066205

Alright, FNF is being revived tonight at 6 PM EST, same time as before. I'll be running Insanity Deathmatch, probably along with some compilation deathmatch WAD. I'll also be hosting through TSPG because that's much easier for me. If there are any significant problems with TSPG, let me know and I can revert back to the original hosting method, though I will be grumbling all the way.

Password is zettazepto

>> No.10066216

>>10066196
>One of Alkaline's maps
Which map and was it a secret? I just went through 1.2 not too long ago so I’m worried why I can’t recall this at all.

>> No.10066236

>>10065605
Last maka version before the beta, i promise.
>fixed some misaligned textures
>fixed the first secret since you could just strafe jump to get it
>removed the chainsaw as there is a berserk right next to it (and there is really no place to use it in a mini slaughter map)
https://files.catbox.moe/opmjld.wad

>> No.10066241
File: 31 KB, 626x472, bang.png [View same] [iqdb] [saucenao] [google]
10066241

>>10066141
> BFG raise crash, there is a link to a fixed version somewhere in the zdoom forums thread
I'll have to find it and share it with the coder, thanks for the head's up.
> if you feel like oversharing won`t mess with your motivation, cuz it kinda can.
I know my limits, don't worry.
>do tell more
Thank you, and I will: I've been waiting for this because I wanted to hear other's thoughts.
>>10066141
Note I'm just the artist, I just do art-assets.
Though we have discussed this already.
Keeping in theme of demonsteele: Lin is korean, Shi is Chinese, and the newest character is finally... Mongolian.
Hae-Lin is all about speed and reaction.
While Shihong was basically the opposite of that in theory.
And Jackie Altantsetseg, she uses a pistol and knife. She has smaller weapon selection compared to her peers but has unlimited ammo for her pistol, though she needs to reload. Her melee attack also changes her "stance," each stance has its own specials. All her moves inherently rely on some positioning or timing.
Meaning she's a mix between the two characters to bridge the gap.
One of her specials for example has a slight pause before dashing half the distance of lin's forward special but repeats this dash 2 more times with slight pauses. This inherently is a weakness that requires some thought to use properly.
Pic is a doodle of her design.

>> No.10066253

>>10066179
The first trick to revenant missiles is hitting the revenant first so it doesn't get a chance to launch them. Blooper airburst works wonders. The second trick is to deploy a DERP, which can shoot them down. Summoning talisman ghosts will also target missiles, but they can't destroy them, it just confuses them and usually slows them down enough so that you can shoot them yourself with ease. The blursphere can hide you from the missiles so they can't track you and probably won't even explode if they bump into you at random.
>I mean, it's probably my fault trying to Doomguy start New Gothic movement for shits and giggles but damn
Starting without armor is asking to be oneshotted.

>>10066179
>they're as strong as or stronger than balefire
They're much weaker than balefire, the thing is that they actually set you on fire. If you immediately put yourself out after getting hit you can walk away with less than 20 HP damage and minimal lasting burns.

>> No.10066265

>>10065927
Can't disappoint them if you don't have them. Although I haven't really gave too much thought to the whole "waifu" thing. Not sure if I should.
>>10065932
Neat.

>> No.10066267
File: 1.24 MB, 1600x900, spasm0049.png [View same] [iqdb] [saucenao] [google]
10066267

>>10066196
I played all the ones from the latest update and can't remember anything that looked like that

>> No.10066268

Is there one BIG single-download file of practical all mediocre-or-better doom wads made to date? Like tens of GB or something? I won't have internet for a year and want to be prepared

>> No.10066274

>>10066196
>>10066178
>>10066216
>>10066267
Found out
it is the Explore Jam series

>> No.10066275

>>10066267
>>10066216
It's likely some random artfagging from Makkon on Dicksword and not an actual, playable map. He does that a lot with his texture sets.
Actually I don't think he's even ever made a real map himself.

>> No.10066290

>>10066274
>it is the Explore Jam series
I tried the latest one because it seemed like a nice concept and I’ve enjoyed some “explore” focused Doom maps with little to no combat. I explored the hub map a bit, started a map with a cool looking room that had a vase or pot, couldn’t make any progress because it seemed to rely on weird jump physics.

>> No.10066324

>>10066253
>starting without armor is just asking to be oneshotted
Yep
Started with the Assault loadout instead and I was able to clear the starting area relatively easily.
Seems like I have trouble putting out fire though, sometimes it's like I've been doused in gasoline and no matter how much I shake the mouse while crouched I'll just die anyways

>> No.10066328

>>10066324
>>10066253
That’s what you meant by “Doomguy start”, just the pistol? At least start with the security loadout, just like his UAC gig before shit hit the fan on Phobos.

>> No.10066332

>>10066324
Rolling's ability to put out fires got buffed recently, you might try that if sitting and spinning isn't cutting it.

>> No.10066351
File: 296 KB, 320x2200, Strip 2.png [View same] [iqdb] [saucenao] [google]
10066351

>>10065223
>>10065426
ran it through ffmpeg with the available dithering options both scaled down and unscaled to see if any of them might not look like shit. im not sure it worked.
unscaled (very long image): https://files.catbox.moe/tmrre1.png
files: https://files.catbox.moe/v6qeii.zip

>> No.10066353
File: 361 KB, 680x383, choccy milk.png [View same] [iqdb] [saucenao] [google]
10066353

>>10066241
i`m not particularly good at jerking people off, but it will take me a bit to come up with something more productive to say.
so far all on my mind is that this sounds like a really cool kit, gl to you and your lad pulling it off.
really dig the idea of a more condensed arsenal with more abilities per tool instead, plus i am not sure i have seen people do timing-based attacks before, or switching stances with moves.
besides, a tacticool design in hack-and-slashy gameplay is really interesting to peep at. sweet png.
>spoiler
based. actually something unique.

>> No.10066392

>The fourth room of has a huge horde of enemies and two archviles
It's literally ogre for me now

>> No.10066394
File: 58 KB, 1024x664, shortcat.jpg [View same] [iqdb] [saucenao] [google]
10066394

>>10066241
also, if you gents try looking into custom monster pack compatibility, that would be pretty nice. though the only thing i can contribute rn is missing impact sound on shihong`s front directional when played with enemy replacer.

>> No.10066408

>>10066353
I'm glad you like the idea, anon
I honestly just want to create fun things, I honestly really love talking about the cringe ideas I want to make.
>i`m not particularly good at jerking people off
Don't fret, I don't need praise. I just felt it be incredibly rude to just info-dump about a mod even if I really wanted to. I'm glad you like the idea, that'll inspire us to work harder. I do believe in my coder, like how I believe in the rest of you.
>>10066394
> if you gents try looking into custom monster pack compatibility, that would be pretty nice.
No promises but I'll see what I can do, though I don't want overload my coder.
Also though not related I completely re-did shihong's sprite to match her actual concept design by the way.

>> No.10066446

>>10066408
>cringe ideas
it ain`t cringe if you went ahead and made it, m420. or something along those lines.
i do get the desire to keep it brief, whenever my friends are cooking something i avoid running my mouth much as well. how highly inspirational of you btw, anon.
and it is nothing crucial, your girl may even end up not having any issues with other enemies.
>I completely re-did shihong's sprite
ah, i remember seeing it some threads ago. well done.

>> No.10066452

Is drake just "something wicked", or is there actually a standalone mod + levels?

>> No.10066464
File: 1.76 MB, 1920x1080, Arrrrghanum.png [View same] [iqdb] [saucenao] [google]
10066464

>>10066452
It's Something Wicked, Ter Shibbaleth, some of Tronyn's other stuff maybe, a map posted by another anon here (he also had a Quoth version), that's all I've been exposed to so far.

>> No.10066471

>>10066013
Doom Zero and Resurgence both had a cool library level.

>> No.10066486

>decide to finally started filming my gameplay
>its a map i cant beat
fuck e1m8 of udino
also im really bad at this game

>> No.10066507
File: 419 KB, 1150x1150, Word cloud.png [View same] [iqdb] [saucenao] [google]
10066507

>> No.10066520
File: 2.62 MB, 640x360, 1.webm [View same] [iqdb] [saucenao] [google]
10066520

>>10066486
>spoiler
Some of us had to start somewhere

>> No.10066530

>>10066520
Ah yes, the infamous face rocket.

>> No.10066552
File: 3.75 MB, 952x640, 2.webm [View same] [iqdb] [saucenao] [google]
10066552

>>10066530
Kept happening too

>> No.10066561

played a bit of Trailblazer today, on Good Morning Phobos, hardest difficulty, pistol start, with the Dusted's Pandemonia monster pack. Was honestly a stupid amount of fun, and not as imbalanced as you'd expect cause the demons are so varied, and they're faster on Edgelord difficulty but they don't respawn, plus you get less ammo from pickups. Highly recommend desu, the maps facilitate the q3 adjacent movement stuff too

>> No.10066570

>>10066013
DBP 59 has a really cool Library map, and one before it that has 3 arenas themed after classic science fiction books.

>> No.10066590

>>10066205
DM server still up

>> No.10066591

>>10066507
>bad samus sounds deep

>> No.10066641
File: 292 KB, 1179x1602, trusses.jpg [View same] [iqdb] [saucenao] [google]
10066641

Quake 3 / FTE bros, is there a better way of doing double-sided faces than just 'cull none' in the shader? I'm getting the inward face, but it's not being dynamically lit - just using the lightmap of the outwards face.
Trying to rip off some of Doom 3's transparent truss textures.

Full shader looks like:
> surfaceparm metalsteps
> surfaceparm trans
> surfaceparm alphashadow
> cull none
>
> program defaultwall
> diffusemap "textures/trusses1.tga"
> normalmap "textures/trusses1_normal.tga"
> specularmap "textures/trusses1_specular.tga"
> {
> map textures/trusses1.tga
> alphafunc GE128
> depthwrite
> rgbgen identity
> }
> {
> map $lightmap
> rgbgen identity
> blendfuncfilter
> depthfunc equal
> }

>> No.10066651

>>10066290
>because it seemed to rely on weird jump physics.
A lot of the Explore maps are covertly platforming maps.

>> No.10066687

>>10066561
it's a weirdly balanced combo with colourful hell, the hp/armor bonuses enemies drop count for nic rushes and you actually have to use your tools like the homing knife throw if there's a bullshit instakill ice enemy around a corner

>> No.10066758

>>10066194
Sauce?

>> No.10066805
File: 1.74 MB, 1912x936, 1673295955034069.png [View same] [iqdb] [saucenao] [google]
10066805

>>10066758
A Serious Sam TSE map called Cursed Realms - Tomb Of Hunting Darkness.

>> No.10066837
File: 527 KB, 1000x318, Untitled.png [View same] [iqdb] [saucenao] [google]
10066837

>> No.10066950
File: 2.86 MB, 788x588, flyingimp.webm [View same] [iqdb] [saucenao] [google]
10066950

We're back!
He's missing a few sprites but I'm leaving that for last.

>> No.10066958

>>10066950
*I should note I'm not taking credit for the sprites. I'm just showing I managed to get this fucker working through dehacked in Ultimate Doom after a lot of headaches, but I got it figured out now.

>> No.10067025

>>10066486
>There are no videos of this map
Is it cheating if i noclip/god mode to try to figure out what to do?

>> No.10067036
File: 228 KB, 1365x724, Screenshot_2023-07-14_21-17-46.png [View same] [iqdb] [saucenao] [google]
10067036

>>10064515
Updated release to Emerald Herald/Shanalotte map for Fore/vr/ Alone. Unless there's some serious texture misalignments, gamebreaking bugs, or otherwise hideous fuckery left in this wad, this will be fundamentally the last release of it save for some potential light adjustments for final release of the megaWAD. SLADE crashes when I try to add textures to the TEXTURE lump on my Cambrian-era laptop, some OpenGL nonsense, so no custom waifu texture(s) (sadface). The linked file also includes a UVMAX demo for this release. I'll try to include whatever necessary details my brain can recall at this moment:

Author: ds2chad
Complevel: 9 (Boom)
Tested in: Prboom-Plus
Preferred Music: D_MESSAG, Message for the Archvile
Average Difficulty on UV: 7-8/10
WAD+Demo Link: https://files.catbox.moe/yjqpre.gz

Major updates:
Addition of a small secret non-secret semi-Majula area as an easter egg
Implemented HNTR and HMP difficulty settings
Dissuaded (but not eliminated) blue skull key room cheese, darkened room, added another archvile for UV
Additional fun stuff in the yellow skull key room
Texture touch-ups in the starting room
Minor monster additions globally for UV
Additional ammo and health pickups in areas previously starved
More FIREBLU in secret areas

>> No.10067037
File: 149 KB, 1024x1024, 1623789421205.jpg [View same] [iqdb] [saucenao] [google]
10067037

>> No.10067049

>>10067025
You got a Doom Builder installed? Open the map in there and check the triggers, keys, etc.
It's what I do when I'm desperately lost.

>> No.10067114

>>10067025
>>10067049
>finally do it
>wasnt recording
well at least i did it first try when recording

>> No.10067135 [DELETED] 

Its a shame that Dusk's weapons are pretty basic but i'm having more fun with it than i had with quake specially with the intruder mode

>> No.10067136 [DELETED] 
File: 190 KB, 1280x992, Screenshot from 2023-07-14 22-13-38.png [View same] [iqdb] [saucenao] [google]
10067136

>playing HD
>TIP: TRANS RIGHTS ARE HUMAN RIGHTS THE SAME WAY GUNS ARE WEAPONS IF YOU'RE HAVING TROUBLE WITH THIS, ONE STOPGAP MEASURE IS TO THINK OF THIS IN THE SAME WAY GUNS ARE LOADED
what the fuck is this even supposed to mean
Keep your nonsensical tranny leftoid bullshit out of demon killing video gaem, please and thankew uwu xoxoxo

>> No.10067146 [DELETED] 
File: 5 KB, 186x151, Screenshot from 2023-07-14 22-21-09.png [View same] [iqdb] [saucenao] [google]
10067146

i will now play your mod

>> No.10067150 [DELETED] 

>>10067136
At least you can just delete them out easily

>> No.10067153 [DELETED] 

>>10067150
Already did lol

>> No.10067154 [DELETED] 

>>10067136
It means a lot less than it looks like it does. People get tripped up on that whichever way they've been programmed to react to pastel colors.

>> No.10067191 [DELETED] 

>>10067154
It doesn't matter what it means or what it's intended to mean, it doesn't belong in Doom.

>> No.10067225

>>10064513
Who's caleb

>> No.10067243

Tried a berserk pack for the first time in hideous destructor and holy shit is it fun

>> No.10067247

>>10067225
A disgraced and cult member and former Disciple of Tchernobog.

>> No.10067359

Isn't if funny how all the classic Doom and Quake maps are so famous we know the individual names of the creators of each one and where it fits into his evolution as a designer, and no one knows/gives a shit about that for modern games at all.

I miss the days when each level was a singular work of art.

>> No.10067365

>>10064710
Take a seat, bone head

>> No.10067372

>>10067225
I'm caleb

>> No.10067385
File: 389 KB, 1284x996, 12727136.23_cultoid.png [View same] [iqdb] [saucenao] [google]
10067385

>>10067372
Hi Caleb

>> No.10067396

>>10066950
THEY FLY NOW???

>> No.10067406
File: 33 KB, 106x166, 1659152820040035.gif [View same] [iqdb] [saucenao] [google]
10067406

>>10067365

>> No.10067470

>>10066950
*Heretic Gargoyle noises*

>> No.10067529

>>10066507
>hole done

>> No.10067545

>>10066507
>save playing maybe
>great vanilla sector
>anon made mod
>avoid kino
>gibs bug
>douk died
>always enough design
>far cool textures
>anons nice
>dude boring
>combat wanted

>> No.10067549

>>10066507
This is the latest you've been. Hang in there wordcloudbro.

>> No.10067567
File: 2.57 MB, 1280x720, yholl steps on artis balls.webm [View same] [iqdb] [saucenao] [google]
10067567

>> No.10067570

>>10067567
Yholl doesn't fucking join these

>> No.10067573

>>10067570
Are you trying to tell me Yholl isn't literally Yuuka Kazami?

>> No.10067580
File: 23 KB, 352x192, it's all so tiresome.png [View same] [iqdb] [saucenao] [google]
10067580

>>10067567

>> No.10067597

>>10065223
Holy fucking CUTE and SOUL. I love it. King Cai's smug look is so good.

>> No.10067614

>>10065027
thanks

>> No.10067619
File: 68 KB, 532x80, 1675988862359708.png [View same] [iqdb] [saucenao] [google]
10067619

>>10065290
I'm 37, I don't like anime but I'd hug cate archer

>> No.10067626
File: 2.98 MB, 1920x1080, vkquake0027.png [View same] [iqdb] [saucenao] [google]
10067626

>>10066452
>>10066464
Drake is an older mod/devkit created by Tronyn and PM, but from some conversations I've had with Tronyn, he was mostly the ideas guy and PM just did everything Tronyn asked him to, resulting in the mod Drake and episodes like Soul of Evil 1 and 2, A Roman Wilderness Of Pain, Arcanum, Ter Shib, Unforgiven, maps like Something_Wicked, etc. Just search Drake on quaddicte'd maps page. The source was released over a decade ago for anyone to incorporate its stuff into their own mod, and with progs_dump 3's release that's a very convenient thing. However with the release of Keep which has just about everything Drake does it's a tiny bit redundant, but I still enjoy it immensely.

>> No.10067632
File: 140 KB, 640x720, I am a genius.jpg [View same] [iqdb] [saucenao] [google]
10067632

>Passing rather lackluster (with some moments of brilliance) resurgence maps with relative ease, and then reaching MAP11

>> No.10067640

>>10067570
i don't either. Ii might except fuckin suck at it and don't have time to git gud

>> No.10067643

>>10067640
It might be fun though.

>> No.10067647
File: 355 KB, 1920x1076, woof0000.png [View same] [iqdb] [saucenao] [google]
10067647

>>10067632
Forget that, it was a breeze. Just had to circlestrafe around half of the map.

>> No.10067680
File: 75 KB, 96x96, 1664292996646542.gif [View same] [iqdb] [saucenao] [google]
10067680

>>10066205
aaa i was afk
cya next time!

>> No.10067698

I think project brutality is too brutal

>> No.10067781

>>10065304
What's the median for the rest of the board, or 4channel in general? I assume everyone is my age until i'm shocked by zoomers mentioning they were "born after <not retro game>" or by boomer^2s who played atari or c64 as teens.

>> No.10067796

>>10065290
having generational replacement is a good thing
look at unreal to know what happens when the game doesn't click with younger audiences

>> No.10067825
File: 625 KB, 1920x1080, arthur-biver-vkquake0203.jpg [View same] [iqdb] [saucenao] [google]
10067825

>>10066275
I seen a coulple of Quake1 levels hosted on ArtStation of all places, why would anyone ever do that instead of just using a website dedicated to it like Func_msgboard?

>> No.10067832

>>10067825
>RTCW/ET vibes
Looks neat
Maybe they want to attract people that don't otherwise know about/care about quake1 on the premise it's artistic/creative, rather than what most people imagine quake to be now which is an arena shooter.

>> No.10067875

>>10066561
Huh, isn't pandemonia a gameplay mod too? Or does he have a monster only version too?

>> No.10067898

>>10067781
>boomer^2s who played atari or c64 as teens.
Those people are just barely actual boomers, as opposed to internet "le old" boomers.

>> No.10067991
File: 50 KB, 512x358, 1684378648226125.jpg [View same] [iqdb] [saucenao] [google]
10067991

>>10067359
You're not taking into account the complexities that go into making a singular 'level' in a modern first person shooter.
Quite often even 'level based' ones like Doom 2016 happen in an interconnected network and you can't really as much get away with completely disconnected levels.
This actually hurt Cultic really bad imo, the game had a good framework and was wasted on like 60% of the game feeling like nondescript forest or mine tunnel.

>I miss the days of
Well then get to mapping for classic fps

>> No.10068023

PFFT these losers dont play catacomb 3-D

>> No.10068124
File: 37 KB, 1243x501, y-sheering.png [View same] [iqdb] [saucenao] [google]
10068124

NotBlood anon you're the best.

>> No.10068134

>>10067796
>look at unreal to know what happens when the game doesn't click with younger audiences
There was a decent burst of modding activity for UT99 that only ended around April this year.

>> No.10068156 [DELETED] 

>>10068124
>NotBlood
kill self

>> No.10068158 [DELETED] 

>>10068156
what's wrong?

>> No.10068159
File: 6 KB, 350x350, 1661212955755534.png [View same] [iqdb] [saucenao] [google]
10068159

>>10064772
Easily A.L.T.'s MAP15 midi. The visuals, the twist of the map and the midi caught me off guard the first time. Doomwiki doesn't have a source so I assume it's original. There's also the added bonus of having distinct vibes on different soundfonts.
https://www.youtube.com/watch?v=A7InvJKBbcQ
https://www.youtube.com/watch?v=xWUXpS6Hpjo
I prefer the first rendition though.

>> No.10068160 [DELETED] 

>>10068158
play the real game or kill self

>> No.10068165

For me? It's BuildGDX

>> No.10068167

>>10068160
1. I don't have a DOS compatiible PC
2. I don't like dosbox
3. I play custom add-ons that don't work on the original EXE

>> No.10068168

>>10065223
>>10066351
The pic is fine as a BOSSBACK, but I dislike how many of the conversion options make the duller blues on Visco grey. It's not that big of a deal, but if possible I'd like one that keeps the blues, even if too bright. The dithering is a bit ugly to me though, so I'm not sure that would be a good option either, even if some of those do address my complaint about it.
>>10065605
Pardon if I'm wrong, but isn't that the Puyo Puyo Witch in that pic on the left side? If so, it'd be a bit awkward to not include your map even if it isn't totally up to par.
>>10065290
There probably is a correlation between the character's debut year and their mapper's age, but I wouldn't take it too seriously. I doubt the Betty Boop anon is as old as her, and theoretically the Shantae anon could have first learned of her from the newer Smash games or a streamer instead of the original GBC game. No offense intended. Meanwhile, the gacha girls could be older anons with the disposable income to dump on those.

>> No.10068169 [DELETED] 

>>10068167
1 not an excuse
2 not an excuse
3 addons are not real game kill self

>> No.10068171 [DELETED] 

>>10068169
t. Atari

>> No.10068173 [DELETED] 

>>10068171
fresh supply is also not real game kill self

>> No.10068174

>>10068165
some mods work better on GDX others on Nblood/NotBlood.
you should have both

>> No.10068175 [DELETED] 

>>10068169
1. I don't care
2. I don't care
3. You're missing out big time

>> No.10068176 [DELETED] 

>>10068175
FUCK YOU AND YOUR FOMOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
killself

>> No.10068178 [DELETED] 

>>10068175
>>10068167
Don't feed the troll, let him starve.

>> No.10068192

>>10066351
>>10065426
I don't like how the palette conversion turns Chiaki's skin gray, she looks like a zombie

>> No.10068203
File: 31 KB, 145x123, .png [View same] [iqdb] [saucenao] [google]
10068203

>>10065223

>> No.10068215

>>10066241
Absolutely blessed, best of luck anon!
Demonsteele is by far the gameplay wad I played with the most, it's incredible.
The bugfixed version on zdoom forums with working Shihong BFG is at http://www.mediafire.com/file/oy15ioc3s9jvfnc/te13-DemonSteele.pk3/file

Also I'm just going to put some random ideas I've had for the mod below just because, feel free to shit on them.
If you guys could find a way to fix the issue with Shihong's specials it'd be amazing. I had to increase the double tap window on my side but even then it sometimes misses inputs, very weird.
I'd be great to have arrogant weapons for Shihong like Hae-Lin's throwing knives and freeze gun. Maybe shurikens/homing drones/rocket punches and a sniper rifle?
There was this great idea from the man himself to give Shihong some more defense:
>Likewise, one thing I've been experimenting with quite a bit is turning the reload for the Fists instead into a shield--one that can block a lot of incoming fire, but you can punch the inside to generate a shockwave to thrust enemies/projectiles back.
And finally, how about a crossover with High Noon Drifter? Port Corzo and his weapons as a playable character with the Demonsteele life system and projectile/monster dynamics. Horribly unbalanced but probably quite fun...

>> No.10068219

Guncaster or Guncaster Vindicated?

>> No.10068231

>>10066486
>>10067114
Finally did it, unfortunately the quality kinda sucks so i will have to figure out how to fix this, but here we go UDINO E1M8.
https://youtu.be/DbkT6oXhYRo

>> No.10068281

>>10066486
It gets worse. Way, way worse. E3M8 in particular is especially bad in that regard.

>> No.10068289

>>10066552
Fucking hilarious.

>> No.10068295

>open map
>press tab
>see 0/978 enemies, 0/37 secrets
>close game
It can't just be me who feels that way. I'd rather have something like that be turned into multiple sequential levels in an episode, than one huge map.

>> No.10068298

>>10068231
Why is this so quiet?

>> No.10068301
File: 484 KB, 2556x1440, nugg0000.png [View same] [iqdb] [saucenao] [google]
10068301

new nugget is cool

>> No.10068302

>>10068301
>Powerup Timers
Fucking BASED

>> No.10068334
File: 75 KB, 302x402, indi.png [View same] [iqdb] [saucenao] [google]
10068334

>>10068295
>0/978 enemies
No way f...
>0/37 secrets
I will play your wad now.

>> No.10068338

>>10068298
Is everything low or just the sfx? I fixed the sfx volume at around 2:50 but if you mean everything i tried boosting the audio a bit more but i think its starting to distort it a bit
https://youtu.be/28Jyr9MYO24

>> No.10068361

>>10068295
Sounds fun if it has some nonlinearity like some of those fat Quake maps or Eviternity’s map 32. I also don’t hunt for 100% on initial blind playthroughs.

>> No.10068362

>>10068338
Both. Music is pretty quiet and sfx is basically inaudible.

>> No.10068403

Is there a "mute" button in Doom?

>> No.10068425

>>10068403
alt + f4

>> No.10068434
File: 292 KB, 1626x890, foobar2000_6Hg5c1rAnn.png [View same] [iqdb] [saucenao] [google]
10068434

>>10068403
My music player is exclusive audio mode, so any secondary programs get muted. Useful when mapping so I wouldn't be hearing the same midi multiple times.

>> No.10068443
File: 1.32 MB, 1600x900, spasm0283.png [View same] [iqdb] [saucenao] [google]
10068443

You guys weren't joking how much pure existential dread this level can deliver. . .

>> No.10068479

>>10068443
And what is this map?

>> No.10068495
File: 1.48 MB, 1600x900, spasm0288.png [View same] [iqdb] [saucenao] [google]
10068495

>>10068479
Sleep Paralisys from Quoffe2 - a more suitable name would be "Spawn City"

>> No.10068498

>>10068479
It could be that coffee2 map that an anon was getting wrecked by a few days back.

>> No.10068509
File: 79 KB, 677x966, image.png [View same] [iqdb] [saucenao] [google]
10068509

>I'm now working on code to parse it correctly. And I'll make sure to include comments in the lump with a clear explanation of the format.
>I'll make sure to include comments
>a clear fucking explanation
My ass. Fucking fucker fuck. Holy shit.

Is there a single place in this godforsaken universe where I can read how this fucking thing supposed to work? I want to apply a brightmap to a single sprite texture but it only allows me to apply it to all textures for the sprite.
E.g. I can apply it to SPRITE BON2, but can't apply it to SPRITE BON2D0 or TEXTURE BON2D0

>> No.10068517

>>10068509
Git gud

>> No.10068548

>>10068509
>sprite
>texture
How about you get your terminology in order first?

>> No.10068563
File: 1.00 MB, 2560x1440, Screenshot_Doom_20230711_191523.png [View same] [iqdb] [saucenao] [google]
10068563

recommend some good map only wads that feel like proper campaigns with some pretended plot behind it and levels that feel like interconnected that give a sense of progression
I remember a long time ago there was someone that recreated the levels of Doom 3 as a Doom 2 custom textures interactive computer screens and all but have no idea what happened to that project I dont even know if it got finished
anybody knows?

>> No.10068576
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
10068576

GOOD MORNING MOTHBERFUCKERS. 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.10068584
File: 301 KB, 500x500, image.png [View same] [iqdb] [saucenao] [google]
10068584

>>10068548
>I want to apply a brightmap to a single frame of the sprite sequence, not to the whole sequence.
Better?

>> No.10068628

it is possible for GZD to have its own config for each iwad?

>> No.10068645
File: 149 KB, 1366x768, Ei2spnDXsAgAPGh.jpg [View same] [iqdb] [saucenao] [google]
10068645

>>10068576
Old one, Freeman in stasis. Could anyone get the reference?

>> No.10068649

>>10068645
>Gordon is 4'10 at most
bros...

>> No.10068650
File: 488 KB, 785x585, 52025766e964e092540bccaad571e7426e608b54e8f4de5050c4c49eeab8bc8f.png [View same] [iqdb] [saucenao] [google]
10068650

>> No.10068654

>>10068650
Trippy.

>> No.10068660
File: 126 KB, 1366x768, Ei2taUOWAAEa0SD.jpg [View same] [iqdb] [saucenao] [google]
10068660

>>10068649
He really isn't THAT tall on GoldSrc, you know.

>> No.10068664

>>10068660
Yeah but that tv is gigantic...as is everything else. Awesome stuff though.

>> No.10068681
File: 1.11 MB, 1441x775, Screenshot_2.png [View same] [iqdb] [saucenao] [google]
10068681

>>10068576
Some cool rugs. Maybe,

>> No.10068691
File: 895 KB, 1668x604, Screenshot_3.png [View same] [iqdb] [saucenao] [google]
10068691

>>10068681

>> No.10068758
File: 138 KB, 640x480, doom43.png [View same] [iqdb] [saucenao] [google]
10068758

>>10068576

>> No.10068816
File: 1.46 MB, 2407x2724, Ei69RbGWsAAmHLk.jpg [View same] [iqdb] [saucenao] [google]
10068816

>>10068664
Funny perspective tricks I guess. But anyway, here's the reference part.

>> No.10068828

>>10068816
Ohhh I read the manga and didn't much like the story of a handsome neet getting the attention of an attractive young girl for no real reason but that's just me

>> No.10068831

>>10068816
>russian
For some reason, it's always weird for me to see anime/manga/doujins with russian translations. It's like I don't believe there would be any fans there. I don't know why, but I just can't read hentai in russian, it just feels wrong

>> No.10068862
File: 83 KB, 1366x768, Ei2v2DQWsAEAjmO.jpg [View same] [iqdb] [saucenao] [google]
10068862

>>10068828
It was not about romantic staff, but Misaki saw Sato-kun as the most pathetic creature imaginable. So she decided to conduct the "experiment" on him.
>>10068831
I remember good times, when I translated some hentai manga from English and even from Japanese (I don't even know it) for exhentai.

>> No.10068864

Doom creator John Romero on what's wrong with modern shooter games:
>”For Doom, it was really important that every time you got a new weapon, it never made any previous weapons useless. That was a critical design characteristic. We’re going to add a new thing that can’t negate anything that came before. So how do you get the chaingun and not cancel out the pistol? It’s to do with how much ammo it eats, and how inaccurate it is over distance – the pistol eats less ammo and is extremely accurate at a distance.”

Chaingun gets perfect two shot accuracy invalidating the pistol, shotgun can be tossed when you grab a CG and SSG, and the PG vs BFG balance is crazy. The weapon roster doesn’t feel as balanced as he suggests but he does have a decent overall point.

>> No.10068876

>>10068864
That's like google and their web "optimization" rules, there's a fuckload of rules/good practices/whatever they want you to follow, but if you check their own websites they never follow them, and there's a lot of ugly shit under the hood. In case of google they don't have to worry about SEO-rating in their own search engine.

>> No.10068883
File: 2.39 MB, 1920x1080, varietal_rumble_1_2023-07-15_11-17-55.png [View same] [iqdb] [saucenao] [google]
10068883

>>10068576
Slow and steady.

>> No.10068886

>>10068864
Babel mod unironically does this very well
https://datanon.itch.io/babel

>> No.10068890

>>10068159
Thats very nice :)
I'm surprised by these replies, I was expecting more balls to the wall metal tracks to be honest

>> No.10068893

>>10068864
I think Half-Life ended up implementing that philosophy much better. Getting a new weapon is useful by default because it's another magazine you can dump before you have to back off from combat and start reloading. Even if the pistol doesn't do much that the assault rifle isn't better at, the pistol is another 17 rounds you can pull after you've already spent the rifle's 50.

>> No.10068894

>>10068334
I love adventure maps, I wish they were more popular compared to ballbusting slaughter
Eternal come back pls ;_;

>> No.10068895

>>10068864
naw you can definitely get a lot of use out of shotgun even after you pick up ssg. it's faster for starters. but it's also much better at sniping enemies who have high ground or slight cover due to its horizontal-only spread.
you correctly point out that the cg can also be used for this, but sometimes you're just out of bullets and not shells.

as for the pistol... yeah it's pretty useless if you have a cg

>> No.10068906

>>10068895
You are both wrong and correct. SG indeed can be better in specific scenarios even after you got SSG. But in practice those scenarios are almost non-existent once the wad gave you SSG. It's just how everyone design their maps, oh the player have SSG, better dump a lot of meat here otherwise it will be too easy.

>> No.10068929
File: 6 KB, 260x194, yoda.jpg [View same] [iqdb] [saucenao] [google]
10068929

>>10068864
good on romero for doing some good work all those hundreds of years ago, but nowadays he is too busy snorting coke of a hooker's ass to say anything worth listening to.
some people don’t age as well as games do, man. i think it’s time to move on.

>> No.10068930

>>10068864
The regular shotgun has good range at a distance, you can easily kill some enemies at some ranges with fewer shells using that over the super shotgun.

>> No.10068931

>>10068906
>But in practice those scenarios are almost non-existent once the wad gave you SSG
I disagree.

>> No.10068972
File: 2.02 MB, 320x240, 15.07.2023_19.50.14_REC(2).webm [View same] [iqdb] [saucenao] [google]
10068972

Testing out some Rogue Spear eyerape

>> No.10068976

>>10068886
>Babel mod unironically does this very well
It ranges from “very well” to “does this better than anyone else”. Babel is an absolute gem.
>>10068895
>but sometimes you're just out of bullets and not shells.
You’re going to use the shit out of the chaingun if the level doesn’t drop any shells or even shotguns, and you’ll use the plasma rifle way more than a BFG if the set of levels doesn’t even have a BFG placed. Ammo and weapon placement can be used as a balancing tool especially with how imbalanced the weapon roster is.

>> No.10068992

>>10068906
definitely not non-existent in doom 2.
in slaughter maps yeah sure

>> No.10069037
File: 202 KB, 1092x935, light.png [View same] [iqdb] [saucenao] [google]
10069037

has anybody here used trenchbroom + unity with a bsp loader plugin? I'm trying it now, imported my level and am setting up lights, but for some reason lights are only affecting areas from the center of the light upward. any ideas on how to fix this? pic related

>> No.10069068 [DELETED] 

why are people upset with slipseer?

>> No.10069071
File: 166 KB, 1280x720, habooster.jpg [View same] [iqdb] [saucenao] [google]
10069071

What maps should I play with this? Something with lots of room for movement, especially the cool 'skating sprint' thing.

>> No.10069073 [DELETED] 

Oh boy here comes the quake drama boys again. Don't you furfaggots have better things to do?

>> No.10069078

>>10069071
Cyberrunner maps

>> No.10069081
File: 157 KB, 1019x768, fug.png [View same] [iqdb] [saucenao] [google]
10069081

>>10068576
unfortunately this shit ain't gonna get done today

>> No.10069115

>>10069071
Lost Civilization

>> No.10069125
File: 210 KB, 800x603, Screenshot_4.png [View same] [iqdb] [saucenao] [google]
10069125

>>10068576
Testing some stair shapes and colors too.

>> No.10069171

>>10069125
>Hexagonal flat on hexagonal floor
>Doesn't align
This bothers me.

>> No.10069218
File: 796 KB, 1173x902, Rough, but still good enough.gif [View same] [iqdb] [saucenao] [google]
10069218

>>10068576
I think that's as good as I can manage with my current level of skill. That darker side of the back blade isn't even going to be visible for the projectile frames.

>> No.10069220
File: 12 KB, 448x574, image.png [View same] [iqdb] [saucenao] [google]
10069220

>>10068509
Okay, even assuming there is some way to bind brightmap to a single frame, it's still so limited compared to GZDoom.
I wanted to write some script to port brightmaps+ to this lump so they could be used in Woof/Nugget/Crispy/Retro because the default brightmaps looked kinda plain.
The idea was to compare each pixel of original sprite and corresponding gzdoom brigtmap, and then lighting all the colors with at least ~0.5 white. The very fist, the most basic sprite of the health bonus ruined all the plans because it uses the same color in multiple places, and the only way brightmaps could be applied in Nugget is by color, so you can't make 2 pixels in the middle bright without also affecting the top-right pixel. And it's only gonna get worse with more complex sprites, especially considering there's only 256 colors. So automating this process is absolutely not an option. In fact nothing can be done here, you either light all of them or none of them.
Not only GZDoom allows to light each specific pixel on the sprite separately, it also allows any degree of partial brightness for each pixel, and on top of that it allows colored brightness

>> No.10069239
File: 1.46 MB, 1151x1273, file.png [View same] [iqdb] [saucenao] [google]
10069239

>> No.10069253
File: 1.51 MB, 1711x765, Screenshot_5.png [View same] [iqdb] [saucenao] [google]
10069253

>>10069171
Yeah, I'm basically just testing shapes and colors. Probably can make it better.

>> No.10069254

>>10068972
I beat Rainbow 6 and Eagle watch and I don't remember a fucking lick of it.

>> No.10069257

>>10068864
>Chaingun gets perfect two shot accuracy invalidating the pistol,
Honestly seemed like an oversight. Can't avoid the extra ammo cost, but it's not really an issue in any level I've played.

>> No.10069264

>>10068864
Oh, also the shotgun is better at long range than the ssg, and the plasma rifle has such high variable damage that it often nears the bfg in utility without having to get up in some boss monsters face, as well as being useful for lower tier enemies.
>>10068929
We'll see when his new game comes out. His/his wifes gangland game is supposedly decent if you like that sort of game (just not that good on release).

>> No.10069273
File: 1.06 MB, 1642x926, meta hologram.png [View same] [iqdb] [saucenao] [google]
10069273

>>10068576
Should probably go back to this map at some point, at least after i deal with another project of mine.
Don't know what's the last thing i have shown, but i added a swimmable blood area and this zone with a few LS's and a Hologram pickup.
After this, i detail the 3 portals area and add in the cultist castle or something.
https://pastebin.com/UZy2ipd7 In case Rentry links are blocked, i wrote some plans but there's stuff i have to figure out when actually building and maybe look up more info/tutorials.

>> No.10069276
File: 944 KB, 1917x2160, file.png [View same] [iqdb] [saucenao] [google]
10069276

>>10068301
I really like how the 1 on the HUD lights up to denote Berserk now. It lets me do this.

>> No.10069279

>>10069276
Those little weapon icons are cute.

>> No.10069281

>>10069257
The Chaingun would be dramatically less useful without that functionality, to the point that it would be an annoying weapon to actually use.

>> No.10069294
File: 40 KB, 512x1024, spritesheet.png [View same] [iqdb] [saucenao] [google]
10069294

>>10069279
They're from Doom Roguelike, I just got rid of the shadows.

>> No.10069325

>>10069218
Looks very nice

>> No.10069328

>>10069218
dildo energy

>> No.10069342
File: 29 KB, 417x480, 157965622701.png [View same] [iqdb] [saucenao] [google]
10069342

>>10069218
>GMOTA gets stoned and rocks out
Awesome
>>10069264
>shotgun better at long range than the ssg
Chaingun's better than both, and it deals a hair more damage per second than the pump.
>nears the bfg in utility without having to get up in some boss monsters face
Based modern level designers understanding it's niche, as well as not giving the BFG too early in the wad.
>as well as being useful for lower tier enemies.
The hardest sell when one has rockets and shells for their super.
Pistol starting is a great equalizer for Doom's blatantly poor weapon roster balance.

>> No.10069352

>>10069342
>GMOTA gets stoned and rocks out
Canonically this mattock was made by a Dwarf too, gifted to Blaz after the two have a fistfight. Really at this point all of Blaz's subweapons are gifts from people he befriends.
Mechanically it's gonna replace the Hatchet, and it'll drop a handful of 1HP bonuses on hit, but they'll fizzle out after a short time so you'll need to stay in melee to get that HP.

>> No.10069376
File: 1.16 MB, 1280x768, Zerstörer.png [View same] [iqdb] [saucenao] [google]
10069376

>> No.10069382

>>10069342
>Chaingun's better than both, and it deals a hair more damage per second than the pump.
Dont always have ammo for that.
>hardest sell
Depends on the mapset, as does all of this, really. Rockets have splash damage and imo shells should be more limited than they are typically so the SG can be more used for conservation of ammo
>Based modern level designers
Agreed. My arguments all kinda hinge on this. The original maps rarely have times where these points are applicable unless you're pistol starting every map.
That was a thing people did back in the day though. Pistol starting every map on UV was an achievement before "achievements". Fairly mundane today, but a lot of people were still keyboard only back then so niche strategies were actually useful.

imo the ssg should be a secret early in a mapset and given maybe midway in. Then the bfg should be a aexret later and given toward the end. Depending. Wads are most fun for me when they're set up for chaingun, sg, plasma, rocket as the go-tos.

>> No.10069385

>>10069218
why didnt you just make the blade silver instead of fagging it up with the purple? i'm sure you have some gay lore shit like "it's a crystal from the dwarven miiiiiiines lad!!" but honestly man it just kinda looks like a purple dick

>> No.10069389

>>10069281
Disagree. It's great for stunlocking large groups of low tier enemies, or one mid/high tier enemy like the manc or caco

>> No.10069404

>>10069385
Cus I wanted it to be a crystal. Because crystals are cool. You can make some sprites and replace it later if you're so inclined, or just replace it with the hatchet again.

>> No.10069405

>>10068124
Welcome anon. Y-shearing and turning off fog smoothing should get the closest software look through Polymost while still running faster than the software renderer.
>>10068160
Even if you stick with the DOS version for the sake of authenticity, you have the issues of saves inverting difficulty and hands becoming one-hit kill enemies at 60+ fps, along with mouse input having 33ms of lag (bMouse doesn't fix this).

>> No.10069409

>>10069385
Don't reply to this fucking retard. He's the stupidest motherfucker.

>> No.10069424
File: 4 KB, 241x241, ecco_red.jpg [View same] [iqdb] [saucenao] [google]
10069424

>>10069385
Chill man, it's just a crystal just like hundreds of other retro games.

>> No.10069427

>>10069424
Given how angry he is and how capped the post off with talking about it looking like a dick, I'm gonna assume it's the same guy who said it looks like a dildo in the past.
Why he's wanting to pick a fight is beyond me, but some people are just that way. That other dude is right: You shouldn't reply to him.

>> No.10069436
File: 63 KB, 800x600, STRAINmap28.png [View same] [iqdb] [saucenao] [google]
10069436

>> No.10069440
File: 1 KB, 84x189, ROCKA0.png [View same] [iqdb] [saucenao] [google]
10069440

>>10069376
Same part I lost interest with this pak sadly, maybe one day.
>>10069382
>Dont always have ammo for that.
Oh well, yeah, there's not really a choice then.
>SG can be more used for conservation of ammo
Only if the wad also dehacks it with a damage buff or pellet increase.
>The original maps rarely have times where these points are applicable unless you're pistol starting every map.
Doom 2 magnifies every issue I have with the weapons to the extreme. Most people know what's up these days, and some make good balance changes.
>>10069427
Maybe he just sees beni everywhere.

>> No.10069447

>>10069440
>Same part I lost interest with this pak sadly, maybe one day.
The ending was trash. I was expecting more in the end with so much suspense that the climax was like "oh is that it?

>> No.10069453
File: 123 KB, 1156x776, photo_2023-07-15_19-12-08.jpg [View same] [iqdb] [saucenao] [google]
10069453

>>10069171
I like these two from the bottom a lot

>> No.10069454

>>10065406
>If this project ever gets a sequel
Had a thought about this.
This project is kinda special because of how unique it is compared to other /vr/ projects.
So a sequel would work better if it comes out at least 5 years from the release of the current one.
Like long enough to not abuse the concept's novelty that much.

>> No.10069465

>be quake player
>map has maybe 400 nails and like 1000 shells
>double digit shamblers
Why

>> No.10069470
File: 35 KB, 431x502, 1645980178541.jpg [View same] [iqdb] [saucenao] [google]
10069470

>>10064515
Finally, some progress.
Here's the first beta of Fore/vr/ Alone, with all the maps I got so far : https://files.catbox.moe/koctdi.zip
I know it's huge, that's because the whole OTEX lot is still in there. I'll cut the unused stuff later.

-Credits aren't done yet, but if you see the wrong name on some Entering/results screen, do tell.
-I don't have all map names for now, so some CWILVXX lumps are missing as well.
-Intermission texts aren't written yet, but placeholders are there.
-The Shanalotte map was compiled with ZDBSP with GL nodes on. I didn't see any issues on Nugget/dsda/Zandronum(duh) but if this is an issue on other Boom ports, let me know.
-Only UMAPINFO is present for now, the others will follow later.
-I'll add the third demo later when I record it, for now the 1st and 3rd demos are identical.

>> No.10069480

>>10069171
I'm thinking it's soul

>> No.10069482

>>10069427
you're getting pretty defensive over an opinion. if somebody else called it a dick, it wasn't me. if you want your item to look like something a fag sticks in his rectum, no skin off my nose

>> No.10069485

>>10069385
Kegan is colorblind.

>> No.10069495

>>10069470
Doomguy's face is off center when picking up a weapon.

>> No.10069508
File: 851 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
10069508

>>10069470
You can see the berserk through the floor on map01.

>> No.10069516

>>10069436
me_irl

>> No.10069540

Anyone have a wad for Dakka? It has disappeared from the internet.

>> No.10069545

>>10068864
Modern shooters are just an entirely different ballpark of weapon balance because by holy decree you can only carry 2 weapons at a time, and there's not nearly as much of a power gap as there is between plain shotgun and BFG
although 2 weapon limit does play into the "throw out the early weapon" aspect

>>10069508
not the author but that kind of thing is fixed by changing the sector's light level by 1 up or down right?

>> No.10069550

>>10069540
you mean pk3?
https://gofile.io/d/2cRKbP

>> No.10069559
File: 1.34 MB, 3840x2160, wicked_2023-07-16_00-16-44.jpg [View same] [iqdb] [saucenao] [google]
10069559

Something Wicked was great. Very nicely structured layout, with nearly everything looping back on each other.
I'm guessing based on these counts that I missed a mega secret or something. There was one ceiling switch I shot that didn't seem to do anything, so I wasn't really hunting for secrets at all.

>> No.10069561
File: 88 KB, 600x560, 1373215017329.jpg [View same] [iqdb] [saucenao] [google]
10069561

>>10069454
also pretty unique in the fact that I really cant seen another doom community doing a waifu project that didn't just become a a pile of "lol otakus,boy are they strange!" self referential humor. I was really suprised that most of the waifu's where pretty obscure,

>>10069470
LETS GO

>> No.10069565

>>10069508
It's a feature, I have no idea how to fix that.
>>10068295
>0/978 enemies, 0/37 secrets
Lame
>0/37 enemies, 0/978 secrets
Now we're talking.

>> No.10069571

>>10069565
You're gonna have to make the sector they sit on bigger, because sprites that clip into a wall will become visible.
I notice the closets they're in are really small, maybe you could try teleporting them?

>> No.10069581
File: 1.65 MB, 3840x2160, wicked_2023-07-15_23-46-19.jpg [View same] [iqdb] [saucenao] [google]
10069581

>>10069559
Also the sound for the super shotgun in this really worked for me. Very satisfying. And the increased super nailgun speed, along with getting a ton of ammo everywhere, made taking out the waves of scrags fun.

>> No.10069585

>>10069571
>I notice the closets they're in are really small, maybe you could try teleporting them?
Oh nice to know, though I have no idea how to do that. If it really becomes a problem I'll fix it though.

>> No.10069589

>>10069585
It's not any kind of functional problem, it's just ugly when playing in the software renderer.
>I have no idea how to do that
You would have some sectors outside the map with conveyors, and a door blocking the item from being pushed onto a teleporter linedef.
https://doomwiki.org/wiki/Carrying_sector

>> No.10069592

>>10069585
If you are interested to learn, the curly map has teleporting items

>> No.10069593

>>10069550
Thank you very much, anon.

>> No.10069597

>>10069592
>curly map has teleporting items
I made both, anon. See >>10065458
I didn't teleport any items.
When I started this I knew nothing about Boom Format so I kind of did things till they worked.

>> No.10069614

>>10068434
based Satan

>> No.10069635

>>10069440
>Only if the wad also dehacks it with a damage buff or pellet increase.
Or if you're up against a former human/sergeant/chaingunner/imp each of those takes one sh shell.
But I agree it could be better balanced to maximize Romero's quote.
Might be a fun little wad. Simple rebalance. Nothing crazy. Shouldn't take longer than maybe an hour to make and test.

>> No.10069654
File: 2 KB, 248x168, 1660442116066776.png [View same] [iqdb] [saucenao] [google]
10069654

https://datanon.itch.io/babel
https://datanon.itch.io/babel/devlog/561033/july-2023-update
I finally actually released the update (finally). This shit was ready like 2 weeks ago but I got so caught up in telling the government to fuck off and stop trying to get extra taxes out of me that I forgot to release it.
Anyhow, basically just bugfixes and some weapon tweaks. I was gonna do something more bombastic but every time I tried to add a new system (like the enhanced infighting AI) it turned the whole balance on its head so bad that I had to remove it.
I did change the menu layout though, hopefully it's easier to find settings now.

>> No.10069665
File: 28 KB, 472x305, 1687895518565407.jpg [View same] [iqdb] [saucenao] [google]
10069665

>>10069470
>no witch map

>> No.10069676

>>10069389
Yes, but there's a lot of value in how you can reach out far with it at your leisure.

>> No.10069693

>>10069676
I huess I only disagree with the "dramatically" part.
Again, all depends on the mapset.
If I were to rebalance it: CG fires faster. pistol does too, but obv to lesser extent, is perfectly accurate. SG has maybe varying pellets between 7-10 maintains spread, maybe skosh faster. SSG is unchanged. Plasma rifle is a little less varying in damage. BFG is unchanged.
Some ofnthat would need to be sussed out

>> No.10069696
File: 143 KB, 472x533, 8c2b80d9a83cf935356f7971e217ac3d_puyo.jpg [View same] [iqdb] [saucenao] [google]
10069696

>>10069665
I swear I'm on it.

>> No.10069740

>>10069696
>subtle progress screen
nice puyo, I'm sure the map will be fine

>> No.10069749

In gzdoom, is there any difference between 1280x720 resolution with scale factor 2.0 and 2560x1440 resolution with scale factor 1.0?
And what does "Lowest Possible Scale" actually does?

>> No.10069769
File: 2.09 MB, 1600x2280, treetoe.png [View same] [iqdb] [saucenao] [google]
10069769

>>10069635
>Or if you're up against a former human/sergeant/chaingunner/imp each of those takes one sh shell.
Part of maintaining your ammo is making the most out of everything spent. You will have spent less shells blasting into and killing mobs of those enemies with the super than if you had used the regular. If anything switch to the single shotgun once everyone else is nearly dead and you can't line up the stragglers.
I also dove into the doomwiki and found out chaingunners and imps also have a chance at surviving a hit from the regular. Using the wiki, imps have 60 hp and chaingunners have 70.
>Shotgun damage per shot is 35-105 (theoretical total) 45-100 (with vanilla RNG)
>Super shotgun per shot is 100-300 (theoretical) 150-225 (vanilla)

>> No.10069783

Udino e2m1 is done and fuck small rooms where a bunch of enemies teleport at once

>> No.10069805
File: 84 KB, 1062x1080, 1664709464377532.jpg [View same] [iqdb] [saucenao] [google]
10069805

>>10069654

>> No.10069838
File: 477 KB, 1288x745, Capture.png [View same] [iqdb] [saucenao] [google]
10069838

>>10068576
Made the mistake of trying to have sector lights crossing curved ceilings. I don't understand this fucking shit.
Just going to do regular rectangular lights next to the arches instead.

>> No.10069867
File: 2.95 MB, 786x596, marines.webm [View same] [iqdb] [saucenao] [google]
10069867

We're just getting started
It's indeed possible to use Doom 2 monster attacks in Ultimate Doom, but if you simply import Doom 2 into Doom 1 it defeats the purpose, so, this Marine is a legally-distinguished Arachnotron.

>> No.10069884

Should the bfg have its own ammo pool?

>> No.10069893

>>10064802
WORDS WORDS WORDS

>> No.10069905

>>10069884
If you do that, it shouldn't be expandable by the backpack. I'd also say lower how many cells the player can carry.

>> No.10069910

>>10065605
Madokafag here, just got out of a mental hospital and have no computer, so I won't be able to bugfix or balance my map for at least a month.
Humbly requesting another anon do me a solid and finish the polishing. Thank you, and Goddess bless you all.

>> No.10069917
File: 135 KB, 764x510, i asked, i care.png [View same] [iqdb] [saucenao] [google]
10069917

>>10069910
I hope you're doing ok, man.

>> No.10069940

>>10068864
Romero is talking out his faggot ass. The pistol has the same accuracy as the chaingun.

>> No.10069945

>>10069917
Thanks senpai. Much better where I am now. I'll prolly end up a Christian after this lmaooo [King of Carrot Flowers Pt.2 intensifies.]

>> No.10069952

>>10069910
Get well soon (:

>> No.10069960

>>10069940
maybe follow a reply chain before chiming in hot

>> No.10070039

>>10069884
some mods split plasma ammo but since maps still only have 4 ammo types in them in practice it's a fraction of plasma ammo
Final Doomer is the most unique take on BFG ammo I've seen, it fills up as you grab any large ammo pickups, which works fine playing continuously on normal wads but falls apart in BFG only slaughter maps
oh, and meta doom, BFG ammo is very rare on plasma but also drops from archviles. kind of makes your BFG usage scale with how archie happy the wad is

>> No.10070134

>>10068864
Romero lies a lot to seem grander than he really is, and to make it seem like he put more thought into Doom than he really did. He's lying out of his ass here and he's even got it wrong.

>> No.10070190
File: 435 KB, 1920x1080, Screenshot_Doom_20230715_190222_01.png [View same] [iqdb] [saucenao] [google]
10070190

After almost getting filtered by map01 purgatori gets smoked immediately in map02 lol. off to a great start

>> No.10070232
File: 101 KB, 1218x320, huhe1.jpg [View same] [iqdb] [saucenao] [google]
10070232

After multiple (six) deaths I have clearly found the intended method of beating the map. One idkfa later the map became very easy. Next map.

>> No.10070238

>>10069654
Newspost worthy>>10064515

>> No.10070239

>>10070232
>screenshot of screenshots
my friend what are you doing

>> No.10070241
File: 908 KB, 2560x1440, spasm0000.jpg [View same] [iqdb] [saucenao] [google]
10070241

This is a great map.
>Find the GL
>GL boost to get the boards
>get the jump boots
>rush to the end of the map skipping 95% of enemies
I had to go back and play it properly afterwards, i love this design where secrets and good movement let you skip the standard progression.

>> No.10070246

>>10069884
The plasmagun has a circumstantial advantage by (potentially) causing greater damage over a large distance and (I guess) more frequent stunlocks, but these aspects don't really matter given the optimal damage per second/cell of the bfg. This is especially true for skilled players who have no issue getting right next to monsters (see 2 shot cybers). Usually if a map designer wants the player to use the pg they just don't give them the bfg, which is a functional if boring answer. I can see why you might want separate ammo pools so the pg doesn't become irrelevant but I also feel this removes a potential for depth in managing a multi-use resource.
It could be more interesting to just make the plasma gun better, having it fill the power gap between the bfg and the rocket launcher or circumstantially exceeding them both. NoSp3 does something similar to this by doubling it's damage, but it's difficult to asses if this alone is a good solution because the design of everything else in that wad is...unconventional. Naturally, improving one of the best weapons compliments slaughtery design, but I wonder if it could also work with comparatively -normal- maps.
Mbf21 added the ability for projectiles to rip through enemies like the mage's wand or a railgun, which I think could also serve as a nice qualitative difference for a new cell weapon. Many gameplay mods (that I haven't played) have surely already added a railgun type weapon, but I'd be curious about the design of maps made with this change in mind. Do you think a future /vr/ project should maybe modify or add a wholly new weapon? I think we've never done that.

>> No.10070247

>>10069559
>>10069581
I think it's the highest rated map on quaddicted. Very worthy to be honest.

>> No.10070252

>>10070238
I knew I forgot something, thanks.

>> No.10070254

>>10069945
>NMH reference
I'd kill myself too.

>> No.10070360

>>10070239
I think anon wanted show both of them side-by-side but didn't wanna bother opening paint or some image editor to do it. Anonsmarts in my opinion.

>> No.10070372

>>10069945
Do what you gotta do man. Religion fosters community and giving yourself to something greater than you that gives you strength. If you need that to keep on keeping on, do it.
t. not religious

>> No.10070386
File: 273 KB, 1264x790, 6b0959cc9018.jpg [View same] [iqdb] [saucenao] [google]
10070386

>>10068576
Is there a way to start drawing from existing linedef without triggering its properties window? I have to put a vertice first, zoom all the way in, decrease the grid size to minimum, then aim my cursor properly so it would snap into place. This waste of time bothers me.

>> No.10070410

>>10070386
Assuming you're using UDB, and I understand your problem: Check Tools>Prefrences>Controls then see if "start drawing" is bound. This has different behavior to "linedefs mode" but they can both draw lines.

>> No.10070423
File: 1.94 MB, 2560x1440, Screenshot_Doom_20230716_093746.png [View same] [iqdb] [saucenao] [google]
10070423

my Doomguy is suspicious about that blue keycard..

>> No.10070447

>>10070410
I don't quite understand the utility of having two nearly similar tools, but that's the one. DBX wouldn't even snap with previously described method and it doesn't have the drawing tool, but it has pretty nifty lua scripting. Thanks.

>> No.10070459

>>10070423
was pb updated? that carbine rifle looks way different than mine

>> No.10070478
File: 2.66 MB, 2560x1440, Screenshot_Doom_20230716_091825.png [View same] [iqdb] [saucenao] [google]
10070478

>>10070459
its the 'Heavy DMR' assault rifle upgrade
the upgrade to the rifle you start with
gets an enhanced high power semi automatic sniping mode OR you can swap between normal mode scope and an underbarrel grenade launcher that uses rocket and nade ammo (you can see it in the HUD)
magazine capacity doesnt get higher its still 30+1 rounds but you can still dual wield them unlike the carbine upgrade that become LMG and doesnt allow dual wield which is gay as shit
that being said akimbo Heavy DMR is some real bullshit dps on the level of akimbo autoshotguns

>> No.10070484

>>10070478
ty for the clarification. just for a little further clarification, youre using the latest git right?
https://github.com/pa1nki113r/Project_Brutality

>> No.10070489

>>10070484
I am using uhhh 'PB_Staging' branch
should be the most up to date?
no idea for sure

>> No.10070501 [SPOILER] 
File: 3.28 MB, 1356x1784, __doomguy_and_cacodemon_doom_drawn_by_substance20__9f77c2b79cdd825acd251207325f8ac5.jpg [View same] [iqdb] [saucenao] [google]
10070501

...what?

>> No.10070508

>>10070501
Holy fucking shit would.

>> No.10070537

>>10070501
Why is she dressed like Chris Chan from the belt down?

>> No.10070545

>>10070537
>Sees a female figure
>Thinks of Chris Chan
I'm sorry anon you have the 'tism.

>> No.10070558

>>10070545
I thought about Chris Chan because it looks so ugly and garish.

>> No.10070561
File: 8 KB, 213x236, Z.jpg [View same] [iqdb] [saucenao] [google]
10070561

>>10070558
>'tism
>Shit taste
It's terminal anon, I'm sorry.

>> No.10070590

>>10070537
>shorts + leggings
>older-fashioned pattern
>ugly color combo
you may just have a point.

>> No.10070591

>>10068883
Asking once again, is the LC from Armagon gonna be the only gun that doesn't use PlasmaCells?

>> No.10070596

>>10070591
? I'm not VRanon anon. He mentioned a few threads ago he's been real busy but still doing stuff in the background. I think Mjolnir is even using the skin he made for the Mjolnir hammer in VR.

>> No.10070604
File: 218 KB, 1600x900, winquake_mark_v_0012.png [View same] [iqdb] [saucenao] [google]
10070604

>>10069447
Somebody good at mapping needs to make a level in Mjolnir where you can kill the Zerstörer boss for once already, only to feature a twist ending revealing that just like with Blood1's Tchernobog - killing it's current form makes your char become the new host for the spirit of The Destroyer

>> No.10070609

>>10070604
I'm vaguely certain the Mjolnir guys are remaking or revamping the most well known Quake custom content, including Zerstorer. They just wanted to get some kind of release for Mjolnir out since people have been asking. I reckon we'll be getting a Zerstorer revamp with an actual fight with the big guy 4u.

>> No.10070653
File: 11 KB, 374x299, CannedMeatIsOnTheMenuBoys.png [View same] [iqdb] [saucenao] [google]
10070653

>>10069218

>> No.10070709

>>10070561
>calls me 'tistic over cacowaifu
You lack a complete and utter sense of self-awareness.

>>10070590
Thank you

>> No.10070712

just finished catacombs 3d its fun of not a bit short guess ill play catacombs the abyss next

>> No.10070713

>>10070709
Not only is it terminal, but your grandchildren are going to need grandchildren doctors if they hope to live long enough with such awful taste and 'tism.

>> No.10070717

>>10070713
HEY
I'm Henry Firth

>> No.10070723

>>10070717
Sit down Mr. Firth.

>> No.10070726

>>10070713
Calm down uncle Phil
https://www.youtube.com/watch?v=QZEt_Sdo73M
It's just a drawing.

>> No.10070729

>>10069561
Not just the amount of quirkly self aware humor (Which is probably why one anon didn't like the idea of Fatlus being added) but also the actual choices being too obvious.
Lady Dimitrescu, the new Lois Lane, Miruko, Geiru etc.
Like "quick, what's the current trending waifu getting drawn on Twitter".

>> No.10070793

>>10070729
>the actual choices being too obvious.
I was a little surprised to see nobody tried to hunt down a 1993 waifu for the Doom release date reference. Not that I have any clue what would be a good pick for that, I can only think of series just a couple years either side of it.

>> No.10070795

>>10070793
That would defeat the purpose anon-san. Sure, you can find A waifu from 1993, but if it's not YOUR waifu then it's insincere.

>> No.10070850

>>10070795
>if it's not YOUR waifu
All "waifu" means nowadays is "fictional character I'd buy merch of and jerk off to", so that's an easily solved problem. We already know we're not using the classic definition, because somebody submitted multiple maps.

>> No.10070853
File: 349 KB, 1054x750, 195.png [View same] [iqdb] [saucenao] [google]
10070853

>>10070850
THE TIMES THEY ARE A CHANGIN

>> No.10070872
File: 764 KB, 1842x811, Screenshot_6.png [View same] [iqdb] [saucenao] [google]
10070872

>>10068576
Stairs again

>> No.10070873
File: 1.15 MB, 1600x900, spasm0311.png [View same] [iqdb] [saucenao] [google]
10070873

Almost done with this shit

>> No.10070892
File: 175 KB, 634x1214, 285273526178.png [View same] [iqdb] [saucenao] [google]
10070892

>>10069910
Best of luck frenski

>> No.10070902 [SPOILER] 
File: 378 KB, 1325x571, Screenshot_8.png [View same] [iqdb] [saucenao] [google]
10070902

>>10070872
Soul?

>> No.10070904

>>10070604
>>10070609
Zerstorer already has animations and code made for being a boss fight in Mjolnir. Expect to face him in the future.

>> No.10070905
File: 389 KB, 1920x1017, Screenshot_Doom_20230716_163709.png [View same] [iqdb] [saucenao] [google]
10070905

>>10069470
extremely minor nitpick but the monster closet in map 05 has some texture wonkiness

>> No.10070915

>>10070904
You part of the team? Is the remaking of old custom Quake maps still happening or was it abandoned?

>> No.10070950

>>10069910
Stay strong, brother.
>>10070850
>>10070795
>>10070853
>All "waifu" means nowadays is "fictional character I'd buy merch of and jerk off to
What waifu has always meant to me has always been: "This is my favorite girl."
Perhaps I don't recall it that well but back in 2006-ish? It didn't mean exactly
>"This is my favorite girl, I will become obsessed with her."
but
>"I would marry her if possible."
I call a lot FOTM girls waifu because girls like Curly Brace to some extent is my favorite girl, and favorite robot, and it gets across the idea that I think this girl is cool.
I personally picked video games girls because video game board.
Though there's only two characters I could actually could consider a waifu by pure loyalty because I actually celebrate their birthdays, and force others to sit around and celebrate their birthdays too, but one of which is an original character I made so that brings into question if it's like incest in a way since I made her.

>> No.10070962

>>10070950
>Cheating on your waifu
Don't think too hard about it. It was always a mix of
>"This is my favorite girl, I will become obsessed with her."
and
>"I would marry her if possible."
AND
>"This is my favorite girl."
The circles I inhabited had it as a mix of the first two, but I'm sure people on the periphery of weeb culture are just fine with the definition of
>this is my favorite girl
Ultimately it doesn't matter too much.

>> No.10070979

I have waifu polygamy; that's why I made two maps for the Fore/vr/ Alone project (and tried to make a third one), I'm not going to sell myself short, heh.

>> No.10070984
File: 3.20 MB, 2560x1440, ed_set.png [View same] [iqdb] [saucenao] [google]
10070984

>>10070423
>>10070478
EDay certainly is cozy.

>> No.10070989
File: 1.16 MB, 1280x768, Ruinsoftheeldergod.png [View same] [iqdb] [saucenao] [google]
10070989

>> No.10070991

>>10070962
It is a dumb discussion but I also get why a lot people get so passionate about it. I should also want to clarify it's a bit nebulous for myself because I also like Hanako from KS but I also would never call her a waifu, nor would I call dark magician girl a waifu either. It's like tiers of waifufaggotry you see, I can only call a single girl from a series a waifu.
>>10070979
I'll still commit sudoku for having two waifu maps myself, of not even my actual waifus, it is the only way to redeem my laifu

>> No.10070993

>>10070915
Yes, and it is still happening. In fact mj4m2, 3 and 4 are technically remakes of older maps.

>> No.10070996

>>10070873
What's this? Non-abstract Quake map?

>> No.10070998

>>10070979
If you are the limbus/curly guy, keep mapping, you have some nice ideas, if you are joe-ilya your jamal jones map sucked

>> No.10071002

>>10069071
I don't know if it is quite as open or roomy as you're looking for, but I like Super Mayhem 17 when I use SNES/NES vibe gameplay mods. Actually if anyone else knows of other .wad files with a similar aesthetic to SM17, I'd be appreciate it.

>> No.10071001

>>10070993
YES fuck yeah. Good luck fuckers.
>In fact mj4m2, 3 and 4 are technically remakes of older maps.
Really? I'll have to replay them, I hadn't noticed.

>> No.10071005

>>10070998
> limbus/curly guy, keep mapping
Thanks anon, will do.
Also this is me if you really care.
>>10070991
>>10070950

>> No.10071007

>>10070991
>It's like tiers of waifufaggotry you see, I can only call a single girl from a series a waifu.
I can see that. Also Emi or bust. Lily is fine too. Shizune is hot.

>> No.10071026
File: 135 KB, 730x482, _tezuka_rin_.jpg [View same] [iqdb] [saucenao] [google]
10071026

>>10071007
>Also Emi or bust. Lily is fine too. Shizune is hot.
You're just fucking wrong, anon. I'm sorry.
>>10069125
>>10069253
>>10069453
>>10070902
>>10070872
Anon can I ask why you're been making only stairs?

>> No.10071059

>>10071026
then hug me with your legs!

>> No.10071065

>>10070998
That's fine, I didn't get much feedback for the JJ map beyond either simply "it's good" or "it's bad", so I didn't get to revise it for a second version to make it better.

>> No.10071069

>>10071065
Judging by the wad general quality and E3 in particular, it seems doomkid did fuck all to balance or unify it.

>> No.10071071
File: 176 KB, 1920x1080, Screenshot (1).png [View same] [iqdb] [saucenao] [google]
10071071

>>10070484
master is outdated, PB_Staging is the nightly build

>> No.10071078
File: 1.23 MB, 1600x900, spasm0313.png [View same] [iqdb] [saucenao] [google]
10071078

>>10070996
Quoffe2 like last time

>> No.10071084

>>10071069
To be fair to Doomkid, there's like 66 maps in that project, and who the hell has time to thoroughly playtest all that?

>> No.10071085

>>10068215
I appreciate your enthusiasm, anon
Sorry I didn't get back to you sooner, but thank you for the bug fix. I sent it over to my coder.
For the rest of your post I can't really say nor know currently. It'll happen when it happens.
>Horribly unbalanced but probably quite fun...
Demonsteele is hardly balanced to begin with.
We have some ideas, some ideas we threw out and thought about.
I think something that encourage players to fast and crazy is to somehow boost all damage based on the rank, but that remains to be tested and seen.

>> No.10071092

>>10071084
The he shouldn't have made it 66 maps. It's not like these maps are some golden standard of mapping, plenty of them could have went to the chopping block not only not impacting the quality, but probably making it better.

>> No.10071101

playing waifu maps
I can't exit madoka. what do i do? im at the bed

>> No.10071102

>>10071092
It's just a compilation of maps made for a competition. I doubt much thought went into it.

>> No.10071103

>>10071101
I am pretty sure the latest version of the madoka map had no exit. Try iddt, maybe I missed it.

>> No.10071104

>>10071059
Based

>> No.10071110

>>10071102
Competition implies competing. JJ feels like every submitted map was put in.

>> No.10071119

>>10071110
>JJ feels like every submitted map was put in.
That's exactly what it is.

>> No.10071145

>>10070979
>and tried to make a third one
glad to hear you only made 2 maps because I didn't really enjoyed them at all, so why even bother

>> No.10071172

>>10071145
rude

>> No.10071176

>>10071172
just being honest, joe.

>> No.10071180

>>10071176
im not your joe, buddy

>> No.10071192

>>10070653
well I took some time to figure out how to make a model in Blockbench so I can use it as a reference, next up is to make a throwing frame for this thing, and the projectiles, then I can get back on track with GMOTA dev.
I'm glad I could figure this out, I had made a promise to myself that I'd make at least a single model to honor the memory of Slax, he had wanted me to pick up modelling so I could use it for first person weapon sprites.

>> No.10071203
File: 299 KB, 1280x720, 500 ml of vr.png [View same] [iqdb] [saucenao] [google]
10071203

>>10069405
Very cool. I need Opengl not so much because of performance but for compatibility since i play addons.
I tend to play on 1780x720 to keep the best balance in voxel brightness. I also like the crustier look of lower resolutions for some games even tho my screen can display 4K.

>> No.10071204
File: 1.35 MB, 1839x797, Screenshot_9.png [View same] [iqdb] [saucenao] [google]
10071204

>>10071026
I am experimenting with detailing objects, stairs are easy to visualize color composition, IMO. I'm a very novice mapper so It helps me get used to all that I can do with the game for now. This is a map that I have called rooms, where I only test ideas and designs.

>> No.10071210
File: 79 KB, 124x158, boom.gif [View same] [iqdb] [saucenao] [google]
10071210

>>10071203
>1720X720
*1280X720

>> No.10071217

>>10065458
>I just made a map for him so it isn't my waifu
I switched my waifu choice to a relatives.
I agree with other anon that having one waifu per up is acceptable. Asuka best girl. Ryoko best girl. Aisha Clan-Clan best girl.
But putting one in for someone else is also ok.
It has to be because I did it.

>> No.10071219
File: 994 KB, 1280x720, cut.webm [View same] [iqdb] [saucenao] [google]
10071219

finished e2m2 of udino and it wasnt as bad as i expected but i did die one time due to a face rocket

>> No.10071220

>>10065474
>grandfather
Uncle.

>> No.10071240

>>10071145
That's cool, they're not for everyone, I wanted to focus on the rocket launcher as a main weapon instead of SSG, and I know most people would rather just use the SSG.

>> No.10071263
File: 42 KB, 400x336, ODsDrx6.png [View same] [iqdb] [saucenao] [google]
10071263

How are most weapon sprites of this sort of quality made? Do people really hand draw them/sprite them pixel-by-pixel in aseprite or something, or are they generally digitized 3D models?

(I know the originals were edited photographs of toy guns)

>> No.10071269

>>10071263
Might be a midpoint between making 3D models and then drawing over them in with 2D art software.

>> No.10071283

>>10071263
My untrained eye says that definitely looks like drawn. I think you can kind of tell what's modeled and what isn't. Look at Selaco.
https://youtu.be/r8oYsZNd548?t=248

>> No.10071285

>>10071263
It's just an edit of the vanilla shotgun sprites.

>> No.10071328

>>10071283
I think both are made from 3D models, but in Selaco's case it's a lot more apparent because of laziness. On the Selaco guns there's no dithering, much lower contrast and overall color 'vibrance' than what you would expect from a 90s sprite weapon, and a few other tells like the generic Blender procedural edgeware that there's a million copycat tutorials for. You could just replace them with actual 3D models that animate at a low FPS and there wouldn't be much of a difference.

>> No.10071343

>>10071263
94 Protons should have used this shotgun.

>> No.10071351

A gorillion years late, but is there a way to disable the minigun making enemies stand there until you shoot all their parts off when using the minigun for PB/Brutal Doom? I've never liked it.

>> No.10071360
File: 9 KB, 1171x19, Capture.jpg [View same] [iqdb] [saucenao] [google]
10071360

>>10071263
Pillowblaster and Sgt Shivers are just on another level of being (picrel from opening DRLA in SLADE), don't know if they've ever talked about their workflows but it would be interesting

>> No.10071373

>>10071343
don't give ideas to cockblock, he might take another two years revamping those sprites

>> No.10071378

>>10071373
It's already never coming out. What's another 2 years on top of infinity?

>> No.10071391

>>10071101
>>10071103
No, you're correct. I forgot to make a fucking W1 Exit rhombus in the middle of the bed.
I didn't see project lead feedback for that version, so sorry it wasn't caught sooner. Praying for an anon to fix it and have 2 Cybers and 77 SS Officers teleport into the main courtyard after picking up the BFG. One of the Cybies should be perched on the heart platform with the ladder to the Madoka art, the other should be on the ground near the start. Both Cybs should be in conveyor closets and set to Ambush, and their Teleport Things should be facing away north. The SS Officers should be alert in their standard tele closet(s), and they should pour out of just two or so spots, at your discretion.

>> No.10071445

>>10071240
nta, but you went way overboard with the difficulty of the v1 of mancubus map. That was end wad level of difficulty, not map 7. The pony map was fine outside the dickish 4 archie backstab trap.

>> No.10071483

>>10071445
That's true, I tend to go overboard with my maps, thankfully the project lead gave a ton of feedback for V2 and V3 for me to go over and make changes to massively improve the maps' combat and balance.

>> No.10071493
File: 1.08 MB, 1600x900, spasm0334.png [View same] [iqdb] [saucenao] [google]
10071493

>>10071078
This would look much better with custom textures

>> No.10071494
File: 658 KB, 1920x1017, Screenshot_Doom_20230716_205548.png [View same] [iqdb] [saucenao] [google]
10071494

>>10069470
Does Madoka map have an exit?
Tried almost everything and even looked in the builder but I cant seem to find how to exit this damn map

>> No.10071508
File: 823 KB, 1461x828, 67A99A54-BF51-4D74-BCA8-57DD8D0EB691.jpg [View same] [iqdb] [saucenao] [google]
10071508

>Map is boring as shit during a causal run
>Become exciting as hell when you speedrun it

For me its Demonic Hordes.

>> No.10071517

>>10071494
>>10071391
read the thread, nigga

>> No.10071529

>>10071483
Funny thing, your JJ map was the opposite until the final fight. That one was pure luck, especially since it's possible for the pillars to sync in such a way that you will be left with no cover against the spider mastermind

>> No.10071575
File: 133 KB, 640x480, DUKE.jpg [View same] [iqdb] [saucenao] [google]
10071575

MY NAME IS DUKE NUKEM AND I ATE SHIT AND DIED

>> No.10071584

>>10071575
Groovy!

>> No.10071585
File: 107 KB, 392x418, 3ad5094ecdbf123569f21a14b9aacf67.jpg [View same] [iqdb] [saucenao] [google]
10071585

>>10071391
Sorry I didn't write any feedback after testing the new version, I just saw the exit room layout being the same and went to test another map, I didn't even realize that you don't exit from the same passageway. I guess I should have made another run of each map with my feedback rules before making a beta, but I said it would be up "today or tomorrow" and wanted to abide by that.

>> No.10071619

>>10071529
Sorry, man, I really wanted to utilize that gimmick, and it got praise when Doomkid played through it on stream.
Though, on a second look I should've placed a soulsphere and green armor before the fight as a cushion in case that happens.

>> No.10071647
File: 84 KB, 1024x577, 4173476131_1f3efb4b9d_b.jpg [View same] [iqdb] [saucenao] [google]
10071647

How to map when you have symmetry OCD...

>> No.10071675

>>10071494
Gomen'ne, anon. The bed is the intended exit.
>>10071517
Language!
>Read the thread, nigga, ”please"
>>10071585
Kekeke, is k. No blame at all. You're doing well enough so far, so don't stress honest mistakes.

>> No.10071692

>>10071675
I will be honest, when I tested your v2 of madoka I though you left out the exit deliberately, thought that you wanted to place it in a different location like the face in the center of the map. I still think putting the map last and having the BFG room be a death exit would be a great wad ending, you can't make your waifu real. But then you won't get to see the change to madoka on the map itself.

>> No.10071739

>>10071692
>thought that you wanted to place it in a different location like the face in the center of the map
I actually was going to make her face a damaging floor secret exit, but I don't recall if that's cl 9 compatible or not. Anyway, the Mikazuki map had a secret exit, so I scrapped the idea. Regardless, thank you for the kind words.

>> No.10071754

>>10069470
Played all maps ending in 5, 0, 2 and 7 so far.
>A Daring!! Escape
- Seems to have a long pause in the midi
- Clearly a beginner map, but decently fun
>Panacea
- I played the first half like a tyson map since I didn't feel like shotgunning everything, but it works.
- Suffers a bit from "what the fuck did that switch do" syndrome.
- The way the blue key trap opens up is pretty cool.
>Soul
- 2 monsters (an imp and archvile) didn't feel like teleporting in and stayed in their closet below you're waifu's leg.
>Crescent Moon Sortie
- Already played this one. Improved a bit compared to the old version.
- I kind of wish there was a way back from the secret exit room.
>Robutt
- Since the damaging floor in the first few rooms isn't flat, damage is avoidable by just standing on a ledge. You could probably fix this by using boom deep water effect, but that might be a pain to do.
- Maybe add midtexture fences/railings instead of just having impassible linedefs in places you don't want the player to jump down in. It seems kind of forced now.
- I actually died quite a lot for a map in the 02 slot.
- The revenants in the trap/puzzle at the end are all stuck in one another, plus there's a hall of mirrors at the exit. Not sure if that's intended.
>Ass Massage
- Picking up all the blurspheres early was not a good idea.
- Not a bad map, but it feels a bit like a shitpost compared to your other map. Speed horse is clearly your real waifu.
>Hope for Tyranny
- Best looking map I've seen so far. Has some pretty difficult fights too. Feels like it should be a later map slot than 12.
- Rocket launcher secret is easy to not tag despite picking it up.
>The Amataya Inquisition
- Feels very 90s, for the lack of a better word.
- Should probably have a different sky.
- Fairly easy despite being one of the later map slots.
>Sleep Tight
- Pretty sure the author for this one was Hand-peeled, not "anonymous"

>> No.10071768
File: 172 KB, 1920x1200, Untitled.jpg [View same] [iqdb] [saucenao] [google]
10071768

After way too much time, finally finished with it. Another undeserved (doomkid) cacoward mention

>> No.10071769

>>10071754
>there's a hall of mirrors at the exit
That one is intended, the map maker said so.

>> No.10071771

>>10071768
Started playing this but it clashes so much visually. Has he no sense of style?

>> No.10071774

>>10071771
Apparently, it was some kind of a "competition" and they just threw everything in, as per >>10071102 comment

>> No.10071805
File: 372 KB, 1607x751, test.png [View same] [iqdb] [saucenao] [google]
10071805

>>10071754
>Robutt
Sup, creator of this map.
> Since the damaging floor in the first few rooms isn't flat, damage is avoidable by just standing on a ledge
That's fine, it's already painful enough. It's meant to force the player to learn movement quickly.
>I actually died quite a lot for a map in the 02 slot.
When designing it I honestly thought it be a map somewhere in the middle to give players a small break, that said it should adjust difficulty to be a lot easier if you're not playing on hard.
>The revenants in the trap/puzzle at the end are all stuck in one another, plus there's a hall of mirrors at the exit. Not sure if that's intended.
The Revenant trap is pretty funny because it doesn't work on Woof but does work on GZDoom and Zandronum, so it's working as intended :^), so it that an accident I just kept in because I like funny things like that.
But similar to missing textures!
PROJECTLEAD, I BEG YOU!
Can you please fix my mistake by adding OSOLID02 to the missing textures, and delete the duplicate revenants?
I don't think it's worth going through the whole process to just update something so small like this.

>> No.10071809
File: 3.96 MB, 680x804, maka.gif [View same] [iqdb] [saucenao] [google]
10071809

>>10071754
>Soul
Oopsies, did some changes to the sector and forgot to change the tag
https://files.catbox.moe/napw94.wad

>> No.10071808

>>10071805
>so it was* an accident
Whoops posted too early.
>Maybe add midtexture fences/railings instead of just having impassible linedefs
I'm a bit confused: Do you mean this by the way?

>> No.10071852

>hate quake 2
>enjoy quake 2
eh?

>> No.10071857
File: 8 KB, 299x293, wutatello.jpg [View same] [iqdb] [saucenao] [google]
10071857

>>10071852

>> No.10071860

>>10070241
My favourite map in alkaline I think, visually and gameplay wise. The one set in like a cyberpunk construction site was also cool visually.

>> No.10071861

>>10071774
Yes, the competition was to appeal to Doomkid the most, the top 2 map authors got money, but Doomkid ended up splitting the 2nd place's reward between two people.
You can see the winners in the credits map.

>> No.10071865

>>10071768
>Another
What are some other undeserved mentions?

>> No.10071867

>>10071865
Ray mohawk 2

>> No.10071872
File: 38 KB, 385x434, 79b3c01d40653f123a0d6424dbf1ca71.jpg [View same] [iqdb] [saucenao] [google]
10071872

>>10071805
It's done, tell me if there's any other quick fixes to do.
As with >>10071809 changes and corrected credits (still don't know how I didn't realize that I had unused names from my notes and the wip credits pic), it'll be added to a beta2 soon.

>> No.10071874

>>10071872
Did you fix the off center doomguy face?

>> No.10071889

>>10071852
the duality of man

>> No.10071919
File: 58 KB, 320x200, Untitled.png [View same] [iqdb] [saucenao] [google]
10071919

>>10065650
I can't do this at this very minute, but I should be able to tonight.
Mocked up for your consideration.

>> No.10071923

>>10069470
Can I Slither In? (Merula) crashes on DSDA (24.2, binbows)

>> No.10071925
File: 64 KB, 919x688, still_taking_notes.jpg [View same] [iqdb] [saucenao] [google]
10071925

>>10071874
Yes, I forgot the offset on one of the faces, but it's good now.

>> No.10071926
File: 206 KB, 768x768, 70517733_p0.jpg [View same] [iqdb] [saucenao] [google]
10071926

>>10071754
- I kind of wish there was a way back from the secret exit room.

Good idea, I'll add that, also adding a room before the regular exit that gives player a hint they missed the secret exit,

Also need to fix the skybox now that the map sits a slot 20 it uses a different skybox than in , (the city skybox does not fit the map at all and causes some issues) I have a new version soonish

>> No.10071927
File: 1.49 MB, 3840x2160, qbj_hcm_2023-07-16_20-18-04.jpg [View same] [iqdb] [saucenao] [google]
10071927

>>10068295
This is the kind of thing I mean

>> No.10071928

What's your opinion on gun overlap? Like having an assault rifle AND a minigun that both use separate ammo, as an example.

>> No.10071932

>>10071928
I dislike it immensely, redundancy a fug.

>> No.10071959
File: 2.95 MB, 853x480, 1676772756302623.webm [View same] [iqdb] [saucenao] [google]
10071959

>>10071923
and i mean on map load. i guess its a texture issue since it freezes on "loading textures", but who is to say.
vid is me loading the wad and typing idclev14

>> No.10071967

>>10071078
It looks like the majority of the maps still abstract. This is sad.

>> No.10071974

>>10071928
There's ways to make a minigun and rifle/smg distinct other than their basic function, like mocement speed penalties, it can be done right

I've thought about the topic of automatic military mcshootyman rifles in modded doom and I think they work best as shotgun replacements because the bullet ammo type is an afterthought in pretty much any pwad and most mods either give bullets way too much milage, or they're just as unimportant as in the vanilla arsenal

>> No.10071975
File: 103 KB, 1280x800, doom06.png [View same] [iqdb] [saucenao] [google]
10071975

>>10071923
>>10071959
This is weird, it crashes on nugget 2.0.0 as well, but works on dsda 0.25.6
I'll look into that, it's probably a beta bug rather than a problem with the map.

>> No.10071984
File: 3.05 MB, 1920x1080, edayedukevibe.png [View same] [iqdb] [saucenao] [google]
10071984

>>10071928
Depends. If it's just two weapons you pick up later and all they do is shoot bullets then that can be boring. Throw in alt-fire and even basic differences in mag management like >>10068893 referenced and things are more interesting.
My opinion also changes if the assault rifle is the starting weapon.

>> No.10071987

>>10071928
>Like having an assault rifle AND a minigun that both use separate ammo
Worked perfectly fine in Doom 3. Weapons sharing ammo just makes me figure out which one of them is better and never ever use the other one.
Like, why would I ever use the m1911 in RTCW when the tommy gun is just superior? Why use the plasma rifle in Doom 1/2 when I have a BFG that can kill a lot more enemies for how much ammo it uses? At least in Quake's rocket and grenade launchers there's a situational difference in grenades bouncing and firing slightly faster.

>> No.10071990

>>10071328
Calling the Selaco devs lazy is just insulting. Nothing about the demo that I played screams laziness and they have been actively updating their free demo for over a year while working on a full release.

>> No.10071997

>>10071975
Yeah I updated to DSDA 26.2 now and it's fine, aside from a brief freeze maybe.
But that's weird it doesn't work on your Nugger, work's on mine (2.0.0). It probably won't be relevant to solving this issue but here's my config just in case. https://litter.catbox.moe/tf5cto.cfg

>> No.10072019

>>10071872
V4.1 of Rainboom : https://files.catbox.moe/mtpqp3.wad

>Fixed a bleeding sector and a small misalignment.

>> No.10072027
File: 1.11 MB, 512x512, GOD DAMNIT.webm [View same] [iqdb] [saucenao] [google]
10072027

>Woof! is literally the perfect purist sourceport
>can be configured (very easily) to play just like DOS Doom or have a metric ton of quality of life options enabled

>except it has zero support for iwads beyond Doom itself

So close to a perfect Heretic experience.

>> No.10072031

>>10072027
I like Nugget more.

>> No.10072034

>>10072031
does Nugget do Heretic? I literally can't think of a single thing Woof is missing besides other iwad compatibility

>> No.10072038
File: 24 KB, 210x200, huehue.gif [View same] [iqdb] [saucenao] [google]
10072038

>>10072027
>that ending

>> No.10072042

>>10071925
in a daring escape, the waifu doesn't actually show on the map without iddt.

>> No.10072046

>>10071928
Depends on a few factors. How do the assault rifle and chaingun differ? Do they serve the same purpose? Even if they're not supposed to, are you sure the rest of the game's balance fits their differences? An example of a balance situation where none of these are accounted for is the difference between the Chaingun and the Plasma Rifle. Sure, they differ quite a lot. The Chaingun is hitscan, slower, highly accurate from all distances. The Plasma Rifle is a slow projectile that does a lot of damage, but they fire very rapidly. It's very hard to hit anything at long distances with it. Where they fail to differ is in every other aspect of this game's balance: enemies and levels are largely designed towards close-quarters combat. Therefore, the Plasma Rifle, the weapon that works best in CQC due to its faster RPM and damage, will outdo the chaingun in 90% of scenarios. The ONLY reason that players change from the PR to the CG is to save cells, which IMO is bad design. This issue is even worse once you add the BFG to the mix, outdoing both those weapons and the rocket launcher also. But, it gets a pass due to its gimmick being that it (supposedly) uses a lot of ammo to do a lot of work and is supposed to be overkill in a lot of scenarios, therefore you have to use it wisely.
I'm speaking strictly in terms of iwad gameplay by the way.
Now that I'm done writing a productive answer I'm gonna be an asshole and ask for sauce
>>10071984
What wad?

>> No.10072048 [SPOILER] 
File: 1.19 MB, 1837x816, Screenshot_1.png [View same] [iqdb] [saucenao] [google]
10072048

>>10070872
>>10069125
>>10069453
>>10070902
I WARNED YOU ABOUT STAIRS BRO!!!!

>> No.10072049

>>10072034
>does Nugget do Heretic?
Sadly, no. But DSDA supports it.

>> No.10072060
File: 745 KB, 1280x720, breday.png [View same] [iqdb] [saucenao] [google]
10072060

>>10072046
>What wad?
Mod compatible version of EDay. It's alright so far.

>> No.10072065

Two questions:
1. Is it possible to take a weapon away from the player using the console?
2. What is the variable name of the computer map if I want to use the give command?
both for gzdoom

>> No.10072068
File: 135 KB, 446x557, 0c261fad23afa08718d0fc45d3581b07.jpg [View same] [iqdb] [saucenao] [google]
10072068

>>10071923
>>10071997
Your config helped anon, it's one of "those" weird bugs:
The empty midi file used in Merula-anon map makes nugget shit itself if the midi player used is set to 1 (fluidsynth). Setting it to 0 (Native) like in your config fixed it, but just making the empty midi a duplicate of the first custom midi worked as well.

Merula- anon, my fix would be the following :
-Renaming your D_MERU1 to the default music on your map (like D_RUNNIN for map01)
-Getting rid of the first musinfo thing at the start of your map, and setting the return from the rocket secret as pointing towards the default midi :
MAP14
1 D_DDTBL2
2 D_MERU2
3 D_MERUDM
Also, Zandronum doesn't like the name of the sky used for the yellow teleporter sky transfer in the rocket secret, but it isn't a major bug, just a warning in the console.

>> No.10072071

>>10072065
>1. Is it possible to take a weapon away from the player using the console?
Yes actually, that's just a matter of going into the console and typing "take shotgun" or whatever weapon you want to remove.

>2. What is the variable name of the computer map if I want to use the give command?
Try using "give allmap"

>> No.10072074

>>10072027
>webm
Please tell me there's actually a Ryan Gosling Deus Ex mod.

>> No.10072076
File: 120 KB, 1362x653, Screenshot 2023-07-17 003400.jpg [View same] [iqdb] [saucenao] [google]
10072076

What's the difference between Woof! and Nugget? They seem to both be DSDA forks with QOL options.

>> No.10072107

>>10072074
>>10072038
I snagged it from a random /v/ thread, no idea who made it

>> No.10072108

SNS is going up in a few minutes. I have no idea what we're playing yet. Password is same as Friday, zettazepto

>> No.10072131

>>10072076
They're Crispy forks. Functionally they're more or less identical, but Nugget offers a lot more visual flair.

>> No.10072135

>>10072108
Don't forget vrsounds.

>> No.10072149

I'm unsure if it'll work with what I have running, but there's only one way to find out.

>> No.10072162
File: 1.52 MB, 1600x900, spasm0338.png [View same] [iqdb] [saucenao] [google]
10072162

>>10071493
>wood-fueled spaceships
No comment available
No comment possible

>> No.10072170

>>10071919
i didn't get a no so im working on it

>> No.10072189
File: 44 KB, 509x550, DEE DEE.jpg [View same] [iqdb] [saucenao] [google]
10072189

>>10072049
>mess around with DSDA
>really close to Woof in terms of what I want, missing some features like colored blood but whatever
>really love the chunky 640x400 mode in Woof
>can set this in DSDA as well...but without widescreen rendering, so I end up with black bars on the sides

FUCK

so goddamn close

>> No.10072196
File: 384 KB, 1920x1080, Screenshot_Doom_20230717_011625.png [View same] [iqdb] [saucenao] [google]
10072196

why

>> No.10072203
File: 515 KB, 1600x837, Screenshot_Doom_20230717_050724.png [View same] [iqdb] [saucenao] [google]
10072203

for a railgun that hurls spears, this thing does not do exactly much.
am i doing something wrong, brutalfags?

>> No.10072209
File: 1.33 MB, 1124x1078, Purgmap.png [View same] [iqdb] [saucenao] [google]
10072209

https://files.catbox.moe/kr3svi.zip

I think this will be the final or close-to final revision of the map. Added some decorations, changed up a few item spawns and encounters to make them juicier, added a shortcut, and tried putting in some custom textures, which I only tested in Zandronum. If there's anyone who wants to noclip to the exit area and check if the PNG works in other sourceports that'd be hella appreciated.

Mapname: Purgatori Reborn

Special thanks to /vr/ & anons of course, Chaos Comics, Tom Colby & the polycount website for bringing such a hot comic character into existence and into Quake II, and id software for you know making Doom and Quake.

>> No.10072224
File: 113 KB, 699x534, shovelzooka.jpg [View same] [iqdb] [saucenao] [google]
10072224

>>10071928
acceptible if the gap in power and versatility is large enough.

>> No.10072235

>>10071928
Only if they're both satisfying and useful in their own ways,

>> No.10072241

>>10071872
>>10072209
Ah I should drop a (You) for notification

>> No.10072243

>>10072068
>as pointing towards the default midi
i think the issue with this is that prboom+ (maybe some others as well) don't support the "default midi" option. from the wiki regarding musinfo:
>Currently in PrBoom+, type 14100 has no effect, so you can't rely on it changing music to default.
and i think this is why merula anon did it his way initially.
its not a huge deal since not a ton of people use prboom+ and instead go for dsda, but what i did for the taihou map was to just include the default soundtrack twice. once as the default track and again as track 3 so i can point back to it.

>> No.10072265
File: 3.02 MB, 436x342, what.gif [View same] [iqdb] [saucenao] [google]
10072265

Does Woof really have no way to disable weapon autoswitching?

>> No.10072269

>>10072243
Yeah, your solution is what I meant, it's why I copied a MUSINFO with my fix. If I check my notes, it was GZDoom that didn't support the type 14100 and gave trouble to Merula-anon, which given the number of people using it is a bit more of an issue.

>> No.10072271

>>10072265
Compared to what? Autoswitching is integral to demo compatibility.

>> No.10072274

New thread when? This 500 bumplimit is ridiculous.

>> No.10072275

>>10072274
only on page 5, no worries.

>> No.10072305
File: 3.22 MB, 400x225, 1688655384194201.gif [View same] [iqdb] [saucenao] [google]
10072305

>>10072269
anonza... the chickenman has betrayed us...

>> No.10072318
File: 99 KB, 448x537, fd66b0917e26fe7734606251d2cad9f4.jpg [View same] [iqdb] [saucenao] [google]
10072318

>>10072209
PNG in wads don't work anywhere else than on ZDoom ports, anon.
Not only that, but the TEXTURES lump you used won't work on Boom ports (but that's something I can fix for the final wad).
Also, that's a fucking huge png. I think you could get what you want with a smaller size than 1124*1078.

I've been replying to some of you right now, but I'm going to work now, so please ping the newspost on this thread (and the next, probably) to help me see anything related to Fore/vr/ Alone.

>> No.10072427

>>10072048
IT KEEPS HAPPENING!

>> No.10072484 [DELETED] 

>>10065290
>>10068168
>>10065923
>gacha
guys i'll be honest, i don't play the shit my waifu is from (taihou, azur lane). i just really character.
i'm 25

>> No.10072523

>>10068168
>>10065923
>gacha
i'll be honest i don't play the shit my waifu is from (taihou, azur lane). i just really character.
>>10065290
i'm 24, i didn't really have a waifu before except maybe a couple from my teens when I was watching a lot of anime.

>> No.10072524

>>10072523
really like*

>> No.10072550

>>10072524
>delete the original post
>repost it and still fuck up
I'm here to acknowledge your embarassment

>> No.10072571
File: 1.02 MB, 424x177, animation.gif [View same] [iqdb] [saucenao] [google]
10072571

>>10064721
>>10064726
>>10068576
I bothered to animate it in GIMP this time, well just the melee strikes but still.

>> No.10072575
File: 15 KB, 314x325, 1547711947087.jpg [View same] [iqdb] [saucenao] [google]
10072575

>>10072571
Lookin good, giving me Lucasarts vibes.

>> No.10072623

>>10072189
>colored blood
That's like 10 strings of code
https://www.doomworld.com/forum/topic/128085-colored-blood-with-palette-support/?tab=comments#comment-2469156
Just save it and you never have to worry about that again in any source port.

>> No.10072665

>>10072623
I don't know anything about coding and I have no idea how to apply a DeHackEd patch (even after playing Doom for 12 years.)

>> No.10072670 [DELETED] 
File: 333 KB, 639x428, meru stairs.png [View same] [iqdb] [saucenao] [google]
10072670

>>10072068
Tried your fix by deleting the first thing and changing D_MERU1 into D_RUNNIN, both the file and MUSINFO tag. It seems to work on both Nugget 2.0.0 and DSDA 24.2 with Fluidsynth, so hopefully that irons out the bug.
Link: https://litter.catbox.moe/i1dwuz.wad
I changed D_RUNNIN back to D_DDTBL2 for this upload.

>> No.10072697

>>10071754
Visco mapper (The Amataya Inquisition) here, just some quick responses about it.
>Feels very 90s, for the lack of a better word.
It's mostly a consequence of it being heavily based on a level from the game the character is from. That said, I personally kind of like the more basic Doom 1 style of mapping anyway.
In older versions the entire castle section was actually optional because I was concerned about people either disliking it or feeling like it wasn't appropriate for the project.
>Should probably have a different sky.
I didn't even think about the sky texture. I'm not really able to supply or suggest one now, but I'm fine with any that doesn't clash.
>Fairly easy despite being one of the later map slots.
If I remember right, the map order was done not just by difficulty but also length. I think the sector art part being a bit of a difficulty spike was another reason.

>> No.10072740
File: 393 KB, 1602x940, Screenshot 2023-07-16 220749.png [View same] [iqdb] [saucenao] [google]
10072740

>>10072697
maybe OSKY32?

>> No.10072746
File: 8 KB, 646x416, FON-4wDXMAcYRW2.png [View same] [iqdb] [saucenao] [google]
10072746

>>10072275
>page 8
Has this board become more frequented in the last few years?

>> No.10072748
File: 240 KB, 1366x768, 1688497555649949.png [View same] [iqdb] [saucenao] [google]
10072748

>>10072108
Group pic after a double dipping of Congestion 1024 and Speed of Doom.

>> No.10072763
File: 1.33 MB, 1280x768, spasm0002.png [View same] [iqdb] [saucenao] [google]
10072763

YAMEROOOOOOO

>> No.10072773
File: 333 KB, 639x428, meru stairs.png [View same] [iqdb] [saucenao] [google]
10072773

>>10072068
Tried your fix by deleting the first MUSINFO thing and changing D_MERU1 into D_RUNNIN, both the file and MUSINFO tag. It seems to work on both Nugget 2.0.0 and DSDA 24.2 with Fluidsynth, so hopefully that irons out the bug.
Link: https://litter.catbox.moe/nc3ngq.wad
I changed D_RUNNIN back to D_DDTBL2 and MAP01 to MAP14 for this upload.
Minor changes are the garden sky and trying to guarantee the caco trap in the final area.

>> No.10072857

>>10072484
>>10072523
>25
>24
So which is it?

>> No.10072867

Hey I had a question about doom mapping.
Is there any way to have specific spawns/scripts occur for specific characters being chosen by the player?

>> No.10072869

>>10072867
don't see why not as long as you apply unique ids to the player, but you'd then need each spawn script to check that same player id in order to do what you want. Doom doesn't normally care who crosses a linedef for example so you'd need to redo a bunch of stuff via scripts.

>> No.10072892
File: 162 KB, 800x600, sod_gang_v2.png [View same] [iqdb] [saucenao] [google]
10072892

>>10072108
>>10072748
GGs

>> No.10072928

>>10072869
Good to know, though now I have to figure how to do this.
>- you apply unique ids to the player, but you'd then need each spawn script to check that same player id in order to do what you want.
I have some ideas I want try for the game-play mod.
It's either that or I want to figure how to generate a random number and use that value to determine a roulette outcome.

>> No.10072931

>>10072108
>>10072748
So are we back?

>> No.10072938
File: 1.35 MB, 1306x730, Screenshot_1.png [View same] [iqdb] [saucenao] [google]
10072938

Found some of these images somewhere, do you think they would make for good textures?

>> No.10072945
File: 621 KB, 428x693, Screenshot_2.png [View same] [iqdb] [saucenao] [google]
10072945

>>10072938
I could mix and match them and colorize different layers to achieve different effects. I really like the looks of it.

>> No.10072956
File: 6 KB, 64x64, texture.png [View same] [iqdb] [saucenao] [google]
10072956

>>10072931
We're so back.
Verification not required.
>>10072945
>>10072938
I guess?

>> No.10072973
File: 1.17 MB, 2000x2000, texture 2.jpg [View same] [iqdb] [saucenao] [google]
10072973

>>10072956
I like it, like many different collored tiles ith a very thin layer. Thanks for the idea, anon. I'll see what I can cook. Funny thing is I have no idea where I got these from.

>> No.10073001
File: 213 KB, 412x427, Screenshot_5.png [View same] [iqdb] [saucenao] [google]
10073001

>>10072956
How about it?

>> No.10073002

>>10072162
That's pretty fucking cool.

>> No.10073004

>>10072203
I don't remember a railgun that hurls spears in Brutal Doom. What version?

>> No.10073017

>>10073001
Looks like it belongs in a Marathon Pfhor-themed texture set.

>> No.10073031

>>10073017
That's probably why I thought of it as futuristic in the first place. I liked it, going to make some other colors and shapes.

>> No.10073034

>>10072973
Nice MBV cover art

>> No.10073074
File: 27 KB, 64x64, tiles mold.gif [View same] [iqdb] [saucenao] [google]
10073074

>>10073001
This is fricking fun as hell, goddamn.

>> No.10073081
File: 719 KB, 1080x1753, mac.png [View same] [iqdb] [saucenao] [google]
10073081

>>10073004
platinum fork. it`s pretty clean actually, do recommend.

>> No.10073087

>>10073081
Does it get rid of standing enemies waiting for you to chew them up with minigun bullets?

>> No.10073095

>>10072746
6th gen really did fuck the place up, but /doom/ hasn't changed a lot.

>> No.10073101

>>10073087
damn, don`t think so. i turned off minigun drops a while ago, so i don`t remember well. i don`t think enemies waiting to get chewed up have collision though, considering how many times the character just slid through them when i was trying to finish them off with a kick.

>> No.10073113

>>10073087
You can do this yourself by opening it up in SLADE, going to Puff.txt, finding MinigunBulletPuff and changing the DamageType to Bullet.

>> No.10073123
File: 2.43 MB, 470x200, my nigga.gif [View same] [iqdb] [saucenao] [google]
10073123

>>10072571

>> No.10073125

>>10072076
>>10072131
Wrong and wrong. Woof! is a heavily enhanced continuation of WinMBF that also was made with support for MBF21 in mind and Nugger is a fork of Woof! that has some extra visual flair and quality of life plus customizable HUD to an extent that neither Woof! nor DSDA seem to be capable of.

>> No.10073157

>>10073113
Dude I fucking love you. For some reason Slade kept complaining about duplicate files and wouldn't let me save it, but it worked in 7zip. I imagine I can modify wounded enemy states to stop that from happening too. I sound like a stickler but I've never thought to myself
>Hmmm Doom can benefit from enemies not dying when I kill them and instead kneeling down and making a pained sound
I want my enemies to die when they die, no fuss. I'll dig around, thanks.

>> No.10073167
File: 1.60 MB, 2880x1620, Screenshot_Doom_20230716_225358.png [View same] [iqdb] [saucenao] [google]
10073167

>>10073113
Duuude THANK you. I have NEVER liked using the minigun in Brutal Doom and its variants because of that stupid shit. Now it's actually incredibly fun.

>> No.10073192
File: 22 KB, 320x200, waifu.png [View same] [iqdb] [saucenao] [google]
10073192

>>10064515
This is what I did. Whether you wanna use it or not.

>> No.10073201
File: 1.58 MB, 1600x900, spasm0320.png [View same] [iqdb] [saucenao] [google]
10073201

>>10065916
;-(

>> No.10073213

>>10073081
Also this is a great recommendation. Meaty guns, very satisfying stuff. The archvile can eat a dick he has way too much health. Also
>Reload smg
>Throws away the gun, loads another smg onto the mag
Made me lol.

>> No.10073347

>>10068301
how did you get rid of the widescreen hud side textures?

>> No.10073425

>>10064515
OCTATE, lost kin dedicates a map to the late Dr. Sleep
https://www.doomworld.com/forum/topic/137638

>> No.10073432

>Page 10
It's over...

>> No.10073447

I'll bake a new one, stay in touch

>> No.10073449
File: 201 KB, 653x603, 6afjj3.png [View same] [iqdb] [saucenao] [google]
10073449

>>10073447

>> No.10073469

>>10073192
I like it

>> No.10073473

>>10073125
Thank you for the clarification.
By the way, PRBoom+ is actually capable of customizable fullscreen huds by pressing F5, no idea why it was removed for DSDA.

>> No.10073478

NEW THREAD
>>10073470
>>10073470
>>10073470