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

/vr/ - Retro Games


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10370327 No.10370327 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10356330

Doom/Quake/Duke/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
https://rentry.org/vrbin

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

Same thing, in video format:
https://youtu.be/ietb4JwaaXA [Embed]
https://youtu.be/DhOjleMqwdQ [Embed]
https://youtu.be/CGj4gXyCzg0 [Embed]

Quickstart torrent (IWADS etc): https://mediafire.com/file/wuniyrhsjjgq4y8
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake 1-3 FAQ: https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters:
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
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.10370328
File: 42 KB, 288x186, AM_finalogo.png [View same] [iqdb] [saucenao] [google]
10370328

=== CURRENT RELEASES ===
AD MORTEM FINAL CUT
current version: >>10369507

=== CURRENT PROJECTS ===
FORE/VR/ ALONE (beta 3)
https://files.catbox.moe/u9smv4.zip

WAD BOORU
http://clovr.xyz/wadsup/

=== WHEN IT'S DONE ===
A SERIOUS CASE OF /vr/
https://desuarchive.org/vr/thread/9611263/#9611406

VIOLENT RUMBLE 2
https://desuarchive.org/vr/thread/9941667/#9941720

=== NEWS ===
[10-31] Ad Mortem Final Cut - released
https://www.doomworld.com/forum/topic/125461

[10-31] Wormwood V released
https://www.doomworld.com/forum/topic/141190

[10-28] Alcazar, a 6 maps-long Halloween Boom wad
https://www.doomworld.com/forum/topic/141134

[10-27] DSDA-Doom updated with UDMF/MAPINFO/SOUNDINFO support
https://www.doomworld.com/forum/topic/141111

[10-27] Supplice E2 released
https://store.steampowered.com/news/app/1693280/view/3734106545312359792

[10-22] Return to Hadron episode 4 released
https://www.doomworld.com/forum/topic/141023

[10-22] Godless Night (Supercharge-based GZ episode) released
https://www.doomworld.com/forum/topic/141009

[10-20] QC:DE - v3.0 (beta) by Q-Zandronum devs
https://www.moddb.com/mods/quake-champions-doom-edition/downloads

[10-14] Pina Colada (75 monsters limit) - RC2
https://www.doomworld.com/forum/topic/140427

[10-14] 32-map Plutonia megawad Obzen released.
https://www.doomworld.com/forum/topic/140713

[10-6] First Quake 2 Remaster Deathmatch Jam is out
https://www.moddb.com/games/quake-2/addons/quake-2-remaster-deathmatch-map-jam-2023

[10-3] Quake 2 Remaster updated
https://steamcommunity.com/games/2320/announcements/detail/3748740708262999112

[10-1] DBP62: Haunting Hollow is out now!
https://doomer.boards.net/thread/3364/haunting-hollow

[9-30] Ion Fury: Aftershock release announced for October 2, 2023
https://www.youtube.com/watch?v=c49Zj6E_u98

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

>> No.10370339
File: 98 KB, 1001x1001, doomguy_dead.jpg [View same] [iqdb] [saucenao] [google]
10370339

>>10370327
>[Embed] [Embed]
ah shit

>> No.10370362
File: 450 KB, 1150x1150, Word cloud.png [View same] [iqdb] [saucenao] [google]
10370362

>> No.10370380

>>10370362
'map' in the center, eh?
>halloween released mortem based

>> No.10370434
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10370434

>play HDest with friends
>fucked up, more burn than man, bleeding profusely
>die
>the power of friendship brings me back fit as a fiddle
Is Keeper still working on the latest HDest version? Is there maybe some other, more modern mod that keeps your wounds and burns and tissue damage?

>> No.10370459
File: 142 KB, 536x427, 1690226752352238.png [View same] [iqdb] [saucenao] [google]
10370459

>>10370362
>guy stuff fun
>dream awesome
>prboom+ classic
>experience trenchbroom definitely
>testing helps latest levels
>needed crew
>patch shitty

>> No.10370481

>>10370434
Ugly as Sin has the old YOLO mode where nobody can die until everyone is incapped, but wounds will keep mounting so you can end up with thousands of burns and wounds if you get fucked up and nobody's there to save your ass.

>> No.10370484

>>10370362
>Quake need SSG
That's what the widowmaker is for!

Also, are the AD Mortem issues fixed now? I want to play it after work but if it's going to crash on me then there's no real point.

>> No.10370497

>>10370362
>Play Doom
ALRIGHT, FINE!

>> No.10370503

>>10370484
there's another update in the DW thread that's supposed to have fixed the crashes, but there's also weapon updates yet to come.
https://drive.google.com/file/d/17H2Ly93tEQfgWVP1PB_Lk8ZbbZ3oMDg8/view

>> No.10370515
File: 216 KB, 800x600, target.png [View same] [iqdb] [saucenao] [google]
10370515

Gameplay:
https://www.youtube.com/watch?v=UYwh1GuKlLk
Download:
https://mega.nz/folder/BGBH1aAS#hoGkVmoFMqdNJO3eWKoygA

>> No.10370528
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10370528

>>10370484
>>10370362
>FUN quake need ssg VANILLA
Quake compatriots that respect the original SSG are my favorite.

>> No.10370679

>>10370515
That's pretty cool. It's always cool when the developers do multiple rotations for corpse sprites. I think Amulets and Armor did that as well.

>> No.10370770

94protons? never ever
waifu wad? never ever

>> No.10370791

>>10370770
Now that Ad Mortem is done, Chop will have plenty of time to finish 94 Protons. :)

>> No.10370907

>>10370503
On dsda there's no sound for most of the weapons.

>> No.10370912

>>10370327
Been playing some Mega Man 8-Bit DeathMatch
Any good mods for it? The class-based one seems pretty interesting

>> No.10370965

Oh wow. Ad Mortem is a fair bit harder than I was expecting after playing other Halloween mods and mapsets.
After IDCLEVing into a few maps to look around there are some really neat maps here though.

>> No.10370979

>>10370965
I was under the impression it supported multiple skill settings, does it not?

>> No.10371020

>>10370979
Was there really a need to be so passive aggressive? I toned down the difficulty settings.

>> No.10371021

>>10370180
We're gonna make it man.

>> No.10371023

>>10371020
>Was there really a need to be so passive aggressive?
I wasn't. It does suck that it's too hard for you to enjoy regardless of the setting, though.

>> No.10371025

>>10370907
weapons sound fine to me (0.27.2). are you using the wrong complevel? GZ used to lack sounds back in 2021
there's still a crash when loading into map28 on DSDA though ("signal11" or "subsector part of no sector")

>> No.10371027

>>10371020
Oh, I mean once I found UV was kicking my ass I turned it down to HMP. I'm having more fun with it this way.
It's a nice wad, I'm loving the new look guns and enemy types.

>> No.10371030

>>10371027
FUCK.
>>10371027
was meant for
>>10371023

>> No.10371057

>>10370965
It is quite bullshit in some spots, even in the early maps, there are many claustrophobic traps that can instantly wreck you if you step a little funny. Using saves is recommended, as much as I dislike saving.

>> No.10371065

>>10371057
These days I just save whenever and don't care. Anyone trying to gain internet cred for no saving everything is wasting their time unless they're doing it for their own enjoyment. It's only a game, and some of us have limited free time.

>> No.10371067
File: 1.08 MB, 276x260, 1675335513714821.gif [View same] [iqdb] [saucenao] [google]
10371067

So is Ad Mortem actually really finished or are you guys still fixing some stuff? I'm willing to wait if it's not completely done

>> No.10371070

>>10371057
I think king boners are too op. A super revenant with no negatives is just not good.

>> No.10371073
File: 3.48 MB, 224x166, kids on site.webm [View same] [iqdb] [saucenao] [google]
10371073

>>10371067
>Weapons still need reimplementing.
>>10369432

>> No.10371084

>>10371070
yeah, that monster sucks ass. it needs to be nerfed somehow

>> No.10371086

>>10371070
They are easy to start infights with, as the boner missiles are so slow and easy to guide.

>> No.10371089

>>10371065
I'm willing to lower the difficulty so I don't have to save, I just don't feel the thrill if I have nothing at stake.

>> No.10371103

>>10371089
Oh I get you there.
But personally, I'm just here to kill things and explore levels. Plus I picked up some bad habits from my extended holiday into the Quake map catalogue where levels are so fuckhuge you're basically expected to save regularly.

>> No.10371105
File: 377 KB, 472x404, 1696054881078187.png [View same] [iqdb] [saucenao] [google]
10371105

>>10370328
>>10369507
My old map has some fucked textures even though I didn't touch it since first Ad mortem phase, and sky in my new map is changed for some reason, gonna have to pick up the editor and fix those
The new BFG permamently changes the lighting of darker rooms for some reason

New fist replacement, plasma gun and BFG are fucking gorgeous, good job to whoever implemented those (Chop I think? and probably dehacked shenanigans from Punchman) - I think I've seen the BFG somewhere else before, but the way it lights up as it reloads. Plasma gun also got a really nice and smooth animation for reloading, very impressive work
Same goes for new item sprites and menu graphics, these are so beautiful, the new font (especially for difficulty names) and those end level and menu background, just amazing.

>> No.10371136

>>10371105
>The new BFG permamently changes the lighting of darker rooms for some reason
Oops, yes, my life is plagued by not remembering to write the last line. I sent the fix to Vaeros in PM.

Chop made the plasma, BFG is a recolored sprite from Realm667. Chop wanted to make BFG into some kind of staff, but didn't make it in time so I made this thing, though personally I'm not sure how staff and a gun is supposed to use the same ammo.

>> No.10371184
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10371184

do WTexScan and WTEXport remove unused textures or add new ones? also how do i even use them. I figured they add new textures but this either erases the map or the textures arent added in. WTF?

>> No.10371203
File: 1.15 MB, 1929x1085, Screenshot_Doom_20231101_212333.png [View same] [iqdb] [saucenao] [google]
10371203

Anyone else played Dusted's Pandemonium with a longer mapset. Playing it with Good Morning Phobos and I'm on map11 and I've already come across 3 or 4 instances that were pretty much impossible. I'm wondering if I've toggled a setting wrong someone but there's so many and not much documentation.

>> No.10371214

>>10371027
>>10371030
Ah that makes way more sense.
>>10371070
>no negatives
They felt slower than both the revenants and new skellingtons.
>>10371136
Were any new textures added or current ones renamed? Once I'm home I plan on going through the new release and seeing how my brightmaps worked out.

>> No.10371226

>>10371184
I think one produces input lists for the other, and you're not really expected to use them manually. if you're using doommake they'll be invoked automatically. what I've found though, is that doommake isn't some magic bullet, and for example umapinfo skies will be lost unless you make a dummy map that references them. also it doesn't handle patch replacements at all.
..man, all these problems people are having compiling the project, I should probably clean up my patched-up version of wadstomp and release it some day.

>> No.10371301

>>10371105
I was really not pleased with the Mace, so I hope the Sword will replace it. BFG is supposed to be a magical staff, I'm using a sprite Vaeros drew for it.
For how it uses batteries, well, I had an idea, but maybe the Plasma-Tesla thing runs on magic battery juice.

>> No.10371320
File: 1.27 MB, 1280x2204, so_you_want_to_play_some_fucking_srb2k.png [View same] [iqdb] [saucenao] [google]
10371320

Wednesday Kart Whatever

How to join:
Download version 1.3 of the game: https://github.com/STJr/Kart-Public/releases/tag/v1.3
Get the custom client we use (Windows): https://mega.nz/file/ncpRjRYZ#yoVkgXmKNUjdh__jHpmUGgh30J7jlj6RIS8XjbTXKeE
Or compile it (Linux or anything else): https://gitlab.com/c3851/srb-2-k-cep
Get the mods: https://mega.nz/folder/MiUiESSa#CyovwTUnO9TSmqbwMI1xBg
Connect to 51.161.34.159 (either use connect in console or "specify ipv4 address" under Multiplayer)

Pastebin with the above and other helpful links: https://pastebin.com/fFj8euau

Recent Changes:
OpenTricks removed, hopefully we'll crash less
A bunch of miscellaneous characters added, mostly Pizza Tower (Peppino, Gustavo and Brick, The Noise, Vigilante, Mort, LISE Project)

>> No.10371420
File: 1.87 MB, 755x648, goodnight doom.png [View same] [iqdb] [saucenao] [google]
10371420

>> No.10371472
File: 73 KB, 1163x687, riding_a_pinky__doom_3__by_schwarzdahlie_d890xba-pre.jpg [View same] [iqdb] [saucenao] [google]
10371472

>> No.10371568
File: 115 KB, 720x535, Screenshot_20231101_195313_YouTube.jpg [View same] [iqdb] [saucenao] [google]
10371568

sup doomfags, /funkg/ here. anyone know how i can get my hands on the wad in picrel? it's been on yt for 2 years and still hasn't been released anywhere as far as i know. i've asked the creator about it but it hasn't really gotten anywhere.

>> No.10371580

>>10371472
18 naked demons in the showers at doom ranch

>> No.10371619
File: 30 KB, 320x200, AM3.png [View same] [iqdb] [saucenao] [google]
10371619

>>10370328
Ad mortem new update to v.1.5.5

Changelog:
>Map15 skytransfer's texture glitch fixed.
>Texture lumps fixed.
>GLnodes faggotryremoved.
>BFG flash visualsfixed.
>Minor visual changes on some maps. (just sky textures stuff)

>> No.10371621

>>10371619
forgot to post link.
https://www.doomworld.com/forum/topic/125461-ad-mortem-a-mbf21-halloween-themed-megawad-new-update-phase-3-is-out/

>> No.10371654
File: 1.29 MB, 1906x920, hasnt gone anywhere.png [View same] [iqdb] [saucenao] [google]
10371654

Just in case, I'll release what I ended up with from my MetaDoom map.
Basically, just some resources (Except the mod itself), if one were to open the map and configure UDB with the right resources.
https://gofile.io/d/XB9p7G
Because I didn't make it an actual PK3, I made what is technically a 7z with files in it but has PK3 in the name's end.
>The map
>Version of Otex used
>Prjdoom wad
>Traps from Realm667
And besides that, the other resources used in the version of UDB mentioned in "readme" is of course, the specific GZDoom version mentioned (4.10.0), MetaDoom 7.1 and Doom 2.
This is in case anyone is not only curious, but can also get all the right pieces to even try it out.

>> No.10371697

>>10371619
>>10371621
I can't wait to see what minor thing is broken this time!

>> No.10371714
File: 511 KB, 1366x768, Screenshot_Doom_20231101_192030.png [View same] [iqdb] [saucenao] [google]
10371714

Okay, so what makes Nugget better than dsda? I'm losing track of all these source ports and I'm tired of GZDoom running like shit on my potato.

>> No.10371715

>>10371714
The dev is not mentally ill.

>> No.10371717

>>10371715
That's not a good selling point. You need some level of mental unwellness to make a game engine.

>> No.10371726

>>10371714
Over the past year or so, DSDA-Doom has been doing its best to scare off everyone but speedrunners, be it intentionally or not. He'll gut random features just to spite normal people who just want to play Doom.
Nugget has a lot of nice QOL changes, and looks more like the original game than DSDA-Doom does.

>> No.10371729

Is Nugget the one with the alternate HUD that has the cool little weapon icons on the right?

>> No.10371731

>>10371717
To some level, yes. Removing features that existed in the game since the 1993 "just because" is way past the point when you can be considered a competent developer.

>> No.10371734

>>10371714
DSDA constantly crashes everything.

>> No.10371735
File: 319 KB, 1917x1080, nugg0026.png [View same] [iqdb] [saucenao] [google]
10371735

>>10371729
This one? It's custom. I think most of the modern ports support custom huds now.

>> No.10371737

>>10371726
Okay. Is it me or do the mouse speed options do fuck all if you're just trying to use it for mouselook?

>> No.10371738

>>10371729
These "little icons" you're talking about are most likely from doom rpg and has nothing to do with Nugget by themselves.

>> No.10371740

>>10371714
DSDA loads a lot slower in more recent versions because it has to open a command prompt window before starting the game.
>>10371737
For which port?

>> No.10371742

>>10371735
That's the one. The icons make me smile every time.

>> No.10371745

>>10371742
https://www.mediafire.com/file/f7nl7zf3xq0f26l/NUGHUD_Icons.wad/
I'm sure it could be ported to Woof or DSDA easily.

>> No.10371747

>>10371740
>For which port?
Oh sorry, I mean for Nugget.

>> No.10371750
File: 595 KB, 1920x1080, candlej.png [View same] [iqdb] [saucenao] [google]
10371750

>>10371697 >>10371619
BGORE08: used to be 49x31, now 64x31
BANNER0: used to be 48x112, now 64x112

>> No.10371754

>>10371747
It definitely makes a difference for me.

>> No.10371759

>>10371745
Excellent. I might be able to use these icons for something in the future.

>>10371738
I don't think so, Doom RPG just has crunched up vanilla weapon sprites and then ammo icons, you can see in that custom Nugget HUD screenshot up there they have stumpy little weapon icons.

>> No.10371769
File: 40 KB, 512x1024, 1684458113895.png [View same] [iqdb] [saucenao] [google]
10371769

>>10371759
They're from Doom Roguelike, just without the shadows.

>> No.10371781
File: 280 KB, 500x378, 1671500222485726.png [View same] [iqdb] [saucenao] [google]
10371781

>>10370327
Still no BF2 or BF3 bots for gzdoom right? No custom Battlefield wads like the TDM wads for call of duty demakes? Ive got battlefront 2 on handheld but its too sci-fantasy for me compared to real guns. I know you can pilot mechs and stuff in the test-range, why hasnt anyone done a 2142 or BF3 yet beyond custom gun wads? Too hard to do conquest compared to COD TDM?

>> No.10371790

>>10371781
>why hasnt anyone done a 2142 or BF3 yet beyond custom gun wads? Too hard to do conquest compared to COD TDM?
For the same reason you haven't my anon. I'm not being mean or sarcastic, that's always the reason.

>> No.10371795

>>10371750
cockblock, you had one fucking job

>> No.10371808
File: 636 KB, 546x624, Greetings mortal, are you ready to drive?.png [View same] [iqdb] [saucenao] [google]
10371808

>>10371320
wew

>> No.10371810
File: 240 KB, 1920x1080, ccc.png [View same] [iqdb] [saucenao] [google]
10371810

>>10371619 >>10371750
also (before > after)
BGORE09 71x53 > 128x53
BHEAD01 68x60 > 128x60
BHEAD02 68x60 > 128x60
BHEAD03 120x64 > 128x64
BHEAD04 120x64 > 128x64
BHEAD05 120x64 > 128x64
that should be it. I think if you add padding to the right instead of centering them, it should leave most uses unchanged. but does this power-of-two autism even mater?

>> No.10371814

>>10371320
Less crashes, he said

>> No.10371890

>>10371814
no, money down!

>> No.10371917

>>10371619
Trident is unbelievable perfection, but the hexen's mace somehow appears much lamer than its original game's counterpart, mostly in its chainsaw combo utility relation. Then BFG has ridicilous looks befitting giddy spooky theme with complementing colors which makes me totally fine if it stays to the end, a bit too big for a view but fixable with offsets. Another thing to mention, I was pretty bummed not seeing any of the new monster visual replacements even if beggars can't be really choosers.

>>10371795
He had plenty though, in all fairness.

>> No.10371919

>>10371917
It doesn't really matter what you say regarding Chop. There's a few Anons using him as a punching bag.

>> No.10371929

>>10371919
Does he like it though? In unusual sense maybe? I only speculate, but making sprite animations from scratch must not come easily.

>> No.10371932

>>10371929
He is absolutely dedicated to his craft. I admire and respect his artistic abilities, I just wish the guy would know when enough is enough, and that more often than not DONE is better than PERFECT.
I don't have much room to speak though, I have the same problem.

>> No.10371949

>>10371917
>He had plenty though, in all fairness.
Sounds like Vaeros is hard-pressed for finding people to do jobs if Chop is being assigned for anything except art. His gun sprites are excellent, there's no denying that, but every other role I've seen him assigned to has ranged from iffy to outright embarrassing. He's also pretty bad at taking criticism desu

>> No.10371980

>>10371949
>but every other role I've seen him assigned to has ranged from iffy to outright embarrassing
speaking of doing terrible jobs i just really don't understand why he had to touch the textures, it worked fine in the past..

>> No.10372008
File: 29 KB, 322x404, 1676966998959910.jpg [View same] [iqdb] [saucenao] [google]
10372008

>>10371619
>map 06: The 64th Dimension
The visuals, music choice, overall level flow, it's hitting all the right feels. This is a great addition.

>> No.10372162
File: 312 KB, 638x868, ifyouneedme.jpg [View same] [iqdb] [saucenao] [google]
10372162

>>10371320
GGs

>> No.10372187
File: 2.82 MB, 498x379, 1698378174879623.gif [View same] [iqdb] [saucenao] [google]
10372187

>>10372162
GGs

>> No.10372218
File: 1011 KB, 1920x1080, image_2023-11-02_015458840.png [View same] [iqdb] [saucenao] [google]
10372218

Picked back up my old ass Blood mod for GZ. Can't muster the courage to publish it tho since it'd be my first mod online and that it's been in the freezer for so long that I just no longer know where the fuck did I pick up most of the custom resources and some of the code snippets.. I need counseling.

>> No.10372238

>>10372218
Release it

>> No.10372313

>>10372218
>>10372238
https://www.youtube.com/watch?v=dMOq-JUnIMI

>> No.10372323

>>10372313
Went to a club with this kind of music for the first time last night. Was pretty bitching.

>> No.10372339
File: 2.50 MB, 1080x1080, 1685458665936433.png [View same] [iqdb] [saucenao] [google]
10372339

So a guy named Jeehun Hwang re-engineered Quake's mission pack OSTs:
https://www.youtube.com/watch?v=09JzZ7EFKDk
It's pretty good. Gave them titles, really cleaned them up. For some ungodly reason, he locked the download behind registration for a very, very obscure music forum where your registration has to be manually approved by a human bean, which could take anywhere from a day to a month. I weathered that storm and bring to you the album:
https://mega.nz/file/FUgmAY5Z#SAV5hgbRGLep1firgm9k3ZhWwB-NIFHqrMSLNlGGlwk

>> No.10372345

>>10371790
So it really is a matter of waiting for someone to both love doom and battlefield enough combined? we got kart racing before a bf conquest, we got a sonic before battlefield...sheeeeeeit. So its literally not being made because nobody that knows how cares to do it for that but they'll probably do a shadow of the colossus doom mod or wind waker doom before battlefield. I guess in an alternate universe im whining about no MW2 TDM doom mod but im surrounded by BF2 3 4 2142 vietnam etc in gzdoom

>> No.10372347

>>10372345
You got it man. Whenever the question of
>Why doesn't [thing] exist?
appears, the answer is always precisely what you said: someone needs to love [thing] enough to put in the work. I'm sure you love Doom and Battlefield, hell I love Doom and Battlefield holy shit hundreds of hours over the summers playing 2142, and hundreds more when Deathklok and 2142Revive were in their heyday, but I ain't gonna do shit about making a BFDoom.

>> No.10372376
File: 1.64 MB, 500x281, salut.gif [View same] [iqdb] [saucenao] [google]
10372376

>>10372339
Jeehun Hwang is the guy who originally composed it, the remaster is by PorcusGrunzus
anyway, thank you for your service

>> No.10372379

>>10372376
Boy is there egg on my face brb gonna kms

>> No.10372386
File: 1.55 MB, 360x255, 1691674200548122.gif [View same] [iqdb] [saucenao] [google]
10372386

>>10372379
Unironically embarrassed right now fuck me gonna go smoke until I forget about this

>> No.10372423

>>10371810
>but does this power-of-two autism even mater?
Won't textures break if they aren't?

>> No.10372442

>>10371714
The devs of DSDA simply don't seem to care about quality. It still can't scale the image correctly, and they seem to be more interested in creating another port-specific set of mapping features for their port ala GZDoom. There's nothing good about DSDA unless you absolutely have to use a GL renderer for some reason. If you want a software renderer that looks like Doom should look like, Woof and Nugget are the best ones, and without useless bloat.

>> No.10372446

screwing around with an idea
http://clovr.xyz/wadsup/doku.php?id=gamelinks:list
so there could be a "try it out" link on some wads or some such (vanilla only, unless I find some web version of a capable doom port, as this is dosbox)

ideally they could be plopped in an iframe, but since it's a public wiki that would mean anyone could put an iframe in there that goes anywhere, so iframes are disabled.
don't need goatse/screamers or goatse-screamers.

>> No.10372449

>>10372446
Dude that's fucking insane. That's a very "next-gen" idea.

>> No.10372458

>>10372347
Whats a good bounty price for doing it? is 200 dollars USD enough? whats the precedent? Conquest doom would be great.

>> No.10372462

>>10372423
well, they've been working so far, haven't they? it's not like you're going to run an mbf21 wad on original executables anyway.
I don't know what the actual requirements are, and doomwiki is less than helpful. I remember there were some problems with textures in the waifu wad, so I assume there are some limitations, but idk exactly what.

>> No.10372463

>>10372458
Hah you're literally me. I'm heavily considering a 2000 dollar bounty on some shit related to another multiplayer game I enjoy.
>whats the precedent?
Your asking price, no? And I don't think 200 dollars is enough.
>Huh, this guy wants a Battlefield Doom was for 200 bucks? Pshhh I ain't doing that for 200 bucks
I'd say 500 to start, 1000 if it's good.

>> No.10372493

Is there any way to create a custom autoexec for a specific wad profile? Using DoomLauncher and GZDoom, I'm trying to make one specific wad always launch with freelook enabled

>> No.10372502

>>10371917
>but the hexen's mace somehow appears much lamer than its original game's counterpart
Chop coded mace to be slower but doing more business, but when it came to converting to dehacked, Vaeros preferred it to be synched to fist.

>> No.10372507

>>10372493
the easiest is probably adding +sv_freelook 2 to launch parameters (I assume DoomLauncher has those). and then you'll want an actual autoexec that has sv_freelook 0 so that the setting doesn't stick for other wads.
with GZ, you can +exec some_exec.cfg to execute a bunch of commands at once, but it seems like overkill. you can also have different full configs (even in DOS Doom) and launch with -config gzdoom_modded.ini but it gets annoying syncing them up if you change hardware or something.

>> No.10372509

>>10372493
Just write a batch file, that's what they're meant for.

>> No.10372516

Are there any killer features in udb that are missing from slade when mapping? Slade seems less cluttered and easier to get started with.

>> No.10372520

>>10372516
Would you use those killer features? Start somewhere anon. If your ambitions grow, move to UDB.

>> No.10372523

https://www.youtube.com/watch?v=hWt8l2Up3Pg
I love this man. Still at it after 30 years.

>> No.10372554

>>10372523
I don't think there's any other game where the original devs are still engaging with the community in such an invigorating way.

>> No.10372560

>>10372523
https://youtu.be/hWt8l2Up3Pg?t=2564
That's very aggravating as a Quake mapper (timestamped).

>> No.10372571

>>10372560
terrain is ez
https://www.youtube.com/watch?v=xh9Kr2iO4XI

>> No.10372582

>>10372571
I don't use hammer I have no idea what's going on in that video.

>> No.10372585

>>10372582
pure timeless art is what's going on. carve = csg subtract in trenchbroom

>> No.10372594
File: 307 KB, 1059x684, 1690584802529750.png [View same] [iqdb] [saucenao] [google]
10372594

>>10372585
I get what he's going for but I'd rather just have a draw lines mode in TB. For now I'll just obj2map anything I can make in UDB.

>> No.10372605

>>10371301
Yeah, the mace's animation is wonky as hell and kind of bland, it's just a single sprite that moves around, I prefer the gloved fist.

>> No.10372607

>>10372594
a couple dozen more and we're cooking

>> No.10372613

>>10372516
I don't think SLADE has stuff like curve tool and stair builder.

>> No.10372635

>>10372585
Honestly the cliff bit is pretty useful.

>> No.10372739

>>10372463
Considering how much doom modding is done for free, I feel like 200 would start an arms race between 50 people otherwise busy making boring red and brown hell map no 400. Theyre making everything out of doom to the point there'll be doom rocket league before a doomfield. Sure there's a BF3 gun mod, but its not going to manifest a BF3 conquest out of thin air from it.

>> No.10372867

>>10370328
Harmony TC has been officially made compatible with limit-removing ports
https://www.doomworld.com/forum/topic/141216/

(this is NOT the unity addon, it is an official re-release on idgames)
https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/harmonyc

>> No.10372925 [DELETED] 

>>10372423
>Won't textures break if they aren't?
No, they're just translucent textures. you can put any scales you want. it won't break them...

>> No.10372940

>>10372423
>Won't textures break if they aren't?
No, they're just translucent textures. you can put any sizes you want, I think there's a limitation but it won't break them.

>> No.10372953

>>10372940
Back in a day texture width needed to be a power of 2. I noticed in texture pack they weren't, and they didn't seem to break so I assume renderer got improved with more recent updates.

>> No.10372976

>>10372953
I have no idea but it worked in the past. I can't see why some mere mid-textures would break them anyway..

>> No.10372980

>>10372976
It's a universal texture fact. It's just most textures are 64 or 128 units wide by default, some decals aren't.

>> No.10372982

>>10371714
On weighing up the pros and cons from the responses here, I guess I'm getting rid of dsda and going for nugget. The real deciding factor was discovering nugget has an option for SSG gibbing, which is wonderful.

>> No.10372984

For me? It's GZDoom + vanilla essence + cblood

>> No.10373031

>>10372976
Textures tend to display broken if they're a nonstandard width, though it might not 'show' at low enough width, and the brokeness not being apparent until a certain width.

>> No.10373049

>>10372980
>universal texture fact
it really isn't. power of two was mostly an early GPU/OpenGL limitation. software renderers can handle whatever, it comes down to what's hardcoded in the renderer.
original Quake requires width divisible by 16 for example (something to do with how it subdivides walls), and the very first texture you see (the Quake title above the skill selection) isn't power-of-two. so it gets blurry in early GL ports, but in software renderers and in anything from the last 15 years it looks fine.

>> No.10373054

>>10373049
Not universal in the "all rendering ever" kind of way, but for vanilla and Boom ports and stuff, using something like a texture which is 63 pixels wide or 192 pixels wide would give you a broken texture. GzDoom won't show this on its end (because why would it?), so it can be a ZDoomism.

>> No.10373102

>>10372462
>I remember there were some problems with textures in the waifu wad, so I assume there are some limitations, but idk exactly what.
When debugging waifu wad it seemed to me the issue would only affect walls longer than the highest power of two that is less than or equal to the texture width (e.g. 256 for a 374-wide texture, see OUTIS05 in map01 vs FLORA in map15 of foreVRalone_beta2fix1.wad) but not 100% sure if that's all of it.
The important thing is to check if they look okay in Woof and DSDA software which sometimes trip over it while hardware and GZD don't.

>> No.10373112

>>10371073
>weapons still need reimplementation
Oh thank goodness, I was worried why the BFG wasn't where it should be on my map.

>> No.10373114

>>10371073
What went wrong with the weapons?

>> No.10373117
File: 39 KB, 1600x1200, nonpot.png [View same] [iqdb] [saucenao] [google]
10373117

>>10373054
well you're right, DOS Doom seems to treat a 41x146 texture as if it was 32x128, starting from top-left (hooves and shoulders get cut off). except for when used as two-sided midtexture, where the height doesn't matter.
in dsda & nugget, vertical tiling on walls is fixed, but horizontal tiling is only fixed on two-sided midtextures. in gz it's fixed everywhere.
so how come this stuff isn't at doomwiki? is it anywhere at all?

>> No.10373134
File: 856 KB, 1170x740, 1689435989731647.png [View same] [iqdb] [saucenao] [google]
10373134

>>10373117
>so how come this stuff isn't at doomwiki?
Lots of stuff isn't, I mean it might be written down there somewhere, but I never saw it. You won't find that one trick for the rapid scrolling walls from Plutonia's Map 06 described there, for instance, it's not even acknowledged on the page for the map in question I think.

>is it anywhere at all?
I had to learn it the hard way, nobody came and told me that, and I didn't find it written down anywhere. I had learned to be wary of ZDoomisms though, so I caught it when testing in DSDA, after everything looked fine GzDoom. One of the reasons I recommend testing your maps in more than one port.

>> No.10373143

>>10372449
Thanks. Might be fun to set up anyway. With jsdos you can actually save your game too.

>> No.10373150

>>10373117
Someone should run a test with textures of all kinds of widths so that we can get an idea of which widths get fucked up and how.

>>10373114
Not yet updated.

>> No.10373216

>>10373150
>Someone should run a test with textures of all kinds of widths so that we can get an idea of which widths get fucked up and how.
The width rounds down to the power of 2. This much I know. The fact that it doesn't apply to midtextures is new to me. I don't know if there's a practical upper limit, but it goes to at least 1024.

>> No.10373235

Thread has sold me on ditching DSDA. Thanks as always guys.

>> No.10373241

>>10371070
I'd say "git gud," but I find it heavily depends on how he's used, he can be a complete menace in one location, while being an absolute joke in another.
Which is true for all of Doom's monsters, the Cyberdemon is kind of a pushover in E2M9, but I can think of countless other examples of him being a total rapemachine.

>>10371697
>>10371750
>>10371795
>>10371810
This was proactive and addressed in I think all levels about a month ago or so, so if the blood decals are fucked up somewhere that should only be in the new levels.

>>10373216
>The fact that it doesn't apply to midtextures is new to me.
That's also new to me, I had seen uneven textures be fucked on walls and as skies before (in more ways than just width, btw), so I assumed this was the case across the board.

Now that I'm thinking about it, the Icon Of Sin for 2048 was absolutely not power of 2 width, and it seemed to display ok. I wonder if that was a case of whatever artifacting resulting happening to be cut off or otherwise happening on the solid black parts (and thus came out invisible).
An experiment to see what widths do what and in what circumstances would be interesting, but I've got other things to do right now, obviously.

>> No.10373253
File: 80 KB, 1600x1200, doomjpeg.png [View same] [iqdb] [saucenao] [google]
10373253

the way it was meant to be played

>> No.10373272
File: 2 KB, 96x120, dX.png [View same] [iqdb] [saucenao] [google]
10373272

why is Tears from God a map 30 now? half of the fights are broken and the monsters telefrag each other before you can kill them.

>> No.10373275

>>10373253
Well, yes. Playing originals and 90s wads on low res really adds to the atmosphere. When going full res and true color mode it makes everything look very undetailed.

>> No.10373294
File: 659 KB, 1363x768, nugg0000.png [View same] [iqdb] [saucenao] [google]
10373294

>>10373235
Same. I didn't know about Nugget until today, but after this thread and looking at the sourceport it looks like a better alternative to dsda. It runs slightly better and comes with some tiny but neat features like coloured blood and super shotgun/chainsaws causing gibs. I'm sold.

>> No.10373312

>>10370328
In Very Good news, the very first Alpha of Yamagi Quake 2 Remastered is out https://github.com/yquake2/yquake2remaster/issues/4#issuecomment-1788061509

>> No.10373313

>>10373272
>the monsters telefrag each other before you can kill them.
it never happened to me, what sourceport are you using?

>> No.10373316

>>10373312
Sweet, does this mean we can play the remaster with unfucked guns soon without using mods?

>> No.10373329

>>10373272
The UMAPINFO may not have been updated accordingly as new levels were added, but this could be more idiosyncratic port bullshit. I recall that at least some time back, GzDoom would not let you unset some things tied to map 30, like disabling the cast call afterwards (with a proper exit defined and all), so the game would just end instead of going to the next map. The only solution I found there was to plain not use the Map30 slot at all.

This should be quick to fix.

>>10373112
Which map is yours, and where isn't the BFG? If it's not somewhere it's supposed to be, then that's not on the DeHacked end.

>> No.10373330

>>10373272
I think default behavior on complevel 21 is to separate teleport from monster spawner.

>> No.10373334

>>10373330
You mean that the cubes will 'telefrag' monsters/players even on not MAP30? That'd be nice I suppose.

>> No.10373337

>>10373334
I think they do, yes. Not sure how telefragging happens on MAP30.

>> No.10373345
File: 2.26 MB, 1920x1080, q2_0408.jpg [View same] [iqdb] [saucenao] [google]
10373345

>>10373316
No muzzle flash support
But the enforcers are stupidly aggressive now

>> No.10373346

>>10373337
In Doom2.exe, the cubes basically telefrag, hit the target for 10000dmg and then spawn whatever. As monsters don't get to telefrag normally, MAP30 gets an exception.

TNTR does a funny thing with that, having basically decorative spawn cubes preplaced, with like 9000hp, and at a set moment a predetermined monster teleports in from a closet, with the cube showing the fire as its death.

>> No.10373349

>>10373345
Also all maps are broken right now

>> No.10373385

Played Ad Mortem 1.5.5 on Woof and it crashed on map2.

>> No.10373403

>>10373385
How old is your Woof version? Works fine for me on 11.1.1

>> No.10373404

>>10373345
>No muzzle flash support
Fine by me
>But the enforcers are stupidly aggressive now
Why would that be, like what’s making them stupidly aggressive compared to how they are in KexQ2?
I suppose I should check the link for some possible explanations to how they’re doing the whole thing.

>> No.10373423

>>10373403
The latest, 12.0.0

>> No.10373448

When did DSDA-Doom development start to go bad? Was it the ENDOOM thing?

>> No.10373462

>>10373385
>>10373423
The map plays for me on 12.0.0, did you get any kind of error report or was there any specific thing happening?

>> No.10373470

>>10373423
Be more specific, it works fine to me on the latest version

>> No.10373472

>>10373448
What's so special about ENDOOM? A quick search only showed that to be a splash screen for the shareware.

>> No.10373485

>>10373462
Just plain crash to desktop and nothing else. The map didn't crash on load, just seemingly randomly.

>> No.10373491
File: 19 KB, 2352x1376, endoom-mm2.png [View same] [iqdb] [saucenao] [google]
10373491

>>10373472
It's a screen which Doom shows after exiting to DOS, it shows copyrights and credits, tuttuts at you if you're a pirate, etc. A lot of DOS games had screens like that.

People decided to replace it for their Doom works, and took to it as a form of ASCII art. People primarily want it these days because people still go out of their way to make screens like these today, and they'd like to see them. They're a neat little thing which people like, and which there's no reason to not have, even GzDoom has had ENDOOM support for a long time, and not because people were asking him for it, just simply because Chickenman decided one day "Fuck, those were cool, I miss those!"

>> No.10373495

>>10373485
That's certainly more specific, but it doesn't say much. I see no error in MAP02 in UDB, but I can give it spin some to see if I notice anything.

>> No.10373497

>>10373495
Yeah I can't even reproduce it anymore so it's probably ok. Never had Woof crash before though.

>> No.10373508

THEY KEPT AND MADE THE FUCKING BRAINS NEW AI EVEN WORSE

FUCK THEM, FUCKEM ALL!

>> No.10373512

>>10373448
>Was it the ENDOOM thing?
Yeah, how he handled that was dumb.

>> No.10373517

>>10373508
Elaboratr? Are you talking about the new Q2 port adopting Reckoning changes?

>> No.10373521

>>10373517
they kept Q2R Ai into yq2r from what i am looking at it, also Q2Pro got a remaster support

>> No.10373529

>>10373508
what mental disorder is necessary to think that vanilla q2 brains were acceptable in any way

>> No.10373539
File: 363 KB, 1917x1080, woof0069.png [View same] [iqdb] [saucenao] [google]
10373539

>>10373497
>>10373495
>>10373485
>>10373462
>>10373385
Ok, I blasted through Caco's Nest with cheats for a bit, and I noticed SOMETHING.

The music stops playing, it hits and sticks on one tone and doesn't continue. If I turn down the music volume to zero and up again, the music doesn't come back, and not even IDMUS works, though the tone seems to have disappeared somewhere there.
However, if I change from the Microsoft GS Wavetable MIDI player or whatever, to FluidSynth with any .sf2, then the music comes back again.

I didn't get a crash, but that's noticeable aberration. What music player do you have enabled? This may have something to do with the MIDI for the level. I have gotten some quirks with the MIDI player in Woof myself, it seems to reset itself to the default one when I open .wads sometimes.

I don't know what the error could be with the MIDI, or what Woof hicks up at with it, and I have just about zero expertise with MIDI at all, so it's unlikely that I can fix whatever it is, but I'm guessing it's related.

>> No.10373541

>>10373529
i am kidding anon, also it seems that the berserker AI isn't implemented yet, still same ol dumb who cant jump.
It would be better if they could reverse engineer the AI instead
In any case quake 2 source port development is cucked into oblivion since there is no one with balls to make a Ironwail or Quakespasm for Q2 that supports everything the remaster has intact while supporting legacy with the new improvements.

https://github.com/skullernet/q2pro-rerelease-dll
https://github.com/yquake2/yquake2remaster

I even accept Graf making his own quake 2 source port with his autism after reading these goals.

>> No.10373545

>>10373539
I use Fluidsynth.

>> No.10373549

>>10373545
Alright, what .sf2 do you use with it?
I may be completely in the wrong on this, but this is the only thing I noticed which was up when I tried it just now.

>> No.10373554
File: 39 KB, 1366x768, Mortem.png [View same] [iqdb] [saucenao] [google]
10373554

>>10373448
>Nugget allows ENDOOM
>Turn it on
Oh, this is kind of neat.

>> No.10373561

>>10373549
The old 8Mb creative soundfont CT8MGM.sf2

>> No.10373564
File: 33 KB, 640x480, Mutiny_title.png [View same] [iqdb] [saucenao] [google]
10373564

This mapset is pure fun.

>> No.10373570

>>10373564
Classic.

>> No.10373575

>>10373561
I'll see what that does.

>>10373564
One of my favorites.

>> No.10373584

I don't see any argument listed on the UMAPINFO page for setting monster telefragging. I thought this was something UMAPINFO was supposed to let you set at your leisure, is the Wiki missing info or can I just not do this?

Worst case, Map 31 will have to go back to the Map 30 slot, Map 29 will then exit to Map, I don't know, 69 or something.

>> No.10373591

>>10373521
That’s fine even if they’re seriously overbuffed and overtuned.
It’s cool seeing even just some attempt at absorbing all of the new port’s features, but I’d be happy just having some way to play and mess with the new maps.

>> No.10373598

>>10373591
>That’s fine even if they’re seriously overbuffed and overtuned.
*’They’ meaning ‘the brains’.

>> No.10373602

>>10373584
I think settings lump should cover some of it, I don't know where MBF21 proper specs are.

>> No.10373614

>>10373584
>Worst case, Map 31 will have to go back to the Map 30 slot, Map 29 will then exit to Map, I don't know, 69 or something.
That's how 400 minutes of /vr/ handled it so at least we know that will work

>> No.10373650

>>10373614
Already done. Bizarre that UMAPINFO doesn't cover something so basic.

>> No.10373662
File: 259 KB, 1024x576, Screenshot_Doom_20231102_153648.png [View same] [iqdb] [saucenao] [google]
10373662

>>10373584
>>10373584
Okay, tested on DSDA and Nugget. the map just works pretty fine.
This behavior however only exists on gzdoom (why i'm not fucking surprised?) playtested on the latest version and yes. the monsters telefrags each other.

I'm not an compatibility expert, but someone also had this problem in the past and it seems this issue hasn't been fixed on the latest version of the sourceport, this problem could be fixed through MAPINFO tho:

https://www.doomworld.com/forum/topic/129469-prevent-monster-telefrag-on-map30-mbf21/

it reminds me, I forgot to remove the map30's text screen, should I just remove it or put something special there, like... 'Congrats, /vr/ salutes you!' or something?

>> No.10373690

>>10373662
I just wrapped up the last round of fixes, did you change anything else? On preventing Map30 telefrags, best I can tell, UMAPINFO just won't let you do it all, I don't see any command for it anywhere.

>> No.10373709
File: 54 KB, 812x474, The Problem.png [View same] [iqdb] [saucenao] [google]
10373709

>>10373329
It's MAP25, and I think I've found the problem. It's Odamex, and something about having the BFG where it was makes it despawn entirely. Not even plop it on top of the other sectors or something (checked around with noclip), it's just gone. Moving it a bit forward like this makes it appear again. I'll upload the fixed version after I get back.

Woof also didn't have this problem at all. Guess it might just be another thing with Odamex being weird, since I've also noticed things like the silent same angle teleport not working as smoothly as it does in Woof

>> No.10373716

>>10373709
Does Odamex have a github and are you allowed to report bugs there, or is that verboten and you need to join a Discord?

>> No.10373718
File: 271 KB, 1920x1080, map18.png [View same] [iqdb] [saucenao] [google]
10373718

>>10373241
>should only be in the new levels
the "stay out" screenshot was from map32 (Pumpkination), and there's at least one more on map18 (House of Fisting). so clearly not just in the new levels. but I guess that makes padding the right side an unworkable solution at this point.
so did you actually open the maps and resave them, nodebuilding and all? seems risky. but anyway, do you need a hand with these on new maps or something?

>> No.10373739

Is it just me, or does Marathon feel floaty and un-responsive?

>> No.10373745

>>10373739
>feel floaty
This would normally be abstract, but is very apt for Marathon: You do literally feel like you’re “floating” with the low-grav on the station. I think it’s a good game all around.

>> No.10373746

>>10373739
It's not you. It's a little better in infinity, but the whole game feels clunky.
You get used to it, but it's not exactly doom-like.

>> No.10373749

>>10373718
I did that for each map which needed it, yeah. I don't see it as risky with most levels, and there's really only two I'd be wary of in Ad Mortem, Map23 and Map30 (as in what I just put in Map30).
Map32 is small and has simple geometry, doesn't do any wild tricks, so it's extremely unlikely for nodebuilders to fuck it up. Even "Map69" (Tears From God), which is a typical grandiose LunchLunch affair, vast and detailed, isn't really a risk, because he doesn't do any particularly exotic vanilla mapping tricks there that I can find. It just takes the nodebuilder a bit more time, but let it do its thing.

I don't know for sure what the mapping trick is which Map23 uses, but since I don't know it exactly, I elected to not fuck with it. The map didn't need anything addressed anyway.

I'm not sure what's up with Map30, something about ZDBSP or something, but it won't let me do ANYTHING with adjusting the positions of vertices or linedefs or stuff, UDB just crashes, so if there's anything that needs changing on that map, there's extremely little I can do about it.
Changing the Icon face texture on that map had to be done by editing the existing linedefs, saving the map (which breaks the nodes), and then copying over the nodes from the previous version of that map. Crude, but this seems to work perfectly fine in Woof, DSDA, and GzDoom, from what I can tell, and given that no geometry anywhere was changed in any sense, it should PROBABLY be fine.
There's some small bugs which ports might complain about, unconnected linedefs, overlapping linedefs in other places, etc, things which you don't notice, and which I can't do anything about anyway.

>> No.10373763

>>10373716
https://github.com/odamex/odamex

>> No.10373768

For me, it's

Blood > Doom > WTC3D > Duke 3D > AoE 2 > 1999 Experiment

>> No.10373770

>>10373718
>but I guess that makes padding the right side an unworkable solution at this point.
What makes it unworkable?

>> No.10373773

>>10373749
right, I'd be wary of map23 as well. even the projected ceilings aside, it seemed to have used stacked linedefs like the last HFFM map.
but I meant more like - the texture name and its offsets are stored in SIDEDEFS, you really could have automated the entire thing. I could slap together a script in 5 min probably. do you need this still, what's the current situation?

>> No.10373775

>>10373770
the fact that you'd have to unfix the fixed maps

>> No.10373787

>>10373746
I see Marathon as the anti-Doom for this reason. Doom has excellent gameplay but no story to speak of, whereas Marathon has a very complex narrative but with gameplay that feels like an afterthought.
And then there's Halo which is just okay at both but doesn't excel at anything.

>> No.10373791
File: 158 KB, 800x600, midtex.png [View same] [iqdb] [saucenao] [google]
10373791

>>10373690
>UMAPINFO just won't let you do it all, I don't see any command for it anywhere.
You don't have to edit UMAPINFO at all. it can be done on MAPINFO only since it's a value exclusive to GZD. I created a new mapinfo file to the wad, wrote the code and it seems it's working now for both sourceports, no crashes at all.

I also made some changes on Texture1 lump, just changed all the midtextures to their original sizes and it seems it working fine now. see pic related.

>> No.10373801

>>10373773
Best I know, I've already done it to every level UDB has a Find & Replace feature which points you to each instance of a texture used, so I didn't need to comb through each level manually.

>> No.10373808
File: 172 KB, 1920x1080, map14.png [View same] [iqdb] [saucenao] [google]
10373808

>>10373791
>seems it working fine now
check map14 (near the start to the right)
I assume this one got adapted to new sizes by hand

>> No.10373810

>>10373791
Well, we either go with that, or with the version I just sent you which fixes those other things as well.

>>10373808
That's what I just did, yes

>> No.10373817

>>10373787
Halo has great gameplay and dogshit level design. Also the fov is trash.
I like it, but small doses.

>> No.10373824

>>10373808
I corrected some midtextures on some maps but thankfully not all of them so that prevents me doing a shiton of work. Good thing I do remember which maps I modified so it won't be a problem now in my end.

>> No.10373830

>>10373787
>I see Marathon as the anti-Doom for this reason.
Reason being one person agrees with you? It has its rough spots but I found it a very enjoyable shooter.
>And then there's Halo which is just okay at both but doesn't excel at anything.
Some of the best AI and fights in a shooter from that era. I found it better than FEAR in that regard and that was several years later.

>> No.10373831

>>10370328
>>10371619
>>10373791
https://files.catbox.moe/qsfhln.zip
I fixed up my two maps (09 and 27)
changed sky in 09 because it was switched to orange for some reason
moved some midtextures and added ocean ambience, and a teleporter back to map in secret exit area in 27
I hope this doesn't mean that with new mid texture changes they will be fucked again in the new version

>> No.10373838

>>10373831
I mean the other way around with 9 and 27
>>10373824
shit, hope you didn't do 9 then

>> No.10373854

I just remembered how fond I was of Tempus Irae and I highly recommend it to all Marathon fans out there if they haven't played it yet.
One of my favourite fan content packs for any game ever.

>> No.10373862

>>10373739
Didn't see this comment before I posted mine about Tempus Irae.
Marathon's gameplay is highly satisfying once you get used to it, but it's the hardest to get used to. I think I finished all of the original trilogy + a few fan scenarios before I really started to understand how to move and how to shoot but now there's nothing else like it.
I just love gliding around and stunning Pfhor fucks with the AR before punching them in the face or blowing them up.
Also Marathon has the best shotgun, not Doom nor Blood.

>> No.10373883

>>10373830
My reason being Marathon has bad gameplay and good writing. I never said it was unenjoyable, I simply said its gameplay was largely inferior to Doom.

>> No.10373891

>>10372345
>we
What did you do among those "we"?

>> No.10373896

>>10373883
>My reason being Marathon has bad gameplay and good writing
I don’t agree with the bad gameplay bit at all though. I can only stretch when considering it the “anti-Doom” just because it has more nuanced weapon mechanics like reloading mags, but it also has alt-fires.

>> No.10373918

>>10373808
I love the Halloween decorations in Ad Mortem.
I wish the wad had a little more chill though, maybe some easy but comfy maps to start us off instead of going for the modern megawad of "fuck you, die" right from the start.
Yeah there are difficulty options, but I prefer a more casual experience in my novelty holiday wads.
Not that it's a bad wad in the slightest. I'm just bumbling through it pistol starting with saves and having a great time.

>> No.10373924
File: 98 KB, 640x480, F99OTdEXIAAjZpX.jpg [View same] [iqdb] [saucenao] [google]
10373924

>> No.10373934

>>10373918
>Yeah there are difficulty options, but I prefer a more casual experience in my novelty holiday wads.
You get that with difficulty options, and people who want that “modern ‘get fucked’” difficultly also get what they want.
I’m sorry, but I don’t get the “yeah, but” when you’re also making sound like everyone wins?

>> No.10373950

>>10373272
you're using gzdoom, that's your fucking problem

>> No.10373958

>>10373918
>maybe some easy but comfy maps to start us off instead of going for the modern megawad of "fuck you, die" right from the start.
In my defense, I designed that map as 16 and it got put into the first slot.

>> No.10373969

Stained Class is the best Priest album

>> No.10373976

Hiw can I play Blood on zdoom? I want mods.

>> No.10373986

>>10373976
You can't. You can however play a source port of Blood like NotBlood.

>> No.10373989

>>10373539
I couldn't reproduce this in Woof or Nugget, the music loops fine (MS GS), and all tracks in the midi have end markers

>> No.10373994

Nuggets extra gore feature is lovely. Every source port should have a ssg gibs option. Also want to say I'm liking AD Mortem, but I'm still very early in. The super shotgun is especially fantastic and I'm going to miss it once I'm back to using the original.

>> No.10374009

>>10373918
I keep trying to make easy maps and fail every time
Maybe it's just me but it seems a lot harder to make an engaging easy map than an engaging difficult map.

>> No.10374010

>>10373918
I don't think I could beat Tears Of God, it feels like full on lategame Sunder, I'm good for Final Doom, but this one is way beyond my skills.

That's not to say I think it's bad, the parts I can handle are great, and it looks fantastic. However, I suspect that a lot of people will just never see Map 30 outside of IDCLEV.
Would it make any sense to do an optional exit on Map 28, which plain bears a label stating "Exit to the hardest map... if you dare!" or something like that?

>>10373958
Figuring that part of it is having an opening map which is both strong and which shows off some of the Halloween gimmicks. A good first impression.

What other map looks nice enough, doesn't have the weakest gameplay, but doesn't grab the player's dick and twist it right away?

>> No.10374014

>>10373976
There's an old unfinished conversion called ZBlood, and it's cool at first, until you play Blood for real and learn how absolutely fucking off it is. What kind of mods do you want for Blood anyway?

>> No.10374015

>>10374010
>Would it make any sense to do an optional exit on Map 28, which plain bears a label stating "Exit to the hardest map... if you dare!" or something like that?
The last few DBPs did something like this, could be worth looking into...

>> No.10374024
File: 20 KB, 155x155, 1579680726759.jpg [View same] [iqdb] [saucenao] [google]
10374024

>>10374009
>gitting gud at the game
>wanting a challenge
>too easy isn't fun
>harder to get a feel for what kind of easy gameplay is fun
>make something you think is fun
>it's too tough for some and they can't play it
Quake kinda has this problem with its multiplayer deathmatch, 99% of the people still playing have been playing for almost 30 years, so any neophyte gets annihilated if they go to any server with oldfags who know all routes and patterns, they get completely cockblocked from playing or learning.

>> No.10374056

>>10374024
Yeah welcome to almost any arena shooter. Small wonder why all these battle royales got popular, adding elements that can lead to victory beyond simple mechanical skill.

Arena shooters generally were more fun if you had it like older years, where you joined into a local server (because it was had the best ping) regularly and had a group of fellow players that you could get to know even on a small level and enjoy hanging with even if you got wrecked all the time.

>> No.10374101

>>10374009
There's a lot of level design tricks that could help with make the level interesting. Overwhelming the player with teeth-grinding combat is definitely not the only way, no matter how much the plutonia sucking mappers want everyone to believe.

>> No.10374137

>>10374056
Quake has that too, routes and spawnrates is knowledge and planning, but unlike Fortnight or whatever, where there's millions of people playing, there is nobody who regularly plays Quake DM who ISN'T a seasoned veteran, meaning there exists ONLY veteran opponents at any given time, ergo entrylevel Quake DM just isn't readily available today.

The only way you can get around this is finding not-veterans to play with, and password protecting your server to keep them out. This requires some organizing and planning, then finding committed participants, and probably you'll want some good bots to round out the numbers with. Compare to organizing and scheduling tabletop games, except you need like 10 to 20 people instead of 3 to 5.

>> No.10374146

>>10374009
>Maybe it's just me but it seems a lot harder to make an engaging easy map than an engaging difficult map.
Man I really must finish the comfy textures so we can finally get this going

>> No.10374158
File: 78 KB, 170x170, 1692900199621174.gif [View same] [iqdb] [saucenao] [google]
10374158

>>10373918
>mfw made short, relatively easy maps

>> No.10374350
File: 143 KB, 979x750, 1678763145544637.jpg [View same] [iqdb] [saucenao] [google]
10374350

>>10370328
https://files.catbox.moe/kqvbwe.wad
Ad Mortem MAP25 Updated
Fixed the BFG missing on Odamex and touched up some of the textures

>> No.10374501

>>10374010
>Would it make any sense to do an optional exit on Map 28, which plain bears a label stating "Exit to the hardest map... if you dare!" or something like that?
lunch here. I'm wondering if there's a way we could make Tears From God the final map without putting it in the MAP30 slot since that apparently was all fuckered up.
But Vareos has my permission to put it wherever he needs, I don't want to lock out players from reaching any maps after it.
I wouldn't even mind putting it in a slot the player had to IDCLEV to as long as there was a visible message in the original post and .txt file letting players know it's there.

>> No.10374534

Phase 2 map30 was just fine where it was I think, a funny and well timed surprise. Switching it around because Tears From God is harder? Eh, it's your call, but the difficulty curve's already up and down, so I don't see what the set gains from this ordering.

>> No.10374547

>>10374534
A map that wasn't originally in the map30 slot shouldn't be moved to that slot because monsters will telefrag on it. Move it to a different slot and change the identifier if need be.

>> No.10374620 [SPOILER] 
File: 33 KB, 540x405, wtf.jpg [View same] [iqdb] [saucenao] [google]
10374620

Got the Doom bug a couple of weeks ago. Last time I played it was mid 90's, the shareware version, never had the full game. Finished episodes 1-3 on hurt me plenty without any issues. That was easy, I still got it, let's start episode 4.
>mfw

>> No.10374639

>>10374620
Episode 4's first two maps are a significant difficulty spike, and released after Doom 2.
I'd suggest playing Doom 2 first.

>> No.10374646

>>10374620
Yeah, E4 was added for the retail version of Doom 1, it goes pretty hard for the first couple of maps, but lets up a lot after.
E1 to E3 aren't much harder om Ultra Violence, so you could practice those again, optionally just skip to Doom 2 on UV, it'll be easier than E4 by a lot.

>> No.10374652

>>10374547
You could try making Map30 exit to that one, but I recall the game being an ornery bitch and rejecting my commands to do so when I tried doing that once. I mean, why should I expect basic commands which work for every other map slot in the game to also work for Map30? Not like I might want to fucking customize shit with this format that was made for customizing.

>> No.10374684

>>10374639
>>10374646
Oh, I didn't know it was released after Doom 2. It makes more sense now, maybe it was aimed at people who already beaten both games to death. I think I'll go Doom 2 first, to keep it chronologically and come back to it once I sharpen my reflexes a little bit more.

>> No.10374705
File: 149 KB, 529x441, 389393.png [View same] [iqdb] [saucenao] [google]
10374705

>>10370328
Ad mortem updated to V.1.5.6
This update will be called "Fuck gzdoom"

Changelog:
>MAP30 renamed to MAP99 due to GZdoom's bullshit. (I discarded using MAPINFO in this one because I have to write a whole code to run it well. fuck that, I used Chop's formula instead)
>Minor MAP25's update.
>Mid-textures lumps changed to their original sizes

>> No.10374713

>>10374705
What else is left for possible idgames shipping?

>> No.10374737

>>10374705
Bro just ignore GZDoom, just act as if it doesn't exist

>> No.10374819
File: 160 KB, 840x715, eyes.jpg [View same] [iqdb] [saucenao] [google]
10374819

>>10373749
I made maps 23 and 30. I used DoombuilderX and zdbsp to overlap some lines, which udb hates and shouldn't be used for those one's in particular. I can make some changes if needed, but I don't think there are any issues after looking myself. Also the new icon face reminds me of this pic.

>> No.10374914
File: 397 KB, 914x733, Screenshot from 2023-11-02 20-23-12.png [View same] [iqdb] [saucenao] [google]
10374914

added the "try it" button to a few wad pages. pretty much just the first 8-10 from the "vanilla" tag, except for DM maps and "all hell is breaking loose" which for some reason wouldn't work even with a patched exe. My guess is maybe I was using the wrong exe version, but I aven't gone back to check.

btsx 1/2 take forever to load, but do work.

>> No.10374931

>>10374737
Just ignore the most popular sourceport in the community? Okay then.

>> No.10374948

>>10374931
This isn't the first time Ad Mortem has found incompatibilities with the chicken port.

>> No.10374958
File: 515 KB, 666x500, 1691755890225156.png [View same] [iqdb] [saucenao] [google]
10374958

>>10374948
And it's not unusual for /vr/ projects to expose issues with GZD, in general.
>400mins MAP30

>> No.10374971

>>10374931
Whether Graf goes about implementing MBF21 compat or not is on him not you or me

>> No.10374994
File: 30 KB, 448x458, Mindfuck_cockmongler.jpg [View same] [iqdb] [saucenao] [google]
10374994

>>10374819
>I used DoombuilderX and zdbsp to overlap some lines, which udb hates and shouldn't be used for those one's in particular.
Alright.

>I can make some changes if needed, but I don't think there are any issues after looking myself.
I can't think of any, no.

>Also the new icon face reminds me of this pic.
It does, and that's excellent. Also reminds me of this, actually.

>> No.10375000

>>10374931
I'd argue GZDoom isn't as huge nowadays as it was like 10 or so years ago.
Obviously, its still a popular port. But its really not the be all end all port for a lot of people anymore.

>> No.10375002

>>10374971
Is it even about MBF21 itself? It just seems like they all cut a few corners with the UMAPINFO format, this one thing can be done with zero issues using regular MAPINFO for GzDoom.

>>10374948
In fairness, implementing the new DeHacked support was in progress, was intended, and was achieved and finalized.

>> No.10375031

>>10370965
yeah i've been getting my ass kicked lmao

>> No.10375231
File: 39 KB, 335x303, ohmygodd.jpg [View same] [iqdb] [saucenao] [google]
10375231

>>10374705
>>10373831
put these in too, especially since 1.5.6 still has some midtextures wrong in 09

>> No.10375343

>>10372339
ngl haven't heard this in a long time but most of the tracks are cheesy as fuck. there are some good ones with the emphasis on guitars, but the ones with lots of strings are just fucking lame. the guy should have focused on more guitar and drums because those are definitely the best tracks there and they don't feel like aping quake 2, they feel very quake 1.

>> No.10375356

>>10374024
>>10374137
>any neophyte gets annihilated if they go to any server with oldfags who know all routes and patterns
That's why re-release having a bot support for deathmatch is so great. You can more easily jump in and have fun whenever you want on your terms, not the terms of those who live on Quake servers.

>> No.10375390

why do arachnotrons make chainsaw noises in the distance.

>> No.10375398

Ground Zeros is pretty hardcore

>> No.10375496

>>10375002
>this one thing can be done with zero issues using regular MAPINFO for GzDoom.
why would anyone go with MAPINFO at this point, when it's compatible with fewer ports? UMAPINFO was created specifically for compatibility.

>> No.10375498

>why don't you make your maps specifically compatible with gzdoom, a port that doesn't respect common standards
Not my problem.

>> No.10375524 [DELETED] 

>intentionally making your wad incompatible with the most popular sourceport
Nobody will play your shitty wad, you contrarian chuds

>> No.10375562

>>10374958
>>10374948
Wasn't there also some complevel issue that broke a map in 400min?

>> No.10375568

I'm of the opinion that it is not the wad author's responsibility to make it compatible with a particular port if that port is not the main intended target for compatibility to begin with.
If GZDoom wants to be compatible with MBF21/UMAPINFO wads, and it just so happens a wad intended for MBF21/UMAPINFO compatibility isn't working correctly in GZDoom, but is working fine in the minimum compatible ports, then its a GZDoom issue, not the wad's.

>> No.10375574

>>10375568
This. Go cry to discord or wherever the developers of your shitty port are so maybe they will make their port not shit.

>> No.10375590

>>10375524
shitty wad or shitty sourceport? two different things

>> No.10375596

>>10375000
>>10374737
>>10374931
funny people just ignore gzdoom these days, am I the only person who enjoys playing monster mods and weapon mods because i feel like vanilla weapons/monsters are getting stale? most of them are all made just for gzdoom anymore

>> No.10375601

Behind the facade of a Brutal Doom kiddie crying for every wad to accomodate his meme mod there's a GZDoom user, never forget this

>> No.10375607

>>10375596
>am I the only person who enjoys playing monster mods and weapon mods because i feel like vanilla weapons/monsters are getting stale?
Yeah. Vanilla monsters and weapons provide infinite variety.

>> No.10375609

>>10375596
I keep supporting Zandronum, at least as best I can. I wouldn't mind seeing another sourceport come out that supports DECORATE.

>> No.10375610

Is Woof still a good standby, or do I have to switch to Crispy?

>> No.10375615

>>10375610
Crispy won't run Boom wads. Woof's been my default for the last 3 years, it's great at what it does.

>> No.10375620

>>10375610
Nugget is a pretty good fork of Woof, IMO.

>> No.10375626

>>10375620
>>10375615
Right, nugget is the one I'm probably thinking of, not crispy

>> No.10375629

>>10375626
Woof still works great, Nugget is only if you want more visual flair.

>> No.10375636

>>10375496
it can do pistolstarts, for one. it's a single line you plop down at the start. why doesn't umapinfo have it? you could do skies, music and titles in vanilla/dehacked already, but the one useful thing gets omitted.

>> No.10375680

>>10375636
MBF21 has a death exit function in its map format.

>> No.10375684

Nugget is based on Woof and gets updated when Woof gets updated. It's not a "newer Woof" and in fact relies on Woof's development.

>> No.10375698

>>10375680
so let's say you're making a map that is balanced for pistol start, but you have to change someone else's map to accomodate yours. and if you change your mind or the maps need to be reshuffled, you need to edit and re-save each one. see, this is the exact thing that fits best in a separate text lump. not to mention that the support for MBF21 is less broad than UMAPINFO. an extra lump can be ignored, but an unknown special probably prevents the map from running (in e.g. Crispy)

>> No.10375716

>>10375698
Its really not that hard to edit a linedef function.
And if the mapset takes advantage of MBF21 features, then
>not to mention that the support for MBF21 is less broad than UMAPINFO
Is completely irrelevant. Picking and choosing what to use in a MBF21 map because you're worried certain features of it arent compatible makes zero sense in any context. Either commit to it or don't use the format.

>> No.10375726

>>10375716
>if the mapset takes advantage of MBF21 features
who says it does? DBPs are limit-removing but use UMAPINFO

>> No.10375729

>>10375726
I thought we were talking about a mapset using both MBF21 and UMAPINFO.

>> No.10375745

>>10375729
I was talking in abstract. why would you use mapinfo - because umapinfo is insufficient.

>> No.10375790

>>10375601
Why are so many young Doom players obsessed with Brutal Doom?
I gave it a go and it's fun, but its about average compared to most mods and doesn't do anything that special. So why is it treated as "the intended way to play Doom" by so many clueless kids?

>> No.10375803
File: 433 KB, 1600x600, map19.png [View same] [iqdb] [saucenao] [google]
10375803

>>10373831
>>10375231
>I hope this doesn't mean that with new mid texture changes they will be fucked again in the new version

Sorry but that's why I didn't saved your update, I was really afraid that might break the midtextures again lol. but in this update the midtextures looks corrected, what else needs to be changed besides of that teleporter? Also I found slimetrails on some stonetombs in MAP19, tested both nugget and dsda (software rendering specifically)

>> No.10375817

>>10375803
Are we ever going to get the sword, or are we stuck with the ugly mace forever?

>> No.10375820

>>10375698
>not to mention that the support for MBF21
What ports that claim to support mbf21 don't support it fully?

>> No.10375827

>>10375790
>Why are so many young Doom players obsessed with Brutal Doom?
It's your typical normiebait mod.

>> No.10375834

>>10375817
I dunno, the mace fits with the horror theme. It did briefly make me think of GMOTA when I pulled it out for the first time though.

>> No.10375839

>>10375745
Anything that ties your wad to gzdoom specifically, such as the pistolstart setting, is not preferable in any circumstance.

>> No.10375862

>>10375803
>slimetrails
well, it's my fuckup for not checking, but I didn't touch that area.
it happened on switching nodebuilders, was fine back in 5.1. I'll clean it up, but not right now, gimme an hour.

>> No.10375863

>>10375817
I'm sure chopblock is working on it, I also want something that looks smoother and less janky. this and the demonic staff for the BFG so I gave him some time to work on that stuff.

>> No.10375865

>>10375863
See you in 2025!

>> No.10375880
File: 8 KB, 259x194, 9k=.jpg [View same] [iqdb] [saucenao] [google]
10375880

wow this goes to shit in the latter half.

>> No.10375886

>>10375863
hey man, I'm just curious if you have a new project under consideration, or are you taking a break for now?

>> No.10375909

cod zombies but in quake, you can play it on your browser too
https://nzportable.neocities.org/landing/

>> No.10375917

>>10375496
Because I thought UMAPINFO would also be able to do very simple little things like these which MAPINFO does.
I don't think toggling the Map30 Special is a lot to fucking ask for, we aren't demanding to create fucking hubs here or something.

>> No.10375938

>>10375863
The sword IS fucking done? It's been done since like, I think Friday or Saturday, and I've also already done the Chainsaw, as well as the Shotgun, Super Shotgun, and Chaingun, all which had fixes and changes (such as Vanilla accurate timing on the shotguns), none which have been implemented.

This is all in the last version I sent you around the weekend.

>> No.10375941
File: 292 KB, 1064x769, 1698807558031.png [View same] [iqdb] [saucenao] [google]
10375941

>>10375938
It looked all set from the sprite sheet that was posted last Tuesday.

>> No.10376036

>>10375524
Ad Mortem is for the patrician only. Plebs do not need to apply.

>> No.10376091

>>10375000
It's not the end all be all port for a lot of people, but it's still absolutely huge. Until the whole "Only runs on GZDoom" thing gets worked around, it'll still be the one most people will flock to. Sure, most people that REALLY dip their dicks into Doom wads will use a variety of sourceports and will stick away from GZDoom when they can, but most people overall just want to one-stop shop even if it's chunky as fuck.

>> No.10376134

>>10375909
Interesting stuff. I have my concerns about whether it'll be locked entirely to fteqw (I dunno the scope of the error when trying to load in QS-S/vkQuake) and the fact that multiplayer is grayed out on the menu (have yet to try loading it in server mode), but otherwise I welcome the attempt to port it to an easy-to-map open source game with dedicated server support and uncapped players.

>> No.10376171

>>10375803
fungoid v8: https://files.catbox.moe/l6c21d.zip
-fixed slime trails and hom in the graveyard
-tweaked berserk secret and semi-secret to account for the tall sprite
-tweaked illusory wall secret for gz's additive translucency in software (still looks weird, but not as much)

>> No.10376185

>>10373918
Idk, I've been okay on the Hurt Me Plenty equivalent. I haven't finished the whole thing yet though so my opinion may change.

>> No.10376187

What exactly are revenants? I thought that they were just zombies of tall people, but in Doom 3 it says that they were originally found in hell.

>> No.10376205

>>10376187
According to the Doom II manual:
>Apparently when a demon dies, they pick him up, dust him off, wire him some combat gear, and send him back into battle. No rest for the wicked, eh?
Revenants seem to be dead demons repurposed into another monster.

>> No.10376230

>>10376205
But what happens when a Revenant dies?

>> No.10376235

>>10376230
He gets recycled

>> No.10376245

>>10376235
It's nice that Hell cares for the environment.

>> No.10376246

Is there a way to deal with archies you can't just run past in HDest that doesn't involve sitting out a respawnathon? I thought of bringing a zorcher, but that'll probably just bite us in the ass even worse.

>> No.10376252

>>10375938
>The sword IS fucking done? It's been done since like, I think Friday or Saturday, and I've also already done the Chainsaw, as well as the Shotgun, Super Shotgun, and Chaingun, all which had fixes and changes (such as Vanilla accurate timing on the shotguns), none which have been implemented.

Thuesday to be exact... I was in a rush and I thought you were just showcasing the new sprites. but my bad. I still need to convert all those sprites into dehacked, otherwise if I replace them one by one, it might fuck up them all and some extra frames will be missing... I'll see what I can do later, I'm at work rn.

>>10375886
Uhh I'm gonna take a break for now, I still need to do some work with AM though but I gotta admit I haven't been a good project leader after all, if I do another doom project I will stick with the limit-removing or regular boom formula.

>> No.10376283

>>10376252
come on mate, if you weren't doing something right AM wouldn't be in its third phase. this project will be fondly remembered :)

>> No.10376303

>>10376246
If you can make it to the exit before the curse triggers (1-10 minutes after the archvile dies), it won't follow you to the next map. Otherwise, get a pile of zombies to spend the curse quickly and get reimbursed on ammo, or get a few big enemies and a weapon that can light them on fire.
>bringing a zorcher, but that'll probably just bite us in the ass even worse.
Correct, archviles can teleport to bypass stepheight and avoid getting stuck on geometry or decorations, so unless you get lucky enough to ship it off somewhere truly out of bounds, it'll be able to get back to you.

>> No.10376352

>>10376252
>Uhh I'm gonna take a break for now, I still need to do some work with AM though but I gotta admit I haven't been a good project leader after all, if I do another doom project I will stick with the limit-removing or regular boom formula.
I'm a casual Doom player but I think this is a great megawad. Most Halloween projects are just gimmicky shitshows with terrible maps and poorly explained features, AM comes across as a great megawad you can play all year round and the levels are very good (if a little too advanced for me on UV sometimes)

>> No.10376353

>>10375568
Agreed. I think most people would though.

>> No.10376549

>>10376091
>Until the whole "Only runs on GZDoom" thing gets worked around
how do you even work around that? GZDoom's modding capabilities run circles around every other sourceport to the point i'd imagine the only way to port it's mods into other sourceports would be either with heavy compromises or straight-up taking a demake approach (ie: d4v)

>> No.10376559

>>10376549
People who want mods go to gzdoom, people (with taste) who want doom go to proper ports. I wouldn't even want the capabilities of gzdoom bloating good and faithful ports such as woof.

>> No.10376568

>>10376559
As great as Nugget and Prboom+ are, sometimes you want some retarded mod that completely changes the game. There's nothing wrong with that or GZDoom, outside of Graf being an annoying egotist and his love of bloating the sourceport.

>> No.10376574

>>10376549
Just gimme a fork of GZDoom with client/server netcode and I'll never look back

>> No.10376587

Where can I get No Rest For The Living?

>> No.10376593
File: 1.08 MB, 600x609, 1682085992003459.gif [View same] [iqdb] [saucenao] [google]
10376593

>>10376574
this please

>> No.10376597

>>10376587
https://archive.org/details/2020_03_22_DOOM

>> No.10376659
File: 142 KB, 806x1130, F-BcgQrXwAAMkiR.jpg [View same] [iqdb] [saucenao] [google]
10376659

>>10370328
https://twitter.com/romero/status/1720489883590939047
Carmack & Romero are doing a Doom discussion for Doom's 30th.

>> No.10376712
File: 851 KB, 1363x768, nugg0004.png [View same] [iqdb] [saucenao] [google]
10376712

>>10376185
Yeah, I find I can easily pistol start Ad Mortem with no saves for the most part, but UV seems to be a significant leap in difficulty.
Which is fine. It's nice that all skill levels can enjoy this.

>> No.10376721

Also, while we're on the subject of Ad Mortem, why the fuck is map 4's midi Robbie Williams' Supreme? Its such a weird choice of song.

>> No.10376724

>>10376712
*Easily pistol start AM on HMP that is.

>> No.10376729

>>10376721
ask eggplant

>> No.10376740

>>10376721
Same reason why Barge In has 'Voyage Voyage' and Soul Survivor has 'Every Breath You Take'

>> No.10376776

>>10376587
It's bundled with steam release of Doom 2 along with Master Levels and Final Doom.

>> No.10376778

>>10376721
>Its such a weird choice of song.
People like to have fun from time to time.

>> No.10376782

>>10376778
Impossible. People clearly only like to no save pistol start and if you don't play that way you're a casual and are doing it wrong. Playing for fun? Disgusting.

>> No.10376802

>>10376740
Also that one map from 512 lines that has Girlfriend by Avril Lavigne

>> No.10376815

>>10375803
>what else needs to be changed besides of that teleporter?
Need to change sky in Skeleton Crew to basic purple one, some fences in Silverspring were under the floor for some reason
but no worries, I added Ad mortem 1.5.6 to resources in Ultimate builder and readjusted everything - it's safe to add these to the wad: https://files.catbox.moe/nq475g.zip

>> No.10376838
File: 22 KB, 184x184, 1676289834261809.jpg [View same] [iqdb] [saucenao] [google]
10376838

>>10376721
Maybe he likes Robbie Williams, didn't think of that?
>>10376740
>>10376802
These are all good songs
>>10376712
>>10376185
>>10373918
So many people complain about difficulty of some maps and size of Tears from God(kino map). Maybe we should do like some castlevanias do and put a secret exit in monster mash to 2-3 extra hard maps with Tears at the end? So you can either end the wad on mash or try to earn the "true" ending".
Though at this point this might be bad feature creep

>> No.10376857

>>10376838
>So many people complain about difficulty of some maps and size of Tears from God(kino map). Maybe we should do like some castlevanias do and put a secret exit in monster mash to 2-3 extra hard maps with Tears at the end? So you can either end the wad on mash or try to earn the "true" ending".
>Though at this point this might be bad feature creep
I like this idea.
I don't think I was complaining about the difficulty though. I was just admitting that I'm too rusty/shit to comfortably play on UV and was happy playing on HMP in this instance. Ad Mortem is a fantastic wad and is probably one of the best things this general has produced. Normally people associate content made by 4chan with shitposts or memes, but this is a fine collection of maps that anywhere would accept as a good wad.

>> No.10376862

>>10376857
>Normally people associate content made by 4chan with shitposts or memes, but this is a fine collection of maps that anywhere would accept as a good wad.
You must be new here, /vr/ wads have always been at least decent and it's home to many a great mapper.

>> No.10376871

>>10376838
I don't think it would be feature creep at all, UMAPINFO supports that easily, you'd just need to come up with a good enough secret exit for Monster Mash.

>> No.10376872

>>10376862
The only real shitposty one is HFFM, and even that has some really solid maps when you look past the sprite replacements.

>> No.10376908

>The decino guys in Ad Mortem
It's realistic to get slaughtered by a Doom god but fuck me he's tough.

>> No.10376918

>>10373739
No thats sadly how its intended
I'm old enough to remember Doom community viley hating Marathon to the point of it being a banned topic on Doomworld.
I appreciate it, but admit the game is flawed
Luckily its port has been massively improved from what it was, but still marathon has a 'physics' system that just feels like a drifting steering wheel.
You sadly either learn to love it or you don't but the story certainly helps if you can get engaged.

>> No.10376920

>>10376857
Back in the day, I have seen people complaining about the IoS map, now I see people complaining ToG for being too big/hard... if that's the case, I think ToG could be an optional final map next to the IoS map. If you don't like IoS, then play ToG and finish the game, if you don't like slaughter, then play the IoS map. simple as that.

Not sure if people will like this idea tho, I have to ask MAP29's author if he can make a 'secret' exit for it if i'm gonna do this change.

>> No.10376931

>>10376920
IoS?
To me, ToG felt like someone tried making a bootleg ribbiks map. I hated that every secret was a "gotcha" thing and not a boon, and overall feels kinda out of place in AM. But it is deserving of a map 30 place.

>> No.10376956
File: 418 KB, 1917x1080, woof0073.png [View same] [iqdb] [saucenao] [google]
10376956

>>10375610
I've loved Woof for a while now, it's effectively "Crispy Boom" for what it matters. I have heard Nugget is that and more, but I have yet to try it out.
Crispy Doom is very good from the perspective of "only Vanilla/Limit Removing Doom," but a lot of the cool shit around is Boom, MBF, or MBF21 format, and the overall feel of it is still very much the same.

>>10376857
>Normally people associate content made by 4chan with shitposts or memes, but this is a fine collection of maps that anywhere would accept as a good wad.
Even back during the 200 Minutes Of /vr/ days, mapping efforts here were fairly earnest, maybe a bit tongue in cheek, and definitely not as refined or as skilled as these days (though some of those maps were actually pretty solid). Stuff like pol.wad and Moonman Doom are kind of the outlier, and frankly those are the less memorable works in comparison.

>>10376872
Hard Fast Faggot Maps came from the heart, it's juvenile and goofy, but lovingly so, and with some tight-ass levels. Limpwristed bitches these days just cannot stand a mild bit of colorful language. I'll remind people that Action Doom 2 used faggot as a direct and unambiguous pejorative for a homosexual character well over a decade before HFFM used it in a playful boyish manner.

>> No.10376973

>>10376838
>>10376857
>>10376920
I like this idea too.

>>10376871
Yeah. Just needs to hide a secret exit somewhere. Do we need a warning scrawled in blood to put on the wall next to it?

>> No.10376978

>>10376956
>I’ll remind people that Action Doom 2 used faggot as a direct and unambiguous pejorative for a homosexual character well over a decade before HFFM used it in a playful boyish manner.
“Well over a decade” ago where people can easily say “times was different”. Steve also released a “reloaded” and censored version of Urban Brawl the same year as HFFM.
I’d stick with just calling people pussybitches over the theme.

>> No.10377028 [SPOILER] 
File: 250 KB, 1400x875, 1561016230453.png [View same] [iqdb] [saucenao] [google]
10377028

>> No.10377071

RLNDGM.sf2 slaps pretty good. Much better than the default MS wavetable synth option even though the samples are the same.

>> No.10377080
File: 208 KB, 814x576, wtf.jpg [View same] [iqdb] [saucenao] [google]
10377080

>apparently one of the latest Quake jams was made in collaboration with Reload Magazine
>look it up
>see picrel
If I somehow got my hands on a physical copy I'd have burned it already. What happened to gaming magazines? Anything that's actually good that covers /vr/FPS?

>> No.10377092
File: 1.15 MB, 2304x3072, handloading like a pro.jpg [View same] [iqdb] [saucenao] [google]
10377092

>>10377080
For some reason I read "Reload Magazine" and I thought that it would be some publication about handloading/reloading your own ammunition. Haven't read a gaming rag in ages.

>> No.10377096

>>10377080
Either trying to appeal to zoomers, or a zoomer writer with a severe case of fake nostalgia. Either way none of these retro-themed game magazines are remotely readable.
There's also a severe lack of babes, but I guess none of these indie throwback shooters have any anyway.

>> No.10377106

>>10377080
>What happened to gaming magazines?
Nothing, the major ones were always trying awkwardly to appeal to The Youth Of Today.

>> No.10377120

>>10376872
The sprite replacements are great tho.
DBP54 even used the Pinky replacement to positive reception.

>> No.10377124

>>10377028
My bad, I ate too many jalapenos.

>> No.10377125

>>10377080
I think the last time I read a gaming magazine was when Duke Nukem Forever come out, and PCGamer gave that absolute shitbird of a game a score of like 80% or 90% out of 100.
To paraphrase Winston Churchill on the official Soviet claims regarding Katyn, during WW2: "Belief in this report is an act of faith."

Anyway, I see "Stan" confuse older people at times, and it's simply zoomer speak for fan. Comes from the (actually pretty old now) Eminem song of the same name, which is about an obsessive stalker fan.
Was common lingo on Tumblr a decade back, and then carried over to Twitter later on.
Sometimes used as to mean "apologist," either in an innocuous or ironic manner, or in a more aggressive accusatory manner, but don't assume it unless the context implies it.

You see someone write or say that, they're a zoomer, or a millennial who was around when it first started seeing frequent use. Optionally it's a much older person trying to be hip with the kids, in fact there's a 50% chance to be the case when it's a marketing publication like that. When it doesn't come from advertising like this, I find it generally inoffensive.

>> No.10377130

>>10377125
>>10377080
"We stan." definitely sounds like something a 30 or 40 year something marketer trying to be hip with the kids.

>> No.10377143

>>10370912
V-Classes are better.
CBM is fine, don't get the Gaydola bullshit. CCBM is anal cancer.

>> No.10377167

>>10377080
A game about fighting evil tech bros polluting the environment with their stinky digital money (ignore Asia) along with your epic Doge sidekick, all wrapped in the styling of a game that would've sold for 400 microsoft points on the XBLA 12 years ago. I can't think of anything more #retro.

>> No.10377250

Does anyone have that image of Samuel Hayden doing the Sam Hyde pose holding an ak-47, i cant find it

>> No.10377260

>>10376721
Why not?

>> No.10377351
File: 79 KB, 960x547, fellowkids.jpg [View same] [iqdb] [saucenao] [google]
10377351

>>10377080
>this entire image

>> No.10377384 [SPOILER] 
File: 344 KB, 1280x720, rip void.png [View same] [iqdb] [saucenao] [google]
10377384

>>10376920
>ToG could be an optional final map next to the IoS map. If you don't like IoS, then play ToG and finish the game, if you don't like slaughter, then play the IoS map.
I like both and would like to choose progression that doesn't exclude either.

>>10376838
>secret exit in Monster Mash
Would be tough to add in a way that makes the map feel completed. Doing all the stuff around the active icon and then leaving WITHOUT killing it would suck.
Rest in Pieces, on the other hand has this out-of-bounds void that currently only has an escape teleporter in it. If there was some hint to invite jumping down there, it could be a great place for a secret exit. Bonus points for a deep fall to match Tears's verticality.

BTW is it taken into account that RSKY1ALT (pictured, used in maps 15, 28 and 29) has the pink part visible when the status bar is hidden and vertical fov is slightly higher? The mood is quite different depending on it. I think the maps are not meant to be seen with it.
Also might as well mention that mapnames of Autumn Mausoleum and Steeple of Skeles have typos in UMAPINFO (the former also in its graphic).

>> No.10377396

>>10377384
I think the magenta part is supposed to be transparent.

>> No.10377437

>>10377396
>transparent
>on a sky

>> No.10377452
File: 10 KB, 256x128, RSKY1ALT.png [View same] [iqdb] [saucenao] [google]
10377452

>>10377384
>I like both and would like to choose progression that doesn't exclude either.
Well, then ToG could just be a secret area from MAP29. I can rename it as MAP31 and when you exit the level it goes back to MAP30/IoS. How's that?

>has the pink part visible when the status bar is hidden and vertical fov is slightly higher?
No, the pink part is normal, it comes from the picture.

So, MAP29's author (Coffee Achiever) can do the honors to make a secret exit for ToG?

>> No.10377460

>>10377351
Isn't she like... I don't know, 30?

>> No.10377485

We stan

>> No.10377493

>>10377080
>Duke3D if it sucked

>> No.10377496

>>10377452
>MAP29's author (Coffee Achiever)
29 is "Rest in Pieces" by Hand-Peeled or did you shuffle them around? I agree that the out-of-bounds void is a good candidate for a secret.
if you want a secret exit from Chthonic Phthisis, I could do a Doxylamine Moon style collectable secret or something.

>> No.10377526

>>10376091
For the record, I was mainly referring to the doom community specifically (since the post I replied to said community). If we include outsiders who take a look at a mod because they saw a pc gamer article or whatever, then yeah, GZDoom overwhelmingly is still huge. I mean, of course it is, its the Brutal Doom engine as far as normies are concerned.

>> No.10377538

>>10377496
Shit! my bad, it's hand-peeled. the mandela effect is kicking me.

>> No.10377646

>>10377384
>Autumn Mausoleum
Might be intentional.
https://doomwiki.org/wiki/MAP07:_Mephisto%27s_Maosoleum_(Master_Levels)

>> No.10377650
File: 48 KB, 128x128, EXITFINL.png [View same] [iqdb] [saucenao] [google]
10377650

>>10377496
>>10377538
I got bored and unfocused for a bit so I threw together this thing which you could either copy and paste as a secret exit, or imitate. Add pic related as a texture.
https://files.catbox.moe/3zmngq.wad

Maybe still needs some kind of written message to warn about the ball busting that lies ahead.

>> No.10377719

https://desuarchive.org/vr/thread/10356330/#10360196
Anon what texture wad was this?

>> No.10377891
File: 88 KB, 350x306, 1543979405026.gif [View same] [iqdb] [saucenao] [google]
10377891

https://www.pcgamer.com/john-romero-and-john-carmack-are-still-buds-and-theyre-going-to-prove-it-by-teaming-up-for-a-livestream-celebrating-dooms-30th-anniversary/

>> No.10377895

>>10377891
I mean yeah why wouldn't they be. Masters Of Doom is VERY entertaining but most of it is made melodramatic. I love the passage about John going
>I've killed myself for Quake John!
but it's just drumming the shit up.

>> No.10378012

So, uhm, I don't know where else to ask and I don't have any other options it seems, but, is anyone here even with rudimentary knowledge of zscript interested in collabing to make a game on GZDoom? I'm that fag that was tryingg to make an immersive sim on it, you may have seen me post on /v/ and /agdg/ from time to time. The coder I was working with just disappeared with no trace.
>what can you do?
I can do all of the mapping work, some rudimentary ACS scripting, for setting up objectives, cutscenes and stuff, and sound design, I guess.

>> No.10378014

>>10377895
I think the friction was real, these were young and cocky stars in a field which was in a rapid and competitive renaissance, but I definitely think they matured and reflected on things with time.
Carmack is described as very non-sentimental, but he also said some time ago that looking back, he regrets kicking Romero out

Masters Of Doom is spun like a story, but best that I know, it's mostly accurate. Romero gets painted in not always the prettiest way there, yet there's actually very little which he sets out to correct about it with his own book. For a guy who's always got kind of an ego to him, one way or another, I think that's telling.

>> No.10378017

>>10378012
/doom/ has been slow as of late. You're better off hitting up /agdq/ or zdoom forums. Kegan is here (GMOTA, Combined_Arms) and he's good at art and DECORATE. All you have to do is say his name and it summons him, maybe he'd be interested.
https://www.youtube.com/watch?v=KwdvuzCsms4
https://www.youtube.com/watch?v=ocXJAHKO4Wo

>> No.10378019

>>10378012
>The coder I was working with just disappeared with no trace.
I love it when that happens!

>> No.10378020

>>10378014
Imagine Quake 2 with John Romero........

>> No.10378023

>>10378017
>zdoom forums
I can't. I'm persona non-grata there.

>> No.10378024

>>10378023
That just means you're based.

>> No.10378026

>>10378012
That other guy is right, I lurk here pretty much all the time and I'm summoned pretty easily. Unfortunately I'm wrapped up in my own bullshit and I want to finish it all so I can get away from this engine. I can't think of anyone off the top of my head that's free for work and has knowledge of the engine.
Also I work purely in DECORATE and ACS, so I'd be useless in any Zscript related stuff.

>> No.10378028

>>10378020
It'd probably be closer to Q2R given that he would likely fight against the idea of dumbing down the AI. It would probably have stronger level design to a degree, as that's his best talent and he's good at that.

Romero did state that he thought Quake 2 was a really good game that he enjoyed a lot, and that was when the feuding with iD was at its height.

>> No.10378029

>>10378026
Revae might be interested in making another hit. You around big guy?

>> No.10378049

>>10378029
Who's Revae?

>> No.10378050

>>10378049
https://store.steampowered.com/app/1715690/REKKR_Sunken_Land/

>> No.10378053

>>10378050
Would they be really interested though? I'm not sure.

>> No.10378057

>>10378053
You'll see soon enough, he lurks regularly. Meanwhile you should work on making some proof of concept maps so people know you're not bullshitting. Ganbatte anon-kun!

>> No.10378061

>>10378057
I already have like about 30-40% of the game ready. The main mechanics such as stealth, objectives, skill trees work. I just need someone to help me finish up some of the remaining systems (and help fix some of the bugs)

>> No.10378091
File: 19 KB, 640x480, CrypticPassage01.png [View same] [iqdb] [saucenao] [google]
10378091

>>10370327
That moment when you're in MAPEDIT and you realize that Cryptic Passage MAP01 was made by A FUCKING LEAF.

>> No.10378096

>>10378091
Seriously though, of all the objects in the world, they chose a fucking leaf? Absolute tossers.

>> No.10378113
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
10378113

WAKE THE FUCK UP AND SHOW ME WHAT YOU'VE BEEN WORKING ON: MODS, MAPS, SPRITES, MUSIC. IT'S SCREENSHOT SATURADY YA FILTHY ANIMALS

>> No.10378138

>>10377080
Westantinople?

>> No.10378190

>>10377384
>>10377496
>Rest in Pieces, on the other hand has this out-of-bounds void
I actually had a secret there at some point which required you to jump from the exit platform, and walk along the top of the fence to open a wall on one of the buildings. But I removed it since I didn't really know what to put in it, and I already had another nigh-useless secret.
There is also another non-official secret which requires you to SR50 over the barriers during the final fight (it closes permanently as soon as the barriers lower), which gives you a chainsaw at the moment. But that's probably too bs for a secret exit.

>> No.10378214

I'm playing Ad Mortem on HMP, saveless, with pistol starts, using Nugget Doom.
I'll be publishing a video of each map every day.
https://www.youtube.com/watch?v=1F2L-Du22FA

>> No.10378220
File: 491 KB, 1366x768, doom219.png [View same] [iqdb] [saucenao] [google]
10378220

>>10378113
Italo ripoffs

>> No.10378313

No Rest for The Living is pretty awesome.

>> No.10378324
File: 669 KB, 1920x1080, forces of evil 3.jpg [View same] [iqdb] [saucenao] [google]
10378324

>>10378020
>Imagine Quake 2 with John Romero........
lolmem but he was really about level themes and having enemies match them, something that really hurt the first Quake: The “techbase” enemies are Q1’s equivalent to Doom’s imps and zombies, and there are only four techbase levels with which they’re nearly exclusive to. He would go harder on this concept with Daikatana.

>> No.10378354

>>10376235
is that why there are so many revanents? eventually all of hell will become revenants

>> No.10378369

What's so bad about Eternity Engine that makes mappers avoid it? I was sure there'd be a bunch of crazy room-over-room wads coming out after Heartland but it seems this port just isn't meant to have a killer app.

>> No.10378395

>>10378369
I don't think there's anything wrong with it, it just has a small install base.

>> No.10378431

>>10378369
Nothing bad probably, the development is just very sporadic as far as I can see. If you want a userbase, you need to release often.

>> No.10378447

>>10378369
It didn't catch up like zDoom did, it has less features, but as far as I can see, it has smoother portal system.
But I personally map for doom so I don't have to think of the third dimension, probably a lot of doom mappers feel the same way.

>> No.10378460

>>10378369
MBF21 happens.

>> No.10378492

>>10378214
>I'm playing Ad Mortem on HMP, saveless, with pistol starts, using Nugget Doom.
Same. It's a good time.
I feel kind of bad not playing it on UV, but at the same time I tried a UV session with saves and even in the first few maps I encountered a few ambushes where I was left wondering how you're meant to survive them.

>> No.10378495
File: 315 KB, 768x576, 1658488510020781.jpg [View same] [iqdb] [saucenao] [google]
10378495

>>10377895
>Masters Of Doom is VERY entertaining but most of it is made melodramatic
Do you recommend it for reading? I mean like do these have any entertainment value besides the trivia they give. I've been thinking of buying Masters of Doom and/or Raising the bar for some nice behind the scenes reading but not sure how these hold up today, especially since a lot of facts from these books probably dissipated into the internet knowledge long ago

>> No.10378496

>>10378369
it tries to appeal to two different audiences (modders and purist fossils) and ends up pleasing neither (completely lacking in features, doesn't do anything that the other myriad of vanilla+ ports don't do better, only made worse by MBF21's existance)

>> No.10378513
File: 1.66 MB, 1920x1080, LostCiv_fireplace.png [View same] [iqdb] [saucenao] [google]
10378513

>>10378492
That’s a very curious phrase:
>I feel kind of bad not playing it on UV

>> No.10378516

>>10378513
You just don't feel like you're playing the level in its "true" state if that makes sense. You're missing a bunch of monsters if you play on lower difficulties. I still play on HMP anyway, but this stupid /v/ feeling of "you didn't beat the level" persists.

>> No.10378538

>>10378495
Just download .pdf

>> No.10378549

>>10378516
I can see it but I think it’s detrimental. You shouldn’t feel bad playing on a lower difficulty that is fun for you, and when you get more comfortable/“gud” at a mod on a lower setting you get more replay value when revisiting it on harder settings.

>> No.10378580
File: 2.79 MB, 2560x1440, nyterure.png [View same] [iqdb] [saucenao] [google]
10378580

>>10378020
>>10378028
>>10378324
They were already working on different sets of textures for the Enforcers and a few of the other enemies. I really wish they'd go all the way with that giving more variety to the game even if just in textures. The light guards go all the way with different weaponry, but it didn't have to end there. I do think that Romero has a lot to give when it comes to level design. I have used the "circular map"-design in almost all my maps, as I value reuse and grounding the player in the map as if it was a permanent installation functioning independently of the player being present. "Outer Outer Base" is perhaps the furthest I took it. Some of the other maps are a little bit more abstract to be more engaging to jump aimlessly around in.

>> No.10378602 [DELETED] 
File: 1.14 MB, 454x640, confusopie.gif [View same] [iqdb] [saucenao] [google]
10378602

>play the fixed version of demonsteele on gzd for the last couple of years
>the only changes are supposedly a crash and some menu definitions, plus fix a sound bug myself
>decide to download last official one and give it a whirl on zandronum instead
>it`s whole 30 megs lighter
why

>> No.10378616
File: 2.93 MB, 5504x2464, aod.jpg [View same] [iqdb] [saucenao] [google]
10378616

>>10377719
Warhammer 40K: Agents of Death, it's on Violent Rumble mega:
https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ

>> No.10378646
File: 337 KB, 1920x1080, etrn04.png [View same] [iqdb] [saucenao] [google]
10378646

>>10378369
well, you have a problem when your killer app struggles to maintain 60fps with three enemies on screen.
portals is the one things it has over gz, and everything else (including drawing portals on automap) is done better elsewhere.

>> No.10378668

>>10378580
>timeline where Romero replaces Willits from Q2 onward
That might be a fun one. I even really like his maps. And damn I did not know they were working towards enforcer variants.
I’m the weirdo who is still playing the everything through my 25U KMQ2 dll so I’m still learning things. I was playing the Reckoning and found out the brains aren’t rapists, how can I go about changing them back even if that might be an awful idea?

>> No.10378718

Might as well mention Kegan because I have been playing GMOTA 1.4.1, and reading the complaints about how Kustam's attacks were cumbersome due to how both mouse buttons were needed for both alt-charge attacks (spinning staff and subweapon gun use.) The two button layout was not an issue at all; The prep time was a good thing because being able do to those attacks on the fly would make Kustam probably too powerful. He's already ridiculous with the invincibility + heater, the explosive charge staff, and Cross Missile. The only issues I have is that I can't cancel the charge attack when I weapon switch. I'm forced to fire the charged shot or use the subweapon to avoid using it. This goes for both modes.
In regards to Blaz, why does 1.5.2 Blaz feel so incomplete now? He seems to be missing most of his weapons and special attacks, kinda disappointing.

>> No.10378721
File: 863 KB, 1363x768, nugg0008.png [View same] [iqdb] [saucenao] [google]
10378721

>>10378516
I kind of understand but I just say fuck it.
I like no saving maps so I play on HMP these days and go UV when I really know a map or just want to see if I can do it.
Also, I swear enemy attacks are faster on UV somehow, even though they're only supposed to be more damaging.

>> No.10378805

>>10378012
/vr/ has a hateboner for GZD, and many of those people are like that because they got filtered by UDMF and ZScript (which is a shame because I would love to do a HDest mapping project). I suspect some (probably the loudest) are even too dumb for decorate.

I know a thing or two about ZScript, but I'm far too caught up in rl and really don't feel like doing anything for Doom atm (and I have my own projects going that are currently on hold).
No idea what you already know about ZS or programming in general, but this tutorial https://jekyllgrim.github.io/ZScript_Basics/ is a great place to start out.

>> No.10378814

>>10378516
Difficulty levels are implemented manually, by the mapper. Why do you think you're missing anything?
If some levels were locked behind a higher difficulty, that would be one thing, but there is literally no difference playing 1-30 on HMP or UV except some retarded e-peen bragging rights.
Play the game as you like, and if you think you're not playing "real" if you're not playing on UV, well, maybe it's time to either drop that attitude or git gud.

>> No.10378824

>>10378805
I just don't like it because it's bloated, runs like shit on my toaster at this point and even with strict settings it doesn't even use the same rules as the original game anymore.
GZDoom is amazing if you want to use certain mods, but if you're just playing Doom and only want to play a megawad with no monster/weapon/gore mods there are far better options in terms of source port.

>> No.10378832

>>10378805
GZDoom is just a hassle. I have to fuck around in an ini file just to make it so that freelook is automatically disabled.

>> No.10378846

>>10378805
which is weird, it used to be the complete opposite 8 or so years ago
other than prominent modders (like term) leaving, i have no idea what could have caused these threads to become a retirement home

>> No.10378885

>try IDCLEV in Nugget Doom
>nothing happens
>try IDDQD to see if it's just me
>still nothing happens
What the fuck? I didn't find anything in the options menu about disabling cheats.

>> No.10378891

>>10378805
>GZD
- Bloat
- Bad optimization
- Incomplete function of compatibility level settings
- Constantly fucking shit up with nonsense like the menu and font changes
- Overzealous deprecation

>> No.10378894

>>10378885
Don't some wads disable cheats?

>> No.10378895

>>10378885
That's weird. I know it's kind of unhelpful to say but it works for me. Why not go into the options and see if you disabled cheats somehow?

>> No.10378901

Since we're talking difficulty:
>HMP is too easy
>UV can be too tough
Is anyone else here in this weird daywalker state?

>> No.10378904

>>10378901
That's why I could never beat Doom II.

>> No.10378915

>>10378805
I don't know, I tried ZScript myself but it didn't work out so well, I get lost even in basic ACS and Decorate code, I'm afraid I might not even be able to crack zscript.

>> No.10378932

>>10378894
Maybe, but IDCLEV works in Woof!, which to my understanding is what Nugget derives from.
>>10378895
I double-checked that before posting, but to no avail. Might have to disable "Strict Mode"—prolly shoulda' looked into what that even did first, to be honest.

>> No.10378941
File: 253 KB, 1199x1199, 1698095421893019.jpg [View same] [iqdb] [saucenao] [google]
10378941

>>10378932
>Might have to disable "Strict Mode"
Yeah, that fuckin' did it.

>> No.10378959

>>10378901
I forget when ammo doubling happens. Is it hntr or hmp? Might be part of the issue... Maybe try fast monsters idunno

>> No.10378961

>>10378959
That's ITYTD and NM, unless the mapper is deliberately stacking 2 ammo pickups on lower difficulties.

>> No.10378971

>>10378495
I'd get the audiobook version and just listen to it while you do chores. Now the lawn or whatever.

>> No.10378983

>>10378029
I am.
>>10378053
I can't, sorry. I have some other projects I'm working on, and one I need to rework heavily (imsim-ish thing, actually).
They're all slow going. I simply don't have the time between that and real life.

>> No.10378984

>>10378983
Also I'm probably not much better at zscript. REKKR is all dehacked with a little zscript for silly things in the sunken land release. So I probably wouldn't be too helpful in that regard anyway.

>> No.10378997

>>10378959
>>10378961
In my case, I think it's the lower monster count/damage making things feel too easy. I can plough through most maps on HMP but the moment you add in higher damage rolls and a few more high level monsters I get wrecked.
I take it as a good sign though, that I'm in the transitional phase between a HMP and a UV player.

>> No.10379020
File: 422 KB, 1366x768, Screenshot 2023-11-04 124352.png [View same] [iqdb] [saucenao] [google]
10379020

I hate this encounter so God damn much.
And the encounter when you first enter the room with the double Chaingunners.

>> No.10379023

>>10378997
Wonder if you could make a monster randomizer that uses the pain elemental death action to spawn extra monsters of a type. So instead of one shotgunner you'll get 2-3 every 10 monsters... Or however is balanced.
Would be zdoom only though I think?

>> No.10379031
File: 924 KB, 490x367, ZScripting.gif [View same] [iqdb] [saucenao] [google]
10379031

>>10378915
Keep trying and get it inside your skull that you'll succeed. When it starts to get frustrating, take a break, then go right back to trying until it's done, and only move on when it is done. Retardation can be compensated through perseverance. Switch up approaches if necessary, like reverse-engineering a feature from some mod, or tackle a different feature altogether. All you need to figure out are the very basic of building blocks and how actors work (states and properties). Rest will come on its own in time. If you start with the mindset that you'll fail, you're fucked from the get-go. So don't do that. I take it you've already adopted that way of thinking for mapping which is why the project is 40% done. You don't get something halfway done by telling yourself you suck.
You got this, anon.

>I get lost even in basic ACS and Decorate code
They're a fucking mess so no surprise there. Try to do anything more complex and you'd be staring at spaghetti for the rest of your miserable life. They're only easier to the people who use them because back when they started using them, they were the only tools available. We've moved on from stone tools since then.

>> No.10379043

>>10378805
Decorate is easier than dehacked. I map for vanilla, do graphics and dehacked work. I've tried doing zdoom maps when I still had interest for it, and it's no harder than vanilla mapping.

But I have multiple reasons not to do zdoom maps anymore
>mbf21 allows you to do new monsters, projectiles and weapons outside zdoom, which was zdoom only thing years ago
>umapinfo allows you to place your episodes and intermissions outside zdoom
>only advantage on gzdoom maps is room-over-room, slopes and scripts
>there is a change that scripts break with new updates, which makes your map obsolete unless you update it every now and then
>slopes add nothing to gameplay and can be faked outside zdoom
>so the only reason to subject myself to that engine would room-over-room, but then i would rather go to eternity engine as it has that and horizontal elevators, plus it won't break wads with updates

It's neat engine for new games and complete total conversions. But it's more rule than exception, that most that people that make only zdoom/gzdoom maps are just noobs.

>> No.10379045

>>10378091
Explains why this map is nearly unplayable

>> No.10379051

Is Doom 64 (for N64, not the new ports) known for being difficult to emulate? The bing bing wahoo is working but Doom takes a very long time to load and I just give up. I don't know whether to blame the roms or not.

>> No.10379053

>>10378369
There were lot of big name mappers getting interested on Eternity Engine mapping, after the release of Heartland. Then after few months came the mbf21 completely killing any interest on EE.

>> No.10379070

>>10378885
Nugget doesn't support the numpad for idclev.

>> No.10379087

>>10379043
>room-over-room
and textures as flats. and flat alignment. and pngs. and lighting. and fog. and actual timers. and inventory. and custom movement/physics. and custom ai. and...
>eternity...won't break wads with updates
right, because it has no updates to begin with, since before Heartland. may as well go map for Build games instead.

>> No.10379109

>>10379053
I kinda wanna fuck around with ace engine, but I don't have any actual ideas. It's just neat.

>> No.10379110

>>10378805
>because they got filtered by UDMF and ZScript
Nah. GZDoom is a bloated mess with a messed-up developer. Mappers generally don't want to tie themselves to one single port, which happens if UDMF is used. You either map for Doom, or you map for GZDoom. It's an easy choice.

>> No.10379124

>>10379087
>and pngs. and lighting. and fog. and actual timers. and inventory. and custom movement/physics. and custom ai. and...
No one even wants these.

>> No.10379125

>>10379087
>inventory
>physics
>ai
Neat for new games. Not just very Doom anymore.

Rest of the list is just cosmetics or stuff that makes mapping easier for beginners. Nothing for me. I'm staying on vanilla/boom/mbf21.

>> No.10379135

Eternity getting Zscript SUPPORT WHEN!?

>> No.10379150

>>10379109
It has some cool stuff going on.

>> No.10379159

>>10378495
Mastes Of Doom is a very fun read.

>> No.10379174

>>10378646
Does it actually shit the bed, or is this another 'Why can't my 20 year old craptop run GzDoom, guise?"

>> No.10379180

>>10379174
>Why can't my 20 year old craptop run GzDoom, guise?
Why wouldn't a 20-year-old computer of any kind be unable to run Doom?

>> No.10379183

>>10379174
Don't know what rendered that uses, but any software rendered will be quite slow with large resolutions and maps with lots of lines.

>> No.10379186

>>10379020
Looks familiar, yet probably not what I'm thinking about

>> No.10379187

>>10378805
I don't have a hateboner for GzD, it's my favorite port. Decorate is also extremely easy for the most part.

>> No.10379191

>>10379180
GzDoom isn't Vanilla Doom.

>> No.10379207

Finally getting around to learning how to use UDB.

>> No.10379263
File: 415 KB, 1366x768, Screenshot 2023-11-04 144007.png [View same] [iqdb] [saucenao] [google]
10379263

>>10379186
Actinia AKA The Real Stankonia MAP03.
I had to break with tradtiion and use a save right before the final fight, but I finally got it.

>> No.10379268
File: 3.06 MB, 960x540, eternity.webm [View same] [iqdb] [saucenao] [google]
10379268

>>10379174
well - try it (the command is d_drawfps).
I'm usually the guy who responds to the "slideshow in gz" claims with screencaps of my performance. this being one of the reasons - I actually know how slow most software renderers are.
it was an exaggeration to mention enemies - mostly it has to do with the scenery. maps 04 and 08 are the worst, but EE basically never maintains 144fps, even a simple hallway usually drops to 120, add a few portals and you're looking at 60-70 tops.
again, this is a PC that stays at 60+ in later Sunder maps using GZ, so I'm curious if the people with toasters can even run the vanilla campaign in EE.

>> No.10379314

>>10379268
>this is a PC that stays at 60+ in later Sunder maps using GZ
Gl or software?

>> No.10379323

>>10379314
either
https://desuarchive.org/vr/thread/8800809/#8802210

>> No.10379361
File: 414 KB, 1366x768, Screenshot 2023-11-04 151900.png [View same] [iqdb] [saucenao] [google]
10379361

That was a lot more fun than I suspected when I started the map.
The bonus map tho... God help me if I ever try to single-segment it.

>> No.10379372

>>10379361
MAP04 is the closest to Plutonia because the layout was designed by Dario Casali. Technically.
So, did you rike it?

>> No.10379472

>>10379372
Hmm... Hard to say; I still haven't beaten Plutonia yet.
There were definitely things I liked and disliked about each map.
>MAP01
Liked almost everything about it except the final fight. I like the secret, and the layout flows really well, with lots of ways to tackle the keys (tho I generally go with Blue key first to get dat fukken Rocket Lawncha.) The final fight only brings me down because the minimal cover present is in the nukage, so I haven't figured-out a consistent strategy yet; just had to brute force it until I got lucky.
>MAP02
This one is downright cruel, but I kind of like that. I feel like it rewards foreknowledge the most of any of the maps, making the harsher encounters much more approachable after getting Shrekt by them once or twice. I do wish it had a non-stock MIDI tho... My only real complaint.
>MAP03
Holy shit fuck this RNG. This map has some of my favorite encounters up to this point (the Green Armor ambush, the RL ambush, and everything between the Blue Key door and the Cyberdemon), but also has a couple fights that can choke one down (the first double-Chaingunner fight, the double-Archie fight). Still, careful resource management and foreknowledge prevails. I have yet to single-segment this one, but I'll hafta get around to it eventually.
>MAP04
At first, this map felt incredibly juvenile to me. But after the fucking start, everything runs pretty fuckin' smoothly. I was able to single-segment this one (and in fewer attempts than MAP03), but I owe that largely to the abundance of Megaspheres available past the start. Primo resource management, and I don't really play slaughter maps all that much, but this one was really satisfying. The layout was pretty tops, which based on your post makes sense. Once I got to the three-key scramble, I felt pretty confident that nothing short of a stray Cybie rocket could bring me down.
>MAP31
Nah, not right now. Maybe later. Pretty fuckin' appropriate use of "Running Hell" for the music track, tho

>> No.10379497

>>10379472
Hit character limit, so to clarify:
>I still haven't beaten Plutonia yet.
So I can't say whether or not it's "in the spirit of Plutonia."
>MAP03
The ending fight is also pretty good, but that's where I absolutely needed to rely on a save. I managed to semi-cheese the Revenant wave, but it took a bit of practice to actually nail-down (making it not really feel "cheesy", which is good, I think.) And without finding a way to manage the Rev wave effectively, I don't think I'd be able to survive a tango with the Cyberdemon. Definitely a hard map for me to gauge, and I couldn't say whether I prefer it over MAP02 or not, but I still had a lot of fun tackling it. And I definitely have the most to say about it, bar none.
>MAP04
The MIDI fukken slaps. Love it.
>Primo resource management
Abundant ammo, but despite the number of Megaspheres, each one feels like a cherished reward for pushing through part of the map. There might be one or two more than absolutely necessary, but I only say that because I had one or two left when I finished the map, lmaooo

Overall, I had a lot of fun, but there were a lot of frustrations too. To be expected from such a WAD, but the parts that still irk me stand-out—could be a skill issue, but I feel like the whole WAD could have been a bit tighter in a few areas. Still, a good showing from the contributors, and I'm glad to finally have it (mostly) under my belt.

>> No.10379534

>>10374024
when the remaster came out I jumped on and would go 10 matches destroying everyone to the point where I'd tone it down a bit, but then I'd feel like that's also insulting, so then I'd tone it back up. Then every once in awhile someone would come by and 30-2 me. These days the matchmaking never connects and most of the actual servers are bots.
It might have had some longevity if they actually did proper mmr matchmaking and people were actually able to play a game with someone of similar skill.

>> No.10379538

You made a tight fight with 3 arch-viles, 15 arachnotrons, 5 lost souls.
1 soulsphere, 1 green armour, some medikits strewn about.
All weapons except BFG, 160 cells, 60 rockets, 20 shells.

What do you change for lower difficulties?

>> No.10379546

Any way to get smoother/faster mouselook in Nugget? It feels like treacle.

>> No.10379558

>>10377096
you know it's fake nostalgia when they say shit like aim and shoot. boomer shooters are aim and shoot to anyone that hasn't played more than three of them. There's so many other things to talk about like what kind of enemy variety there is, how the movement feels, what kind of arsenal is available. Just a shallow look from someone who played the game on easy and then complained that it might have been too easy ????? okay so play normal then. Who the fuck even starts on easy, reviewers especially should start on normal and then decide if they would be better off on easy or hard and then that should factor into the review.

>> No.10379564

>>10379538
I've always thought it was cool when I open a map and see unique placements for difficulties instead of just subtracting monsters / resources. I'd try to keep roughly the same number of monsters but shuffle the archvile placement to somewhere where they're easier to kill / less likely to damage the player.

>> No.10379572

>>10379546
Just increase the horizontal turn mouse sensitivity. I find knocking it up to around 13 helps a lot.

>> No.10379576
File: 529 KB, 600x951, 1608332756462.png [View same] [iqdb] [saucenao] [google]
10379576

>>10379572
Thanks. Stupid question, smart answer.

>> No.10379595

>>10379497
>could be a skill issue, but I feel like the whole WAD could have been a bit tighter in a few areas.
In retrospect, I'm not too pleased with some of the maps myself, like the double arch-vile encounter in MAP03 and how it spams monsters in the central area. We did toss around the idea of an expansion, but with all contributors not being online as much, the idea is good as dead

>> No.10379627

snes pc port when

>> No.10379650

>>10379087
>Custom Movement/Physics
Doesn't Q-Zandronum have Quake movement

>> No.10379714
File: 235 KB, 1436x987, asses_are_medieval.png [View same] [iqdb] [saucenao] [google]
10379714

>>10378718
I still plan on keeping some prep time with Kustam's attacks, though I'll probably shorten some of the windups just a little as well as scale back his insane damage output. Those older versions of GMOTA were fucking silly with how inflated the damage numbers are. I'm also going to make it so you need to have heat up to a certain amount to perform charge attacks, and his subweapons are going to be consumable.

Regarding Blaz, I think a lot of people are feeling whiplash on him seeing as I stripped out his gorillion extra weird attacks and inputs. Spell cubes too. Though I agree he's not up to speed in 1.5.2, right now in the version I'm working on, I did some shit like make it so both sword and fist attacks build up FP, as well as Blazter energy. Though the sword is better at building FP, and fists are better at building Blazter ammo. Blaz's attacks also autofire now, powering the sword up is automatic, and throwing the sword is bound to reload now.

At this point I don't really want to add or take away anything else from Blaz. I'm sure I'll still see some people that'll miss all of his extra bells and whistles, but I think he's always meant to be a simple character to play as.

TL;DR: Kustam is going to become a little more streamlined, not as much as Blaz though, and I agree Blaz isn't good enough in 1.5.2, but he's better now.

>> No.10379716

>>10379714
Oh fuck right, and because I'm adjusting how Kustam's inputs work, I'll probably make it so you can cancel charge attacks in a few different ways.

>> No.10379740
File: 319 KB, 1920x1080, 2023-11-04-223814_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
10379740

>>10370328
>>10376920
Update for Ad Mortem map "Rest in Pieces" (v3)
https://files.catbox.moe/knubqm.wad
Tried my hand at a making a secret exit, with a big fall leading to ToG like another anon suggested. Not sure I'm satisfied with how it looks but I don't want to spend all night on it.
To access it, from the regular exit platform, jump onto the fence on the left side and walk along it until you reach an openable wall. It lights up the moment you step on the exit platform.
I didn't change anything else so if the secret exit turns out unnecessary you can just revert to v2 of the map.

>> No.10379756
File: 95 KB, 640x639, 1669074607282094.jpg [View same] [iqdb] [saucenao] [google]
10379756

>>10377028

>> No.10379765

>>10379650
QZ's a ZDoom derivative.

>> No.10379827
File: 698 KB, 640x768, cool tree in ad mortem.png [View same] [iqdb] [saucenao] [google]
10379827

>>10378113
Pretty quiet this Saturday, everyone must be busy with Ad Mortem.
As such here's some of the silly brightmaps I've made for it for the three of us trying it through GZDoom:
Props and enemies https://files.catbox.moe/ra9ljp.zip
Textures https://files.catbox.moe/r9cf9a.zip
Some of the texture brightmaps I did might seem sacrilegious to some so I separated them from the sprites. I might even get rid of a few. I'm still working on the weapons.

>> No.10379903

>>10379595
>like the double arch-vile encounter in MAP03 and how it spams monsters in the central area
To be fair to that encounter, once I started back pedalling into the previous room and taking care of the Manc, it became more manageable. But I still need to get lucky with the Arch-Viles' movements to take care of them cleanly.
(And pray they didn't rez the Manc, or Rev from the RL ambush.)
>expansion
Mite b cool
>idea as good as dead
Dang...

>> No.10379915
File: 92 KB, 1024x1024, 1693376296399215.jpg [View same] [iqdb] [saucenao] [google]
10379915

>>10379827
>that filename
<3

>> No.10379919

>>10379827
not a regular gzdoom user but that's really nice, brightmaps is one of the prettier features - I really like them on classic E1 techbase computer screens

>> No.10379942

which shooters were often played with just a keyboard?

>> No.10379947

>>10379942
At least everything up to Quake. Maybe even more. Mouse wasn't ubiquitous until later.

>> No.10379960

as soon as no nut november is over i'm headed straight for the x-rated wads

>> No.10380003
File: 31 KB, 640x480, Kama_Sutra_title.png [View same] [iqdb] [saucenao] [google]
10380003

>>10379960
I'm gonna... I'm gonna speedroon... AAAAAAGH I'M SPEEDROONING

>> No.10380014

>>10379942
>>10379947
yep. Quake was the first one that really needed a mouse.

>> No.10380026

>>10380014
can you even play System Shock or Ultime Underworld without a mouse?
I know you can play them with *just* the mouse, but can you access stuff with kb only?

>> No.10380163
File: 250 KB, 1363x768, nugg0018.png [View same] [iqdb] [saucenao] [google]
10380163

>>10379827
>everyone must be busy with Ad Mortem.
I'm juggling wads at the moment, but I'm mostly leaning towards Eviternity with a small side of Ad Mortem now and then.
I never finished Eviternity because it kicked my ass later down the line, so I've swallowed my pride and gone down to HMP for a fun session of scenic demon extermination.
The green pinkies are cool but terrifying, and thanks to this thread I'm sticking with Nugget because having a chainsaw and super shotgun that gibs things is the stuff 24 hour long erections are made of.

>> No.10380202

>>10378616
Love you. Looking forward to your map!

>> No.10380238

>>10380026
dunno, but they're not FPS games so idk why you're bringing them up

>> No.10380261
File: 1.05 MB, 1280x1024, snowy.png [View same] [iqdb] [saucenao] [google]
10380261

>>10380163
I beat that for the first time earlier this year. It'll have some seasonally appropriate levels. Pretty good all around.
>>10380238
UU is definitely an RPG, but I'd say System Shock 1 leans more towards being a mechanically-detailed shooter.

>> No.10380264

>>10380238
Shock 1 is an FPS

>> No.10380410

>>10380238
SS1 is an FPS

>> No.10380418

Is there some reason that some wads don't work with freedoom? shouldn't everything that works with doom.wad work with freedoom.wad if the lumps are all named the same?

>> No.10380425

>>10380418
Why would anyone use freedoom?

>> No.10380428

>>10380425
>>10380003
http://clovr.xyz/jsdoom/ksutra.html

I'm trying to set this up for kicks, but some wads don't seem to function in dosbox (js dos or otherwise) when using freedoom. I don't feel like trouble shooting it so I figure I'd ask here.

>> No.10380442

>>10380026
You do need the mouse for interaction in both games, not going to be picking stuff up or activating switches or talking to people without it, but they do have very full-featured keyboard controls otherwise.

>> No.10380448

>>10380428
kama sutra isn't one of those wads, btw. megawad.wad is one. And so is kdikdizd. they both seize up at "adding wads". work fine with the original doom.wad though.

>> No.10380502

>>10380442
I'm wrong, actually, in Ultima Underworld you can control the cursor using the numpad, with 1-9 for movement and 0 and . acting as left and right click. It's absolute shit obviously, but it does technically allow you to play without a mouse. This wasn't carried over to System Shock though.

>> No.10380515
File: 5 KB, 640x400, doom2_000.png [View same] [iqdb] [saucenao] [google]
10380515

>>10380448
>doom.wad
shouldn't it be doom2.wad?
anyway, I can't even get dos doom to launch kdikdizd with the official wad, so idk

>> No.10380548

>>10380515
I meant megawad.wad works fine with the og wad. I didn't test kdikdizd and just assume it was the same problem, but I just tested it and it turns out that one also isn't working with a patched exe. Same problem. Froze at a differen't place than your screenshot though.

Guess I'll keep fucking with it over the next however long.

>> No.10380553

>>10378885
Huh? They work for me.

>> No.10380623

>>10380548
>>10380515
nvm, got KDIZD working in dos with the original doom2.wad and with freedoom 2.
whatever version of the exe that comes with the dosbox version on steam doesn't work (699kb), A version I got on archive does (694kb).
udoom32 (version that is patched to be limit removing) is also 699kb, and doesn't work, so I assume it has something to do with that.

>> No.10380640

>>10380623
srry for double post
http://clovr.xyz/jsdoom/kdikdizd.html
now you can finally play kdikdizd with weird sounds and shit.

>> No.10380657

>>10380623
well, mine was the Final Doom one (705KB dated June '96, CRC 12EE2811). but hey, glad you've figured it out.

>> No.10380792

>>10379180
You can easily run Doom itself on 20 year old hardware, but not with the latest versions of GZDoom, because it is a hardware accelerated engine primarily optimized to work with modern hardware. You might be able to run a 2005 build of GZDoom on 20 year old hardware, but you'd be missing out on almost 2 decades worth of updates to it.

>> No.10381194

>>10379765
Ah yeah, got distracted because higher up the chain was talking about whether GZDoom was worth it, but I see the guy you were replying to was complaining about ZDoom mapping as a whole

>> No.10381267

UDB seems to make a lot of lines double-sided even though it doesn't seem to be necessary. Am I missing something and is it a problem?

>> No.10381268

>>10381267
No I'm Duniheer

>> No.10381280
File: 363 KB, 1920x1080, Screenshot_Doom_20231105_024222.png [View same] [iqdb] [saucenao] [google]
10381280

Anyone who puts platforming in Doom should be put in prison and killed.

>> No.10381284

>>10381280
Does that wad alter the air control and jump height of Doomguy? If not, it's shit.

>> No.10381289

>>10378324
Scrags are flying enforcers. Same health and attack pattern, only less damage.

>> No.10381387

>>10381268
What?

>> No.10381437

My 8 year old son tried to speed run the first level of quake. He achieved 1.06.
Needless to say I'm very disappointed.

>> No.10381469

>>10379564
That's a cool idea, I like the idea of simply moving the enemy to an easier position for lower difficulties.
This gives me an idea; turn enemies away from the player, so they can assess the situation.

>> No.10381561 [DELETED] 

>>10381437
Imagine your disappointment when he won't grow up to be a tranny like you

>> No.10381581

>>10381280
Is that the new castlevania inspired wad? I tired it but deleted it after the first "secret" level. That fight in the circle arena with the fast walls was such garbage that it blew all the desire I had to play it.

>> No.10381602

>>10379051
Emulated it well on a 2010 laptop with 1964.

>> No.10381625

whats up fuckers recognize this?

https://www.youtube.com/watch?v=vnmHG3RZceg

>> No.10381658

>>10381267
a line is single-sided if it has no sector on the other side, i.e. it's a solid wall and there's only void beyond

>> No.10381674

Is the voodoo imagery in Blood problematic? No joke, not bait. It's been something on my mind.

>> No.10381687

Have you ever heard of Haitans protesting zombie movies?

>> No.10381712

>>10381674
>Is the voodoo imagery in Blood problematic?
Can you terminally outraged types leave our hobby alone? No there's nothing wrong with Blood outside of the hitscanners being bastards sometimes.

>> No.10381716

>>10381674
yeah man. but you know what's really problematic? the entire cyberpunk genre. the way Gibson literally wrote the sprawl trilogy on the bones of natives is sickening.

>> No.10381737

>>10381674
Voodoo/hoodoo is terminally misrepresented but I think Blood is just using a stereotype off-handedly enough that it's not great but it's not horrible either. It's not offensively reductionist. Getting into too much is twitter hair-splitting territory, so let's not.

>> No.10381769

NEW THREAD
>>10381761
>>10381761
>>10381761