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File: 56 KB, 850x800, Vassago Legacy of Rust Doom.jpg [View same] [iqdb] [saucenao] [google]
11148412 No.11148412 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>11143882

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 patriots ~

FAQ/GENERAL GUIDE
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
https://youtu.be/DhOjleMqwdQ
https://youtu.be/CGj4gXyCzg0

== GAMES/RESOURCES ==
DOOM Quickstart (IWADs etc): https://mediafire.com/file/wuniyrhsjjgq4y8
QUAKE Trilogy FAQ: https://pastebin.com/Ucb11XhU

PortaDOOM:
https://github.com/Kroc/PortaDOOM/releases
DOOM Shovelware:
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
HALF-LIFE (GoldSrc) Anthology:
https://mega.nz/file/GRUCGbAY#RhOiqxnf7UPOiXcJNbRh-prKIEVRhjJaEpAkt34lyZg
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/#F!3t8nzSIS!947kyMN6Z80f8HS7q2XlqA

Assorted /vr/ shooters, mods, etc:
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac

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

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

MODDING RESOURCES
https://forum.zdoom.org/viewforum.php?f=37
https://realm667.com/

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

MULTIPLAYER SERVERS
FPS (Rolling schedule): http://clovr.xyz/
SRB2Kart: https://pastebin.com/gPdytB18

OUR WADS/MODS
https://rentry.org/vrdepot

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

IMAGE/WAD DATABASE
https://vrdoom.booru.org/
http://clovr.xyz/wadsup/

>> No.11148414

=== CURRENT RELEASE ===
Fraggot
https://www.doomworld.com/idgames/levels/doom2/deathmatch/Ports/d-f/fraggot

=== WHEN IT'S DONE ===

/Vertex Relocation/
IWAD : Doom 2 | Format : Boom
BETA V2: https://files.catbox.moe/tc0rgk.wad

=== NEWS ===
[8-10] Don't Be A Bitch 4 announced
https://www.doomworld.com/forum/topic/146945

[8-10] ID24: new specification built on top of MBF21, Docs and the video showcase in the links below.
https://doomworld.com/forum/topic/146943
https://www.youtube.com/watch?v=TCCFdOl_CP0

[8-09]Map Center releases a up to date Quake II Re-Release Mapping tutorial for newbs and /vr/
https://www.youtube.com/watch?v=P2bFcL32lUE

[8-09]Quake Retro Jam 1 is out
https://www.moddb.com/games/quake/addons/map-center-quake-retrojam-1

[8-09]crispy DOOM 7.0 released
https://github.com/fabiangreffrath/crispy-doom/releases/tag/crispy-doom-7.0

[8-08] Official Port gets overhauled, adds new episodes, with new weapons and monsters. Has MBF21 compat, and apparently also a new standard???
Includes lots of unseen Alpha & Beta content!
https://x.com/Wario64/status/1821578978462699748

[8-07] More Quake II updates coming. Possibly something about Quake 4 also.
https://x.com/nightdivestudio/status/1821265126219247951

[8-07] DBP67: Marble Hill is out now!
https://doomer.boards.net/thread/3642/marble-hill

[8-03] Anon releases Cliffside Combat:
>>11130303

[8-02] Chocolate Doom 3.1 released
https://github.com/chocolate-doom/chocolate-doom/releases/tag/chocolate-doom-3.1.0

[8-01] Quake 2 N64 Skins released
https://www.moddb.com/games/quake-2/addons/qiake-ii-n64-male-skins-by-paril

[8-01] Alien Armageddon 5.00 Part 1 released
https://www.moddb.com/mods/duke-nukem-alien-armageddon/downloads/alien-armageddon-500

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST (ideally with the [mm-dd] date bracket)

>> No.11148424

>>11148412
This enemy is bad game design.

>> No.11148428
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
11148428

IT'S THAT TIME OF THE WEEK AGAIN MOTHERFUCKERS: SCREENSHOT SATURDAY! WHAT THE FUCK HAVE YOU BEEN WORKING ON? Maps, mods, sprites? Now's a good time to post that shit!

>> No.11148432
File: 84 KB, 750x752, 1635399404674.jpg [View same] [iqdb] [saucenao] [google]
11148432

Zandronum MBF21 and ID24 support never ever

>> No.11148434
File: 17 KB, 648x430, mancomputer.png [View same] [iqdb] [saucenao] [google]
11148434

>> No.11148435

>>11148424
I think the opposite. He's not as bulky as a Barron and he provides great area of denial with his lingering flame.

>> No.11148439

>>11148412
Anybody got the wads for the new "official" content? Otherwise I don't want to see or hear anybody talking about the updated kex ports.

>> No.11148441
File: 97 KB, 640x480, doom04.png [View same] [iqdb] [saucenao] [google]
11148441

>>11148428
Doing a map for community project, mixing together Metal and Monster Condo.

>> No.11148445

>>11148412
What in the hell is this furry shit???

>> No.11148448

>>11148424
The only thing I dislike is how much bigger the hurt radius is than the sprite.

>> No.11148450

>>11148439
Here you go
https://pastebin.com/VvBdd5AU

>> No.11148451

What's a good doom mod to make people think I played doom before doom kek came out?

>> No.11148454

>>11148451
Dimensions

>> No.11148456

>>11148445
it's my demon oc, you like it?

>> No.11148457

>>11148454
Is it on the mod shop?

>> No.11148460
File: 251 KB, 1080x799, 17171609862390.jpg [View same] [iqdb] [saucenao] [google]
11148460

>paying 1/35 of my monthly revenue to a streamer I like for him to play my doom wad
I feel myself a bit ashamed and also not gonna eat any food except for ramen noodles for a whole day to keep my finances in order, but nobody on youtube tried to beat my wad blindly without combining it with a shitton of horrible mods, so I had to take action.

>> No.11148461

>>11148451
Brutal Doom

>> No.11148463

>>11148451
Oh I thought you were going to use a PC sourceport.
I wouldn't know what's on the mod shop that you can use to flex.

>> No.11148468
File: 1.10 MB, 1849x1805, file.png [View same] [iqdb] [saucenao] [google]
11148468

>>11148428
Remaking low-poly into mid-poly is weirdly cathartic.

...or maybe it's just the ass.

>> No.11148469
File: 4 KB, 315x315, monster_banshee_0.png [View same] [iqdb] [saucenao] [google]
11148469

>mfw new prototype doom stuff is released

>> No.11148470

>>11148457
On PC you can upload it yourself

>> No.11148471

>>11148469
This only gives the idea that those face walls were obviously going to spawn lost souls at E2M1

>> No.11148473

>>11148424
'Legacy of Rust' is as uninspired as it's name, the level design is boring tedium hardly reaching even a third of BTSX's already diluted splendour. No Rest for the Living was the latest great commercial release, unimaginable to be ever surpassed.

>> No.11148479

>>11148461
>>11148470
Where do you get it from? Nexus?

>>11148463
I don't know what that is, I just got the kek remake

>> No.11148482
File: 10 KB, 608x234, r.png [View same] [iqdb] [saucenao] [google]
11148482

>>11148412
After all this time, Legendary Complex monsters from Realm 667 have finally become canon.
Is it at least a good enemy? I haven't gotten to it yet.

>> No.11148486

>>11148482
He's alright. Baron health, but his fireball leaves a pool of fire for a few seconds.

>> No.11148491

What's a good mod that doesn't change much but gives more unf for weapons?

>> No.11148492
File: 598 KB, 1366x768, revenant bus.png [View same] [iqdb] [saucenao] [google]
11148492

>> No.11148495

>>11148482
I like him but I can't Berserk him to death because he sets the whole area on fire. Currently a skill issue I guess but at least it ain't broken jank like the Arachnotrons.

>> No.11148496

https://www.moddb.com/mods/trench-foot-wip
What happened to this? It's been years.

>> No.11148498
File: 114 KB, 750x750, Road trip.jpg [View same] [iqdb] [saucenao] [google]
11148498

>>11148492

>> No.11148503
File: 54 KB, 2220x2220, jfmsu.png [View same] [iqdb] [saucenao] [google]
11148503

>>11148424
>>11148445
>Vassago
This guy is probably the best new enemy because he has a unique behavior without feeling unfair or tanky, and he actually looks cool since they made new sprites rather than recycling beta content. A lot of the new sprites and textures look really ugly. It's also hilarious that they just shaved the cyberdemon for the tyrant.
>>11148473
I won't pretend I've played it enough to give a comprehensive review, but the level design thus far is actually kind of weird, not generic. Also a bit annoying...

>> No.11148506

>>11148492
>Revenant every seven seconds
Jesus christ that's not even enough time to kill it on Ultra with some weapons.

>> No.11148507
File: 237 KB, 1026x649, newepisode.png [View same] [iqdb] [saucenao] [google]
11148507

What's the current consensus on this general about the new WAD? I won't BS, I'm a zoom zoom and haven't experienced Doom outside of E1M1-E1M3 from Doom 1, I picked up this new port and I'm fucking blown away with the level of detail and immersion in these WADs, I know the original Dooms didn't have this much detail in the levels, whatever the reason may be from engine limits or something else.

So how do you guys feel with this level of detail? I thought it was pretty cool seeing proper facilities and places all decorated with things and chairs even and dead marines in various places, it truly feels like what it's trying to show. And is this level of detail something common with Doom mods/WADs or is this a exception compared to most of them?

>> No.11148513
File: 243 KB, 1024x644, waste.png [View same] [iqdb] [saucenao] [google]
11148513

>>11148507

>> No.11148531

>>11148507
I've enjoyed it, and I'm surprised nobody has mentioned the obvious reference Episode 1's secret level is making. Not done with it though.
The BFG replacement being mirrored handles of the original toy that the BFG was also inspired by is a nice touch. It's also a super great weapon. I'm indifferent about the plasma equivalent but I've been iffy on that weapon for a while now as it has very little niche cases.
I personally love all the new enemies I've seen so far and it's really opened my eyes on how shitty the base Arachnotron is. Considering things like Capybara and Magnolia has used replacements of the thing before also reaffirms my belief that the marine zombie is a good replacement. The chaingunner spider variant is alright but I feel like it has new stats I don't know too much about so it's hard to make a final opinion on it. The new floating enemies are great and I can rant about them if I had more time to do so.
I like the level design but I do get lost in it more than I like. Level 6 of episode 1 felt like a Sigil 2 thing, not as bad, but I think it's probably the lowest peak there is, but at the same time I think it's also a solid level that makes great use of the new enemies so that balances it out. The level decor is perfect, I've been pretty blown away by it. Not much to say about it other than I love it.
I think the wad is overall pretty afraid of using the new BFG replacement though. It's probably a secret in some levels but I've never found it, I just wish there were more fights that used it to its full potential but I think the Sunlust in me is spoiled for something that's supposed to be a commercial wad.
I'd say a solid 8 out of 10 so far, but my opinion is still developing.

>> No.11148537

>>11148507
I'd say it's pretty common nowadays, everyone likes tossing in nice details on their maps. Check just about every Doomer Boards Project, you're gonna like 'em and most of them are pretty good.

>> No.11148538

>>11148428
Things are slowly chugging along. Still got a lot of clean up and learning how things look at tiny resolutions.

>> No.11148543
File: 473 KB, 1920x1080, Meatcharger.webm [View same] [iqdb] [saucenao] [google]
11148543

>>11148428
>>11148538
And forgot the fucking webm

>> No.11148545

>>11148538
Man I know that struggle all too well. Though I forgot, is your project actually run on Marathon's engine, or was this a ZDoom project?

>> No.11148546

>>11148531
What map has the secret exit?

>> No.11148549
File: 3.35 MB, 1280x720, Turok_Brachiosaurus.webm [View same] [iqdb] [saucenao] [google]
11148549

This happened.

>> No.11148550
File: 141 KB, 292x342, ZPC.png [View same] [iqdb] [saucenao] [google]
11148550

>>11148543
Looking fresh and fun. It’s also reminding me that ZPC existed and that I played it at one point.

>> No.11148558

>>11148546
Map02 (E1M2) and Map10 (E2M3).

>> No.11148568
File: 463 KB, 1917x1080, gothic99_04.png [View same] [iqdb] [saucenao] [google]
11148568

>>11148507
People have been making detailed maps since the 90s.
>>11148531
The fact the entire map was just a Mr. X ripoff was kind of disappointing.

>> No.11148573

The people that made space cat saga have zero sense in how to scale maps or color theory.

>> No.11148582

I THINK THY FLESH CONSUMED SUCKS

>> No.11148583

>>11148549
Wasn't that cut?

>> No.11148585

third level in Legacy of Rust.

idk do the revenant fire balls feel different?
Feels like they home in more like vore from quake.
Glad there is no infinite height bs

>> No.11148609

>>11148582
filtered

>> No.11148610

>>11148583
In the original yes.
A ND dev ripped the asset from an old build no one had seen before.

>> No.11148636

is kex doom direction changing borked like kex quake 2 direction changing
like you can't reliably stop movement on a whim by holding opposing movement keys
cause that's important for managing doom's slipslidey bullshit
and if they messed it up again im finna gonna fixin to fuckin going to scream

>> No.11148667
File: 1.46 MB, 1917x1080, 1723230749032631.png [View same] [iqdb] [saucenao] [google]
11148667

>>11145554
>>11145554
>>11145554
For the anon that posted his maps in the last thread, I've included some FDAs in the link below. These levels were gorgeous and a lot of fun, thanks for sharing.

https://www.dropbox.com/scl/fi/mylhu1gk18rdyyxbq89s7/1u3ympFDAs.zip?rlkey=hzgldjiu0663wclfw4zynlevv&st=oq8h6ms8&dl=1

>> No.11148684
File: 839 KB, 1917x1080, nugg0020.png [View same] [iqdb] [saucenao] [google]
11148684

>>11148428
Still chipping away at Eraser's final area. I just haven't had a good time mapping this week so I'm trying to chill and get my shit together so I can finally release it.

>> No.11148691

>>11148684
Fredrik Johansson had nice and colorful computer and dark metal panels in the pack released in 2022 which may fit your texture set

>> No.11148694

>>11148482
his fire ball is does the cybermancubus thing where it creates a temporary hazard on floor

>> No.11148705

>>11148691
Oh yeah, I forgot about those textures. Thanks for the headsup anon, I'll definitely incorporate at least the computer stuff. Kinda wish there were animated versions of those, they look like they were meant for that.

>> No.11148730

Legacy of Rust has doors you can enter, but can't use again once you go through it.
Has this ever been done before?

>> No.11148750

>>11148730
Trivial to recreate. Unless I misunderstand your question. What door exactly?
Legacy of rust doesn't seem to technically novel, it doesn't even use id24 map features. It's an mbf21 wad, not that it needs to be more.

>> No.11148756

>>11148750
Soul Silo, I can enter the room, but I can't exit using that same door once it closes.
I guess I just never got around to playing something that had it or I completely forgot. It just feels like something I would have encountered before but I can't think of an example.

>> No.11148771

For the love of Christ stop Uploading AliensTC or any old TC into the new fucking port, THAT SHIT DOESNT WORK, it is a multiwad mod it has to be patched to work on it

Same goes to .pk3 mods

>> No.11148794

uploading batman doom to kex doom. thank me latter fellas :)

>> No.11148805

>>11148794
It wont work

>> No.11148827

>>11148750
It uses animated skies, and that's about it.

>> No.11148834

>>11148750
>>11148827
You can have both the cell and fuel weapons on ID24, but only fuel on MBF21.

>> No.11148841

I like Vassago but I don't like the name.

>> No.11148843

>>11148834
LOR doesn't have both.

>> No.11148854

Can someone help me with the death orbs on this second map. They keep killing me at seemingly random intervals

>> No.11148859

>>11148854
Are you using GZDoom?

>> No.11148869

>>11148859
Yes I went to look up footage and realized it's actually one of the new enemies. This whole time I thought this WAD maybe just added some kinda death rain mechanic that can hit you from anywhere lmao. What settings do I need to see them?

>> No.11148873

>>11148869
Your version is too old.

>> No.11148880

>>11148869
I'd suggest just not using GZ, but see what other anons have to say if you want to use that.

>> No.11148894

>>11148873
Updated it but still can't see them.
>>11148880
What source ports work with it?

>> No.11148898

Is DoomLauncher the only frontend that supports tagging? How do you guys organize your wads?

>> No.11148901

Any way to merge wads and .deh patches?

>> No.11148903

>>11148543
Reminds me of OFF, looks dope.

>> No.11148908

>>11148854
nta
I went ahead and bought it on steam.
It's new official content for the classic doom series, and I'm always down for that.
Voting with my wallet, I say I like what I see and hope to see more.
Personally, I hope for more of us to do the same.
Also, I'm unironically autistic. Yummy Achievements, om nom nom.

>> No.11148929

>>11148901
Maybe putting the patch inside the wad using any wad editor?

>> No.11148938
File: 381 KB, 1150x1150, Word cloud.png [View same] [iqdb] [saucenao] [google]
11148938

>> No.11148943

>>11148938
>consider zandronum unless retarded cringe

>> No.11148948

>>11148898
Compat level tabs, separate excluded tab for Heretic and Hexen, another tab for unfinished stuff in unending beta, tags for the stuff I've completed and in the process of playing

>> No.11148952
File: 1.42 MB, 498x280, hide-the-pain-harold-harold.gif [View same] [iqdb] [saucenao] [google]
11148952

>tfw when the XBLA port of DOOM is the best home console version

>> No.11148953

>>11148952
Just Doom 2

>> No.11148974

>>11148894
DSDA-Doom, Nugget Doom, Rum and Raisin Doom, pretty much anything built on top of PrBoom+. Stick with DSDA just in case.

GZ has support for MBF21 but it's just spotty in current releases.

>> No.11148975

>>11148953
What console version of DOOM 1 is better than XBLA?

>> No.11148983

https://www.youtube.com/watch?v=M5SwG9ADxTM

>> No.11149016

Not all the Rust maps are hitting for me, but not all of the originals did either, so I can forgive that. But I fucking hate how the damage radius of the Vassago flame pool is SO MUCH LARGER than the graphic it leaves on the ground. It's got to be at least three times larger than it looks.

>> No.11149032

Is there a mod or something that turns Doom 2 episodic? I much prefer that format to it's start to end type

>> No.11149036
File: 911 KB, 1920x1080, Screenshot_Doom_20240811_044547.png [View same] [iqdb] [saucenao] [google]
11149036

HOLY MACKEREL

>> No.11149041
File: 2.52 MB, 1280x720, anon gets raped by an anime girl.webm [View same] [iqdb] [saucenao] [google]
11149041

>> No.11149047 [DELETED] 

How are duke, half life, blood, unreal, quake, halo fags coping?

>> No.11149052

>>11148492
Doesn’t work for me.

>> No.11149061

want to play doom 1 again, should i play chocolate doom, crispy doom? you guys heard of psydoom?

>> No.11149069

>>11148771
Not a single wad uploaded today that isn’t a dupe has worked. I’ve got about 40 wads in my list and everything else is broken. Hell, most of the wads that worked in the Unity port are broken, too, with Base Ganymede either working or being broken every other day for seemingly no reason. There has to be some fucky code under the hood that’s corrupting working wads.

>> No.11149082

>>11149032
Can you not into idclev?

>> No.11149084

>>11149069
Foursite of all Wads works, so this new port has extended limits

>> No.11149090

>>11149052
probably same issue as >>11149069

>> No.11149092

Hey guys anyone knows how to setup Nuked sc-55 with nugget or DSDA-doom?

>> No.11149109

>>11149084
>so this new port has extended limits
It's got Boom support so it's limit removing by default.

>> No.11149132 [SPOILER] 
File: 119 KB, 476x532, 20240810165514_1.jpg [View same] [iqdb] [saucenao] [google]
11149132

Why the FUCK is he BALD?

>> No.11149137
File: 9 KB, 298x169, what I don't have fucking ears.jpg [View same] [iqdb] [saucenao] [google]
11149137

>>11149132

>> No.11149141

>>11148507
I like detailing like that a lot. As for the original levels, they could only have so much detail at a time because they needed to be able to at least get an average of 20 frames per second with a 486 processor (20 frames per second was considered fairly smooth for 3D PC games in 1993).

>> No.11149145

>>11148952
It's dogshit though.

>> No.11149147

>>11148975
The Unity one.

>> No.11149154

>doom 64 new campaign
>Quake new campaign
>Quake 2 new campaign
>Doom new campaign

>No Turok 1/2/3 new levels
>No Powerslave new levels
>No Dark Forces new levels

Kinda seething to be h. Yeah I get it, it's machine games that helps ID but still, would be nice.

>> No.11149157

>>11149132
He has half the health of a cyberdemon and the cyberdemon will infight with him (and typically win).

>> No.11149159

>>11149154
Duke got a new episode for its 20th anniversary too. Somewhat mixed, but the highs were pretty goddamn high.

>> No.11149163

>>11149147
You mean the version that needs you to login with a Bethesda account to play it offline? Yeah, no.

>> No.11149165

>>11148424
skill issue

>> No.11149167

>>11149145
No it isn't. It's a respectable version of the game that is nearly 1:1 with the original release while offering better resolution, splitscreen and dedicated online servers. If you want to call it dogshit on the basis of being a console game inherently, then sure, but compared to other console releases it BTFOs anything before or since.

>> No.11149173

>>11148473
I dunno, I found the new levels to be pretty cool so far.

>> No.11149178

>>11148894
>Updated it but still can't see them.
What to? I'm using 4.13 preview and they're visible just fine. I think the Vassago's floor fire is still broken in that version, though.

>> No.11149180
File: 57 KB, 720x720, IMG_2482.jpg [View same] [iqdb] [saucenao] [google]
11149180

Will the Plasma Gun ever be good?

>> No.11149183

>>11149180
Have you tried booting up this obscure wad called DOOM.wad? It's pretty good there.

>> No.11149185

>>11149180
it's decent in deathmatch

>> No.11149198

>>11149154
I wanted turok 3 to have coop
it was right there

>> No.11149213
File: 88 KB, 1070x398, 1701559178105406.png [View same] [iqdb] [saucenao] [google]
11149213

what does safe zone do?

>> No.11149223

>>11149213
nevermind

>> No.11149224

>>11149163
It doesn't.

>> No.11149225

>>11149213
No idea what safe zone does, but I've noticed that the fov setting in the new release uses vertical values rather than 4:3 horizontal values, so 90 isn't actually the same as it is in vanilla or source ports.

>> No.11149227

>>11149167
Skies are broken and it's very easy to accidentally put in cheat codes just by playing.

>> No.11149230

>>11149225
seems an over/underscan setting for consoles?

>> No.11149239

>>11149227
you're "accidently" pressing ~ and typing in cheats, sure...

>> No.11149242

>>11149090
Those are both me. Not sure how many wads are working on PC, but most don’t work on PS5.

>> No.11149248
File: 226 KB, 821x875, file.png [View same] [iqdb] [saucenao] [google]
11149248

>>11148412
vassago chan gonna be cooking with doomguy

>> No.11149258

>>11149248
Cute!

>> No.11149282

>>11149239
The XBox port of Doom is infamous with speedrunners for breaking their runs because you'll accidentally input cheatcodes which immediately invalidate your run.

>> No.11149285

>>11149282
XBLA version doesn't even have cheat codes, what the fuck are you talking about

>> No.11149287
File: 123 KB, 658x526, file.png [View same] [iqdb] [saucenao] [google]
11149287

>>11149248

>> No.11149289

>>11149154
>new darkforces levels
miss me unless it's jedi knight

>> No.11149290

>>11149248
she is literally wearing a skull helmet

>> No.11149293

>>11149285
that's talking about original xbox, not 360
only the original uses a capital B

>> No.11149295

>>11149293
And the XBLA (360) version is not the original Xbox version so that guy is retarded.

>> No.11149301

>>11149295
XBox naming scheme is retarded to be fair. Like
>Xbox One
That's the first one, right?

>> No.11149314

>>11149301
Xbox naming scheme is retarded but why speak from authority if you can't even get the basics right? It isn't that hard to figure out, even if MS is retarded:
>Xbox
>Xbox 360
>Xbox One
>etc.
"XBLA" refers to the Xbox Live Arcade version of DOOM that released on the 360. This has nothing to do with the original Xbox (since the original Xbox did not have a digital arcade version of the game), and it has nothing to do with the Xbox One. The XBLA port is a completely different beast from the shitty, bugged version that shipped with RoE on original Xbox.

>> No.11149360

>>11149041
tenko jumpscare...

>> No.11149365

>>11149360
More effective horror than the entirety of doom 3

>> No.11149367

I was very surprised to see Arachnotrons in LOR E2M2 after they were totally absent from E1. Seems like the hitscan version would be better left for more difficult maps.

>> No.11149372

>try new doom port
>no brightmaps
to the trash it goes

>> No.11149381

>>11149367
Yeah it gave me a surprise too because honestly I don't think either version really pulls their weight well in the demon ensemble.

>> No.11149401
File: 82 KB, 873x655, shambler ass.jpg [View same] [iqdb] [saucenao] [google]
11149401

>> No.11149406

Calamity Blade is a god tier fucking weapon.
I hope I see it more in the future because I think it can give the BFG a run for its money.

>> No.11149408

>>11148582
thy flesh consumed dicks

>> No.11149413
File: 79 KB, 336x256, Untitled.png [View same] [iqdb] [saucenao] [google]
11149413

>>11149372
has muusi's vanilla brights and shiny metal textures

>> No.11149425

>>11149372
>>11149413
Sorry, noticed it only works for Doom 1. If you upload a wad with no maps it defaults to Doom 1.
P lame. Could probably fix by tossing a MAP01 in there or something.

>> No.11149431
File: 469 KB, 1920x1080, 20240810132319_1.jpg [View same] [iqdb] [saucenao] [google]
11149431

What are the general consensus on each episode in the new collection? I've finished Doom, now I'm playing Doom 2 and I find it a lot more mediocre. The maps are a huge downgrade. I'm just curious what I should play next/what I should avoid.

>> No.11149434

>>11149431
Doom 2 is better. Maps too. Pleb.

>> No.11149439
File: 48 KB, 641x641, Untitled.jpg [View same] [iqdb] [saucenao] [google]
11149439

>One caveat is that any map adhering to the ID24 standard must load id24res.wad which is non-free (copyrighted). You can think of this similar to the IWADs which are required to play the existing games, except it's a PWAD/add-on.
I hope that at least *some* of the source port creators will abstain from intergrating this new spec, just on the principle of not humoring some nameless copyright holder whimsies. Like a lost relative suddenly appearing on the doorstep and acting like they own the place after a decades missing, what a ignorant numskull cretins. Xaser is a faggot too, this is probably a wet dream come true for him after relentless MBF21 advertising these past years.

>> No.11149443

>>11149431
Play Plutonia, but be ready for a poundin' on UV.
The Casali brothers utilized Doom 2's new stuff much better than Doom 2 itself.

>> No.11149447

>>11149431
>LE HECKIN NEW COLLECTORINO
why anyone ever pay for something like this instead of just playing the original on dosbox is baffling. i bet you aren't even a zoomer, you have no excuse for being retarded like this. do better.

>> No.11149450

>>11149431
The Master Levels were never all that good, you could still play them, but I'd save them for some other day after you've played Doom already. It's not an all bad set, but most of it is varying degrees of weak.

After Doom 2 you could look at Plutonia, but Plutonia on UV is designed to start out as hard as Doom 2's UV endgame, and then escalate further from there to be a serious challenge, so if you aren't ready for that then play it on HMP, which is mostly similar except it tones down the traps and ambushes to be less mean. Plutonia is very well designed, most of the levels aren't that long, but they're tough in a fun way and were quite inventive for their time, they continue to have a strong influence with the whole fandom all these years later.

>> No.11149454

>>11149447
Trying too hard

>> No.11149461

>>11149439
MBF21 has been great though, it has been Boom but fixed and also better and cooler, together with fabulous UMAPINFO it now sits in a very nice and comfortable spot somewhere between Vanilla and ZDoom modding.
For ID24, I'm very curious because it has some very cool features, but I think one of the first things in order is to assemble a substitute .wad (or "reskin") which substitutes the assets so that you don't strictly need the id24.wad

Optionally, a .wad which just has a bunch of dummy placeholder assets, and then it's up to the modder if they wanna conjure up their own assets for using the stuff which is already defined, or if they're gonna define their very own.

>> No.11149469

>>11149401
Hah has that always been there? No way. Never saw shambler ass long enough to notice.

>> No.11149470

>>11149425
fixed it for D2. named Bright and Shiny Metal D2

>> No.11149471

So is there official Doom remastered multiplayer now? Is Zandy dead?

>> No.11149487

>>11149471
nvm fixed

>> No.11149502

>>11149461
Curious, but not sure why should anyone bother with any of this really. Guys already figured this one out long before and gratuitously, honoring Carmack's wish. If you don't like GZDoom, then you may just use plain yet already advanced ZDoom features, which will cover pretty much anything from ID24 that I could think of. Let's wait and see what comes out of it, maybe Doom will become too old and everyone will simply lose interest.

>> No.11149512

why is doom 2 still listed on steam not doom 1?

>> No.11149524

>>11149502
I want my demos and lower demand software rendering.

>> No.11149528

>>11148414
[8-11] DSDA-Doom v0.28.0 is released
https://doomworld.com/forum/topic/146956

>> No.11149530

>>11149512
>why is doom 2 still listed on steam but not doom 1?
I have to go to the neurologist, I skip words too often
it didn't happen to me before

>> No.11149532

>>11149180
how to make classic doom plasma good
>increase max cell count to 450/900
>increase bfg cost to 60
>adjust ammo drops accordingly, 50% more than current

how to make doom 64 plasma good
>remove it
>readd it as a skin for the unmaker

how to make doom 3 plasma good
>fix audio desync
>faster projectile speed
>consider buffing damage from 16 to 20 but reducing ammo abundance

how to make doom 4 plasma good
>remove lowered mouse sensitivity when firing
>consider making it deal damage???

how to make that other doom game plasma good
>buff damage 20%
>halve delay between heat blast and refire
>make railgun shots charge heat blasts
>make switching firing modes not delete stored heat blasts
>halve beam lockout periods so it isn't a clunky piece of shit
>reduce beam ammo consumption 33%

>> No.11149538

>>11149180
It's a powerhouse.

>>11149532
>>readd it as a skin for the unmaker
Pointless, the Unmaker looks like it does for a reason, and the Plasma rifle remains, even with a slower rate of fire, because it gives you a use for cells until you eventually do find the Unmaker later on.

>how to make doom 3 plasma good
>>fix audio desync
>>faster projectile speed
>>consider buffing damage from 16 to 20 but reducing ammo abundance
I agree with this.

>> No.11149539

>>11149154
Rise of the Triad got a new campaign.

>> No.11149542

>>11149461
>Optionally, a .wad which just has a bunch of dummy placeholder assets, and then it's up to the modder if they wanna conjure up their own assets for using the stuff which is already defined, or if they're gonna define their very own.
Odds are there's just going to end up a FreeDoom asset pack equivalent for it, at least to enable commercial use and plausible deniability for anybody else.

>> No.11149545

>>11149530
Where I grew up it wouldn't be uncommon to drop the words "to be" from a sentence.
So instead of "my hair needs to be cut" it would be "my hair needs cut".
I don't even try to avoid it anymore. Fuck it. I don't need to be lectured on grammar, I need left alone.

>> No.11149548

>>11149545
ok, but I thought of a word and didn't write it, I skipped it without realizing it
for example, I want to write, "the dog poops in the garden" and I write "the poops in the garden"
in my defense, I haven't slept 8 hours in over a year

>> No.11149549 [DELETED] 

hi guys im new to 4 chan what is this i just clicked here from the front page

>> No.11149558 [DELETED] 

>>11149549
In here? Doom.

>> No.11149561 [DELETED] 

>>11149558
so when are we killing niggers

>> No.11149564 [DELETED] 

>>11149561
Right here:
https://www.moddb.com/mods/pol-the-exaggerated-edition

>> No.11149567 [DELETED] 

>>11149564
gem, thanks

>> No.11149573 [DELETED] 

>>11149567
If we're talking gems, look no further:
https://www.youtube.com/watch?v=g-xkwQ0AacE

>> No.11149576
File: 1.39 MB, 322x432, 1625920940471.gif [View same] [iqdb] [saucenao] [google]
11149576

>> No.11149584 [DELETED] 

>>11149573
oh my fauci

>> No.11149590 [DELETED] 

>>11149584
>>11149567
Stop writing like a fucking faggot.

>> No.11149592 [DELETED] 

>>11149590
i type like a true soichad, stay mad fnf esl pedo nigger

>> No.11149597 [DELETED] 

>>11149592
Your kind should be gassed.

>> No.11149601

>>11149576
What's he listening to /vr/os?

>> No.11149617

>>11149548
>in my defense, I haven't slept 8 hours in over a year
Same. Sorry about your upcoming dementia. See you in the old folks home. We can play Doom together.

>> No.11149626

Just finally actually beat doom 1 for the first time despite being a doom fan for like 15 years and I gotta say I FUCKING HATE EPISODE 4 THERE'S TOO FEW MEDKITS AND RADSUITS FOR THIS MANY HURT FLOORS AND WHY WOULD YOU GIVE ME THIS MANY ROCKETS FOR A CYBERDEMON KNOWING DAMN WELL THEY'RE INVINCIBLE TO SPLASH DAMAGE I HATE YOU SANDY

>> No.11149629

>>11149512
Because Doom 1+Doom 2 is using the same entry as old Doom 1 (the same steam id, steam depo or whatever it's called)

>> No.11149630

>>11149626
Cybers are immune to splash damage, but rockets still hit them pretty good. Also Sandy didn't make any maps for E4, that was Romero, Willits, American, and Dr. Sleep (RIP)

>> No.11149631

>>11149626
Episode 4 is notoriously difficult
There isn't a single health kit in the first level on UV

>> No.11149637

>>11149631
>There isn't a single health kit in the first level on UV
This explains why I was thinking "Yep I'm just gonna be on 1% for this whole episode aren't I" for like the first 3 missions

>> No.11149638

>>11149631
E4M1 is harsh and I love it.

>> No.11149643

>>11149626
I beat episode 4 on Chocolate Doom/Ultra Violence like six years ago, and I've always maintained to myself that that gives me the right to play the rest of Doom however I want forever (Project Brutality, etc.)

>> No.11149651

>>11149638
It’s gay and American makes shit levels.

>> No.11149652

>>11149643
That's fair, but if you're tough enough to do Thy Flesh Consumed on UV, you can also do Plutonia on UV.

>> No.11149654
File: 9 KB, 215x303, funneled.jpg [View same] [iqdb] [saucenao] [google]
11149654

>>11149651
>he got funneled

>> No.11149657

>>11149651
Ammo management, my guy.
Start punching those spectres.

>> No.11149660

>>11149652
I've been doing it pistol start on GZDoom with Vanilla Extract (modified Vanilla Essence) now and again. Kicks my ass, but never in a way that feels unfair. Plutonia really is lightning.

>> No.11149663

>>11149651
C'mon, git gud a little. Yeah, it keeps you tight as fuck on resources but it's light enough in enemies that you can do it. E4M1 is only REALLY hard if you want to go for the NIN secrets with the barons for UVMAXing.

>>11149660
Isn't it just great? Doom 2 gameplay honed to some almost arcade-like action.

>> No.11149664

>>11149657 (me)
Speaking of melee, is it just me or does it feel like melee has a shorter range in this port?

>> No.11149668

Plutonia is the real Doom 2. Doom 2 is just a tech demo.

>> No.11149670

>>11149651
Tim Willits posted this

>> No.11149671

>>11149668
Doom 2 has too many good levels for that, the weak ones don't do enough to outweigh it.

>> No.11149673

>>11149660
I've been using Vanilla Essence but for some reason it started to crash when using a keyboard shortcut toggle.
Only thing what I changed was that I was testing the re-release version's new soundtracks. Got divide by zero...
This shouldn't happen because when looking inside vanilla essence pk3 it's just couple of setting files and one simple script... I don't understand why.
Anyways. Going to check out Vextract then.

>> No.11149687

>>11149601
Kitchen Ace.

>> No.11149701

>>11148424
yeah he should attack faster

>> No.11149721

>>11149601
https://www.youtube.com/watch?v=qI-Takf76RY

>> No.11149723
File: 191 KB, 1280x1115, and taking orders.png [View same] [iqdb] [saucenao] [google]
11149723

>>11149687

>> No.11149735
File: 60 KB, 702x1000, 51X5D8F936L._AC_UF894,1000_QL80_.jpg [View same] [iqdb] [saucenao] [google]
11149735

Is it a pleb filter?

>> No.11149738

>>11149723
Man that reminds me of the design document I did of a gameplay mod where there are no healthkits and instead you cook and eat the meat from monsters to regain health and give yourself buffs.

Maybe one day when I've got time to make shit again I'll go back and revive it.

>> No.11149742

Been going back and forth between Quake Live dm, Q1, and QII (what little I can find of the latter two all things considered) and something about QL, even with the workshop addon that restores Q3 gore, just misses the mark. The railgun's look and feel in QII is miles above Q3's. The double barrel shotgun's kickback in both Q1 and QII gives the weapon a lot of heft, whereas Q3 it looks and thus feels like an air gun. The rocket launcher looks and sounds like shit - the point is I don't really see how Q3 caught the fuck on when the previous two games existed. Can you older cats elaborate?

The maps are awesome looking, textures too.

>> No.11149743

>>11149738
I think there's a mod for Hideous Destructor where you need to eat food and stuff, and there was some talk about hacking up Pinkies for cooking up and eating them.

>> No.11149848
File: 850 KB, 1280x640, e1m8.png [View same] [iqdb] [saucenao] [google]
11149848

>> No.11149864

>>11149576
>>11149601
https://www.youtube.com/watch?v=D3uP2v6JPcg

>> No.11149865

Are sigil 2 and rust episode compatible with gzdoom? download when

>> No.11149942
File: 72 KB, 540x937, SLADE.png [View same] [iqdb] [saucenao] [google]
11149942

What does the "extras.wad" do?
I just uncorked a switch install of Doom 1+2 and there's 500mb of music besides other stuff.

>> No.11149943

>>11149865
>Sigil 2
Yes, it's an ordinary Doom 1 wad.
>Legacy of Rust
Yes, but you need the absolute latest 4.13 preview or else the damage area generated by the Vassago's fire and the Banshee's explosion won't do any damage.
The custom intermission and statusbar (beyond changing CELL to FUEL) don't work because they need ID24 support rather than MBF21.

>> No.11149946

>>11149942
It's the Hulshult soundtrack.

>> No.11149948

>>11149439
I am actually wondering what exactly warranted creating a new standard.
It seems so arbitrary and random.
Also, wasn't Xaser big in the ZDoom forums? Maybe it's a matter of a personal vendetta against Graf?

>> No.11149957

>>11149948
id might have not wanted the new guns to be straight replacements? I'm not complaining about the new standard, because it does just about everything I could have wanted. It's just weird that it came out of nowhere. The new wad barely even makes use of ID24 features.

>> No.11149960
File: 363 KB, 450x405, 1670706782686416.gif [View same] [iqdb] [saucenao] [google]
11149960

Finally sitting down and playing SIGIL (on Crispy DOOM, not the new port) due to all the DOOM talk. Replayed Thy Flesh Consumed first to reacclimate myself and, am I crazy or is SIGIL no harder than that? I remember people hyping up the difficulty a lot and even saying to play on HMP, but I'm on UV pistol starting and I've only died once or twice per map except that one with the crushers fuck that part.
The levels are great and I'm having a blast, but I thought I'd be getting my shithole remodeled a la Plutonia. Is the difficulty overhyped or am I going to have a Scythe moment where the game suddenly humbles me?

>> No.11149963

>>11149960
Sigil 1 isn't that hard.

>> No.11149965

>>11149960
Sigil 1 is just a whole episode of E4M2, for some people that was too much.
It does pull some dick moves with ammo/weapon supplies and environmental hazards, but it's mostly manageable.

>> No.11149969

>>11149948
if Xaser declared war against graf, He hit hard

>> No.11149982

>>11149969
>Request feature to Graf
>He says no
>Add feature to an official re-release of Doom
>Graf has no choice but to add the feature to GZDoom
You couldn't win harder if you tried

>> No.11149989

>>11149982
What features does ID24 have that weren't already able to be done by GZD?

>> No.11149996
File: 92 KB, 680x805, daisy.jpg [View same] [iqdb] [saucenao] [google]
11149996

>>11149471
Zandronum won't die as long as poorfags like me exist.

>> No.11150012

>>11149965
>Sigil 1 is just a whole episode of E4M2
That sounds about right so far. Fortunately I love E4M2

>> No.11150018

>>11149948
>Also, wasn't Xaser big in the ZDoom forums?
He's kind of big on both.
>>11149989
I know Graf was supposed to be very aggressively against a bunch of the sector translation stuff.

>> No.11150025

>>11149471
Not really, Zandronum's big thing is modded co-op since it's got Decorate and ACS and it can do dedicated servers.

>> No.11150031

>>11150025
Now they need to embrace id24 or die
Xaser was smart and finally pulled the vengeance of ZDoom upon every faggot who embraced GZD/Skulltag Code and shat on legacy support

Carmack would be proud of such move

>> No.11150040

>>11150031
>Now they need to embrace id24 or die
They've not even implemented MBF21, not like it matters to the five thousands MM8BDM servers.

>> No.11150043

>>11150040
Previously there it was no reason for it, now they need it.

>> No.11150045

>>11149946
How do I make it work with gzdoom?
Loading it along the main wad doesn't do anything.

>> No.11150048

>>11150043
>now they need it.
Or they can just ignore LoR deathmatch support, which is far more likely.

>> No.11150050

>>11150048
or just wait till somebody decorate clones the monsters.

>> No.11150053

Who nees your heavy as fuck "music" files when I can load up external midi with timbres of heaven.

>> No.11150056

>>11148460
What's the wad? I wanna play it now.

>> No.11150057

>>11150050
Which no one will do it
Again they are that stupid to kill themselves if someone does that and end up buggy.

>> No.11150069

>>11149989
Demo recording

>> No.11150075

>>11150057
>Again they are that stupid to kill themselves if someone does that and end up buggy.
Anon you're getting yourself worked up and making no sense.

The Decohack files are provided in the res wads, it's relatively easy to get from those to functional decorate.

>> No.11150076

>>11149539
Nobody cares about that shitty game

>> No.11150078

>>11150069
GZD can demo-record, they're just extremely version-sensitive.

>> No.11150095

>>11150018
Can you explain to an idiot what the sector translation stuff entails?

>> No.11150097
File: 116 KB, 660x1000, 1689407480964306.jpg [View same] [iqdb] [saucenao] [google]
11150097

>>11150078
Everything is version-sensitive in GZDoom.

>> No.11150115

>>11150097
It's so sensitive it'll burst into treats if you look at it wrong.

>> No.11150136

>>11149948
He seems less petty than many of the bigshots, so I don't feel that is as likely, but don't hold me to that.

>>11150018
>>11150095
Sector translation as in color tinting sectors. It's not like Doom 64 (or the new ID24 thing), where the sector is visibly color tinted at all times and from any view, but the Boom method where if you're standing in a certain sector then a colormap is applied to everything you're seeing.
I don't remember what he wrote about the technicals, but it was something about the exact way which software renderers do this which there's no straightforward way to replicate with GzDoom. GzDoom employs some sort of substitute which generally works just fine, but that can't do all of the same things on its own.

>>11150057
Translating DecoHack code into Decorate code is easy as fuck.
You're essentially looking at a faux Decorate "scripting language" with Decorate style formatting which employs Vanilla/Boom/MBF21 functions, and which a program then converts into a DeHacked lump for you. All the function calls used either exist as prebaked "Vanilla" ones for the stock things, or are very easily replicated with other Decorate function calls.

Even YOU, who has obviously never touched Decorate, should be able to do it with just a bit of experimenting and looking at other Decorate code for reference.

>> No.11150139

>>11150078
It's practically an atrophied feature, does anyone use GzDoom demos for anything at all?

>>11150097
You argue like a jilted woman.

>> No.11150141

>>11150076
Fuck you, it's charming and arcadelike fun.

>> No.11150145

>>11150139
>does anyone use GzDoom demos for anything at all?
I've seen it used for bug reporting, but that's about it.

>> No.11150150

>>11150136
it is retarded that zand wants to stick with decorate because Cutmanmike is ruling zand develoment with an iron fist because the only thing keeping it relevant is 8bitdm

>> No.11150151

>>11150136
So what differs in ID24 from Boom? The fact that you can change the sector colormap dynamically?

>> No.11150168

Any wads that merge the cut animation frames into the game?

>> No.11150171

>>11150150
I think that's because ZScript won't really work with their netcode.

>>11150151
It can do lots more things than just that.

>> No.11150172
File: 105 KB, 653x609, 1653339716702.png [View same] [iqdb] [saucenao] [google]
11150172

just finished legacy of rust e1
desu i don't wanna play e2 at this point, absolute shit sucking level design in the latter half of e1
>monster closets everywhere
>all these fucking plasma marines shooting you half a map away
>the only ammo you get is fuel

>> No.11150183
File: 71 KB, 477x477, 1684943294856970.jpg [View same] [iqdb] [saucenao] [google]
11150183

>>11150172
Ha ha ha, you would not like the final level if E1M6 felt like a filter.

>> No.11150187

>>11150172
Gas up, motherfucker.

>> No.11150189

>>11150171
>I think that's because ZScript won't really work with their netcode.
Yeah it's not remotely achievable, as it stands it would be desync city leading into eventual catastrophic server failure.

Even Graf and co don't want to touch doing client/server support with their shit.

>> No.11150208

What are some essential "pleb filter" maps?
>Map24: The Chasm
>Scythe Map28: Run From It
>Scythe 2 Map31: Secret

>> No.11150220

>>11150208
I remember Skillsaw said MAP01 from Ancient Aliens was specifically designed to do exactly that. Although he used nicer words.

>> No.11150221

Can someone explain the purpose of "vanilla" sourceports like crispy doom?
DOS emulation is advanced enough to run everything without hiccups with full "intended experience", so what's the point?

>> No.11150224

>>11150220
I believe map01 is the greatest tonesetter in the history of WADs, possibly even games

>> No.11150249

>>11150221
DOSbox is shit for Doom and Chocolate Doom cuts out the middleman. Crispy Doom adds a few mostly visual flairs and also resolution options.

>> No.11150250

>>11150220
Going by some of my friends reactions to it, he nailed it.

>> No.11150256

>>11150249
>DOSbox is shit for Doom
Which john are you quoting right now?

>> No.11150261

>>11150045
Haven't looked in the wad but by going off yr screenshot try changing the H_ to D_?

>> No.11150262

>>11150256
Neither, but you think John Carmack published the source code so that people could stick to DOS indefinitely?

>> No.11150269
File: 289 KB, 1366x768, 20240811154930_1.jpg [View same] [iqdb] [saucenao] [google]
11150269

Legacy of Rust is surprisingly tough for an "official" wad. I'm having to look for secrets not to be low on ammo constantly and the new enemies are neat.
The red soijack style enemies make me giggle a little though, as dangerous as they are it feels like a shitpost whenever they turn up. I died laughing during their introduction.

>> No.11150273

>>11150262
>published the source code
considering that he did not provide much in the way of documentation, I'd assume he didn't expect anything on this level at all

>> No.11150275

>>11150208
>Run From It
>pleb filter
It's just a gimmick map, there's virtually nothing more there. It lets you experience what it's like to be a speedrunner but without all the mental illnesses attached.
If anything AV MAP31 is a real filter.

>> No.11150279

I like how the 90s wads, No Rest For The Living, and now Legacy of Rust show the difference in map-making sensibilities over the years.

>> No.11150282

>>11150220
Yeah, when I was more of a casual player I took one look at the cyberdemon at the start and noped out. These days I know he's fucking useless and exists to get most of the maps kills, but when I first saw him I thought the wad was a practical joke.

>> No.11150290

>>11150273
He didn't fucking need to, he figured people would figure it out themselves, he was a bedroom coder himself and he knew full and well that he wasn't the only one.

>> No.11150325
File: 395 KB, 3225x1722, file.jpg [View same] [iqdb] [saucenao] [google]
11150325

>>11150279
Sometimes I really wonder why did the Doom mapmaking took the "combat" turn.
AV, one of the most influential wads ever, successfully balanced both "combat" and "exploration", but modern wads clearly lean away from "exploration" part in favor of "combat". Obviously shooting guns is much more appealing to the average player then trying to keep all the doors and switches and suspicious walls in your head, but with a game this ancient, with averaged fanbase this old, born in times where cryptic progression was the norm, you'd think it would have more wads about hunting switches and loitering around.

>> No.11150336

>>11150325
Well, there's a limit to how far you can take exploration with just vanilla or even Boom, and I think also that not everyone has the right imagination for exploration.
Some may also worry about straying too close to Eternal Doom territory (whether or not they actually are).

>> No.11150339

>>11150325
Considering that DOOM itself has roots in Ultima Underworld, this is a perfectly natural progression from fucking about to pure combat.

>> No.11150360

>>11150325
>AV, one of the most influential wads ever, successfully balanced both "combat" and "exploration"
I don’t feel that way once map13 happens, the later maps feel very combat focused in spite of Misri Halek.

>> No.11150385
File: 1.63 MB, 2560x1440, 1695304566206552.png [View same] [iqdb] [saucenao] [google]
11150385

>>11149943
>Yes, but you need the absolute latest 4.13 preview or else the damage area generated by the Vassago's fire and the Banshee's explosion won't do any damage.
Why do people keep saying that when my 4.12 that I downloaded to play Eviternity 2 works without any issues?
Also this map sucks.

>> No.11150386

>>11148507
I thought some of the texture work on level 2 looked kind of ugly and it made me quit playing but I want to pick it back up and finish the wad. The textures just don't match very well.

>> No.11150387

>>11150360
Yeah, that's another part about current map-making sensibilities.This part of AV ended up being the biggest, the hugestest influence on modern megawads.
Like, the first half could be combat, could be keys hunting, could be visual novel or mario 64 or sonic kart or whatever. But the second half? Always balls to the wall filled with combat, no matter what the first half was about.

>> No.11150390

Does anyone know what's next for GZDoom? I only heard that they are gonna axe the OpenGL renderer, does it apply to OpenGL ES too? Will they finally introduce lightmaps properly into that verison?

>> No.11150419

LOR's second secret map was really cool. Gave me HFFM vibes.

>> No.11150420

>>11150325
Exploration and puzzles have always been the main draw of Doom for me. I love the combat but nothing gives me a bigger dopamine hit than this
https://www.youtube.com/watch?v=cgnG22K0Xq4

>> No.11150421

>>11150390
Considering that Graf hasn't posted anywhere recently and his GitHub activity has been silent since early May, I think what's next for GZDoom is to call time of death.

>> No.11150423

>>11148667
Happy to hear you liked them, didn't watch your demos yet but I checked your feedback and it has been noted. I'll see about a proper release, even if I remake them from scratch so they fit together better and match a single aesthetic.

>> No.11150431

>>11150420
I replaced it with Tomb Raider secret sound ages ago and never used anything else.

>> No.11150435

>>11150421
There's still other people like Nashe Muhandis and dpJudes

>> No.11150441

So I tried the new Doom combo through xbox and enjoyed it, but now that I am playing it on PC I can't help but notice it has mouse accelleration.

Can it be disabled?

>> No.11150445

>>11150441
Turn off V-Sync and that should work.

>> No.11150465

>>11150435
Then we're fucked.

>> No.11150479

>>11150465
Why???? I don't understand.

>> No.11150487

>>11150221
It's just about convenience and it's good to have a clean but modern version without too much bloat.
I'm too lazy to care about this, GZDoom is good enough for me for now.

>> No.11150497

>>11150325
Dumb people enjoy corridors and arenas full of enemies more than having to remember where to go or continuosly running in circles.
Watching people who casually play slaughter missing obvious turns and wondering where to go is always painful.

>> No.11150508

>>11150151
>So what differs in ID24 from Boom?
It's almost UDMF without being associated with Graf.
So people would rather embrace a closed-source standard and Bethesda's attempt at getting a corporate foot into the Doom community door than actually getting their heads out of their asses and learning a well-document format that has been around for a very long time.

Think of Graf what you will, but I really hope people show this shit the finger.

>> No.11150509

>>11150497
Where does Sunlust rank for you

>> No.11150514

>>11150508
I meant specifically with tinted sectors.

>> No.11150520

>>11150508
>closed-source standard
[citation needed]

>> No.11150524

>>11150479
Anon is just concern trolling about ports, the id24 shit set them off.

>> No.11150536

What’s this about ID trying to corner themselves into the modding community?

>> No.11150537

>>11150508
It's not confirmed that Bethesda are trying to gatekeep Doom modding for now, but I wouldn't put it past them. Thankfully, people can just ignore ID24 if it does come to that because all it seems to do is give new weapon and ammo types with the odd graphical update.

>> No.11150540

>>11150536
Graf and Rachel anal that XASER outdicked him and Zandy in his own game with id24

>> No.11150541

>>11150536
ID24 wads will require an additional pwad to function, one that includes the new things, weapons, and textures.

>> No.11150575
File: 39 KB, 181x176, изображение_2024-08-11_202538603.png [View same] [iqdb] [saucenao] [google]
11150575

>Decided to launch Knee Deep In KdiZd in Chocolate Doom
>You actually can't see shit in 320x200
>What you can see flickers so much that it literally hurts my eyes and makes me dizzy
I honestly can't understand how people can play wads like that unironically. You can't even enjoy the art direction original games had. Original engine limits were hurting the modder's scene more than you can even imagine. Giving away the source code which lead to ports with higher resolutions and mouselook was a blessing that proved the genius of Carmack once more.

>> No.11150576
File: 2 KB, 227x266, 6.png [View same] [iqdb] [saucenao] [google]
11150576

>>11148450
Thanks! I'll try the new chapter right away.

It doesn't include the multiplayer levels (id Deathmatch Pack 1), can they be ripped?

>> No.11150578

>>11150541
Surely we can make our own id24.wad right? I can't imagine the commercialization will actually catch on even if id24 takes off.

>> No.11150582

>>11150578
Or just pirate it like many people do with the iwads.

>> No.11150584

>>11150479
Because dpjudas only touches rendering and Nash is the face of vkDoom with the occasional commit on the side. I don't expect him to do anything worthwhile in the long run. So far the only people touching the ZScript side with a relatively decent idea of what they're doing are Boondorl and RicardoLuis, so the future isn't entirely black, but it's hardly going to be bright either if Graf doesn't return. Rachael only merges stuff and occasionally fixes a bug or two. Overall there are half a dozen semi-active people working on the engine, and we're definitely not getting the best anymore with most people just wanting to get their thing in the engine. Same as it always has been, only Graf knew enough to block the more egregious changes. Some of the PRs are also waiting in limbo for him or someone else knowledgeable of the VM and engine as a whole to approve them, but there is no one else. We had _mental_, but he's working on some Quakespasm thing now last I checked. For better or worse, chicken man is the only hope for GZDoom in the long run, even if the thought of that is uncomfortable. I don't like it either, mainly because lack of alternatives has never been a good thing.

>>11150524
No, I don't care about id24 because I mod entirely in ZScript and completely ignore the shitflinging. My only concern is and always has been GZDoom, disregarding the existence of everything else because I don't use anything else and prefer to stay in my own comfy pillow fort where I don't need to deal with the terminal 3rd grade port wars retardation that has been going for the past two threads. The reason for my concerns are entirely selfish in nature as they directly affect my fun little hobby. Watching the source port that I've spent a good decade on fall apart is just sad to watch, even if ultimately inevitable.

>> No.11150594

>>11150578
I own this because of buying Doom over a decade ago, and I still would like to pirate the iwad just to flip off Bethesda.

>> No.11150607

>>11150578
Yep, half of the beta stuff used in id24's resource wad is on realm667 already and the other half can just be substituted for other things on there.

Of course that hasn't stopped people all the fuck over the place screaming that the sky is falling.

>> No.11150608

>>11150582
>>11150594
Yeah I can't see it working out in their favor. It ain't gonna stop Bethesda trying to capitalize on modding.

>> No.11150609

>>11150584
>My only concern is and always has been GZDoom
Who the fuck let Marissa back in these threads?

>> No.11150612

>>11150607
Imagine Bethesda even TRYING to monetize 30 years of wads. Their lawyers would have a heart attack just looking at the amount of shit they'd need to copyright.

>> No.11150613

>>11150612
>Imagine Bethesda even TRYING to monetize 30 years of wads.
They're not, that's why they had people make a bunch of new monsters and released some cut content to force into a new format.

>> No.11150615

>>11150612
They all get edited into using default assets

>> No.11150616

>>11150609
>Marissa
why the fuck is there so much nameposting

>> No.11150619

>>11150613
Cool. So now anyone making mods for this knows they're limiting their already limited audience for their mod by using ID24 unless GZDoom and other sourceports utilize it too.

>> No.11150620

>>11150609
I've been called Graf plenty of times but god damn I think I've just hit a new low, anon. This actually offends me, holy shit.

>> No.11150621

>>11150612
>Their lawyers would have a heart attack just looking at the amount of shit they'd need to copyright.
Have you not seen the front page of their Doom mod shit? It's got Simpsons and Mario mods in the top ten.

>> No.11150623

>>11150619
They planned on other source ports to adopt the format, which is why they allowed specifications to be released.

>> No.11150625

>>11150612
It’s so fucking ridiculous of an idea that it sounds like something people have to make up just to shit on Bethesda because lol.
And I don’t like Bethesda but it’s pure fucking lunacy unless they do things one at a time.

>> No.11150629

>>11150621
and none work because they are multiwad
Same goes to Aliens TC who's guns, enemies and even the power loader doesnt work and acts as a bfg

>> No.11150636

>Imp Encounter
>Karma Sutra
>POL.wad
>Terry wads
Oh my, these kids are going to see some serious shit.

>> No.11150652

>>11150625
>that it sounds like something people have to make up just to shit on Bethesda
Like horse armor, eh?

>> No.11150654

>>11150636
Are they even Boom compatible and single wad?

>> No.11150657

>>11150654
There was a Dehacked version that was taken down.

>> No.11150661

>>11150636
>these kids are going to see some serious shit
these "kids" playing skyrim grew up with fully modelled vaginas and hyperrealistic jiggle physics...
I don't think it would make much of an impact

>> No.11150674

>>11150661
Bullshit. That would require modding knowledge and if they can't set up a Doom source port how the FUCK are they going to set up Skyrim mods?

>> No.11150696

>>11150652
It's an entirely different scope where they had the entire pipeline production vs something that's been almost exclusively hands off for the majority of the franchise's life.

>> No.11150703

Has there been any consensus on whether it's idgames-acceptable to use the unreleased assets? Doomkid had a thread with them that got nuked by DW staff. I don't really give a shit, but still, kinda curious about it.

>> No.11150706

>>11150696
>using a term like "franchise" in this context
>defending paid mods
So, the Beth shills are already in this thread.
Stay frosty, lads.

>> No.11150717
File: 343 KB, 1496x1112, 1652909342251.png [View same] [iqdb] [saucenao] [google]
11150717

id24.wad is basically id Software updating doom.wad without actually touching doom.wad. It's they right to patch "their" game.
They could've say "fuck you everyone" and made an update by putting everything inside doom(2).wad, or by combing all the wads into one single wad, in both cases it would be insane pain in the ass for devs trying to add id24 support to their ports. Instead id patched the game by releasing a single small wad file that you won't even need if you're not using id24-compatible port.
People had no problems with doom.wad, doom2,wad, tnt,wad, plutonia.wad, nerve.wad, whatever.wad being commercial licensed files, they had no problems with 1.666, 1.8, 1.9, but now a commercial wad file is suddenly a problem.

>> No.11150719

>>11150706
>defending paid mods
Anon I never said I defended horse armor.
I understand what their greedy logic was but that doesn't mean I agree with it.

>> No.11150728

>>11150717
I bet you watched and enjoyed Twisters and didn't see anything wrong with it

>> No.11150732

>>11150703
It'll be all over the place on the forums depending on how in with the moderation clique people are, same with when they got on a moral crusade over the Ion Maiden assets.
>>11150717
If you look it in, Xaser and co put a lot of effort into id24 not fucking over other formats or anything, so the whining over a handful of sprites, textures and sounds that you can use whatever the fuck with, is absurd.

>> No.11150745

>>11150717
There will be a free(as in freedom) version eventually, no doubt. And short of Bethesda specifically telling source port devs to require a specific file to be loaded, you could just ignore the weapons and enemies and just use the functionality.

>> No.11150748

>>11150728
Nah, I sprained my leg and couldn't go watch it, though I was thinking about it before. I really loved the first movie. What does it has to do with Doom?

>> No.11150749

>>11150732
Same as it ever was, then. Saw an acquaintance losing his mind over it and how it's "hurting the modding community" or some shit, tried to reason with him but I think he's one of those who go on moral crusades.

>> No.11150750

>>11150745
Who does the call is Microsoft, and Microsoft is quite open source friendly unlike bethesda

>> No.11150752

>>11149989
That would be like saying what features do new Quake source ports have that weren't already able to be done on Half-Life. Custom weapon, ammo and hud support for every boom-derived source port instead of just gzdoom is huge thing for modding. This means that huge number of gameplay mods can be converted to be played with future versions of Woof and Nugget, and demos can be recorded with them. Even Eternity doesn't support custom ammo types and huds by now.

>> No.11150753

>>11150728
Man you people need to up your analogy game
>I bet you collected gel bracelets as a kid but specifically the rainbow colored tie dye ones and offloaded the solid colored ones to your younger brother because you hated him
It sucks

>> No.11150767

>>11150753
>>11150748
something something unnecessary sequels decades later

>> No.11150768
File: 71 KB, 1302x498, words.png [View same] [iqdb] [saucenao] [google]
11150768

>>11150745
Xaser even wants to see a free software asset wad for those monsters and weapons.
>>11150750
>Microsoft is quite open source friendly
"Friendly" is a funny way to shorten "embrace, extend, extinguish".

>> No.11150771

>>11150768
>Xaser even wants to see a free software asset wad for those monsters and weapons.
Then this is a complete nothingburger.

>> No.11150779
File: 2.23 MB, 498x347, faggots.gif [View same] [iqdb] [saucenao] [google]
11150779

Why can't I do gzdoom --help to see the programs arguments like every other POSIX program and I have to look it up online and make it inconvenient
https://zdoom.org/wiki/Command_line_parameters

>> No.11150782

>>11150508
Xaser already confirmed that ID24 will be implemented on boom ports. ID24 has not been made by "Bethesda" but Doom community members you have been there as long as Graf, just hired by Nightdive. Stop sucking Graf's cock, you absolute tourist.

>> No.11150783

god i fucking love the Berserk
episode 2 always handing one down will always make it my favorite episode

>> No.11150786

>>11150541
Not true. Unless you especially want those 2 weapons from Legacy Of Rust.

>> No.11150790

>>11150584
>Watching the source port that I've spent a good decade on fall apart is just sad to watch
there is literally nothing going on, fucking szhico

>> No.11150797
File: 215 KB, 220x124, bright-jimmy-cliff.gif [View same] [iqdb] [saucenao] [google]
11150797

>>11150752
>This means that huge number of gameplay mods can be converted to be played with future versions of Woof and Nugget
Holy shit. I just realized if some GZ mods actually get ported, then they will be safe from graf's tyranny and we could actually play them in 10 years from now on.
Also imagine Golden Souls 4 or Abysm 3 not made in GZDoom. Being perfectly playable in 10 years as well.

>> No.11150802

>>11150771
It really is, yeah.
>>11150786
This, it's got the support for the weapons and monsters but you don't got to use them, and even if you do you can just use your own sprites and sounds for it inside your wad.

>> No.11150803

>>11150790
>szhico
how do you make a typo like this?

>> No.11150805

I just realized that most of D64D2 was made by Mechadon. No wonder it's so good.

>> No.11150819

>>11150797
>and we could actually play them in 10 years from now on.
literally what prevents you from NOT constantly downloading the latest GZD?
I really never understood that argument about HURR BREAKING MUH MODS. Just use the last version it worked with.

>> No.11150823

>>11150819
>Just use the last version it worked with.
um excuse me but you're not allowed to have mods designed for older versions of gzdoom *deletes ur mod*

>> No.11150827

>>11150823
Oh yeah, you people are functionally illiterate, I forgot that.

>> No.11150829

>>11150819
>just store 30 different versions of source port in your hard drive, write docs which wad can be played with which one, and play 2000s wads with dated versions that constantly crash and lack features that newer ones have, bro
Graf's cult has some kind of stockholm syndrome.

>> No.11150831
File: 47 KB, 705x360, file.png [View same] [iqdb] [saucenao] [google]
11150831

>>11150827
And I forgot you're completely out of touch so here's a screencap of exactly what I'm talking about.

>> No.11150835

>>11150831
God what a fucking cunt.
Thank god I only stick with DSDA stuff

>> No.11150837
File: 21 KB, 978x510, DSDA Why.png [View same] [iqdb] [saucenao] [google]
11150837

Trying to test a map on DSDA with Ultimate Doom Builder but this is popping up. Why?

>> No.11150839
File: 57 KB, 1024x1003, cat3.jpg [View same] [iqdb] [saucenao] [google]
11150839

>>11150819
>Just use the last version it worked with
>have to have an archive with 50 different gzdoom versions installed for different generations of wads
see you in 10 years, anon

>> No.11150841

>>11150835
Kraf is just as bad.

>> No.11150846

>>11150837
No idea, Ian.

>> No.11150848

>>11150797
Will we ever see Corruption Cards outside Gzdoom? One can only dream

>> No.11150851

>>11150837
>Ian
>Japanese encoding
え?

>> No.11150852

>>11150831
>WHY ARE OLDER VERSIONS NOT SUPPORTED ANYMORE ABLOOBLOOO
>ABLOOBLOOOO I CAN'T GO BITCHING ON THE FORUMS IF SOMETHING DOESN'T WORK ABLOOBLOOOOO
Maybe if you weren't retarded there would be no problem.

>>11150829
>REEEE WHY IS THAT PORT SO BLOATED
>REEEE THIS PORT SHOULD SUPPORT ALL LEGACY SHIT UNTIL THE END OF TIME
Just make up your mind, retards.

You know, there are a number of arguments you could use to criticize GZD, but the usual ones brought forth by the likes of you are just the most pants-on-head retarded, technically illiterate billy tier bullshit arguments possible.

>> No.11150854

>>11150835
>Thank god I only stick with DSDA stuff
>using DSDA when Woof and Nugget exist
no anon, you're as bad

>> No.11150856

https://youtu.be/1UtTtrwMQHI?si=m8Vu707qfyIDaRmE

>> No.11150858

>>11150839
You're telling me you don't have a separate folder for each mod anyway?
Does that mean I am too autistic or you're not autistic enough?

>> No.11150859
File: 33 KB, 1422x225, file.png [View same] [iqdb] [saucenao] [google]
11150859

>>11150852
This may come off as a surprise to you, but you're talking to two separate people. And now you're having an emotional meltdown. You sure are a paragon of social situations, huh?

>> No.11150860

>>11150752
>This means that huge number of gameplay mods can be converted to be played with future versions of Woof and Nugget
I'm not trying to be a jerk, but what ones? Extra ammo and weapon types are great, but how many ZDoom-compatible mods have only those?

>> No.11150861

>>11150859
>This may come off as a surprise to you, but you're talking to two separate people.
What makes you think I weren't aware of that? Is it because you're the one without reading comprehension?

>> No.11150863

>>11150854
It’s a one and done download.
Whatever shit that’s attached from the people who made it is something I’m not aware about, nor do i really care since I don’t have someone trying to force me to download updates

>> No.11150864

>>11150819
Sure, no problems, because it's so easy to track. Which "last version it worked with" do I need for ... let's see.. Project Einherjar, Robocop Doom, Lithium, Xim's GZDoom3, Absolution TC, Hell Factory, and also two hundreds of other GZDoom exclusive mods?
It's totally user-friendly experience to get some cryptic error message and then trying to google the date when the wad was released and which version of GZDoom was the latest at that day, and the searching and downloading that ancient version of GZDoom, and then adding 50th version of GZDoom to ZDL and creating preset just for this mod, and then configuring this GZDoom again but this time *surprise* it's missing some options you got used to.
Thanks graf, truly the Dark Souls of Doom modding.

>> No.11150867

>>11150861
Because you're replying to two separate posts and treating them as the same person and going "make up your mind?" You really are hyper-aware of social interaction

>> No.11150870

>>11150863
>since I don’t have someone trying to force me to download updates
Where exactly are you "forced" to download updates? I haven't updated GZD in like two years and for some reason everything works. Isn't that weird? Is this some zoomer logic I am too old to understand?

>> No.11150873

>>11150867
No, I'm not doing any of that. That is why I specifically wrote "retards", with an "S". Plural. You know, to address multiple people. Damn son I am starting to think you're taking the piss, nobody can be THAT dense.

>> No.11150875
File: 400 KB, 1920x1200, Screenshot_Doom_20240811_145724.png [View same] [iqdb] [saucenao] [google]
11150875

I'm sure this is fine and in no way a trap.

>> No.11150876

>>11150848
There's a Zandronum version and has been for a long time.

>> No.11150878
File: 19 KB, 400x400, 1671668953837420.jpg [View same] [iqdb] [saucenao] [google]
11150878

>>11150852
>REEEE WHY IS THAT PORT SO BLOATED
>REEEE THIS PORT SHOULD SUPPORT ALL LEGACY SHIT UNTIL THE END OF TIME
Somehow something like Woof or DSDA or even some fucking Retro Doom can support all the "legacy shit" until the end of time, and they are still not bloated. Curious. What a mystery.

>> No.11150880

>>11150768
Yes anon, MS is open, Bethesda/zenimax was always with the lawyer talk that made Carmack mad and leave id because of it.

>> No.11150881

>>11150873
Yet you seem to be under the impression both of us share a brain and the idea that two people have two different takes on a subject is completely alien to you.

>> No.11150883

>>11150878
Different scope. Also way younger than GZD. Just wait a bunch of years.

>> No.11150885

>>11150837
Why are you trying to open another Iwad after Doom 2 ?

>> No.11150889
File: 130 KB, 756x756, IMG_0802.jpg [View same] [iqdb] [saucenao] [google]
11150889

>>11150858
>You're telling me you don't have a separate folder for each mod anyway?
do you put the last gzdoom binaries and configs the mod worked with into the same folder, make a copy of your system info and every driver installed then record the weather and your horoscope for that day, zip it all up, copy it on every hard drive you have and send it onto several cloud repos at the same time "just in case"?

>> No.11150890

>>11150852
I never said why is gzdoom bloated, but now that you said it, i think it's good to have an option to use lighter ports for wads that don't use all the gzdoom features.

And yes, it is absolutely positive thing for a port to support old wads. This is /vr/. Most of here want to play old stuff.

Also, this is just casual friendly discussion about source ports, so you should get off the internet for a while, if you are getting this heated over it. Chill out.

>> No.11150891

>>11150881
>Yet you seem to be under the impression both of us share a brain and the idea that two people have two different takes
No, not at all. In fact, that is also addressed in the "usual arguments" sentence. Plural again. Multiple people with multiple takes.
Fuck's sake, modern social media has really fried your attention span, has it? I will try to stay under 160 characters in the future to prevent these kind of drawn-out arguments with people who can't read a fucking sentence.

>> No.11150898

>>11150890
>Also, this is just casual friendly discussion about source ports, so you should get off the internet for a while, if you are getting this heated over it. Chill out.
Have you just started lurking yesterday? It's an age old discussion, always with the same retarded arguments, same retarded takes and same old same old everything.
I'm just tired of it. Sorry if you got hit by accident, but I have heard everything a million times. Same with people complaining about the defaults in GZD. It was actually an utterly alien concept to me that people who start up something for the first time do NOT meddle with the options before doing anything else.

>> No.11150901

Doom is pretty fun, do you guys like Doom too?

>> No.11150902

>>11150883
Boom-derived ports from 2024 can play boom wads from 1998 without any bugs. How many more years should we wait?

>> No.11150904

>>11150901
>do you guys like Doom too
Groom and Coom are far superior

>> No.11150906

>>11150898
You do not sound like an emotionally stable person at all

>> No.11150909

>>11150851
I thing thats from me changing the syntax during my weeb phase

>>11150885
I'm not though? I tested before on GZdoom (years ago) and it didn't do this. I don't know whats different now.

>> No.11150915
File: 66 KB, 644x644, ydkwwa.jpg [View same] [iqdb] [saucenao] [google]
11150915

>>11150906
>an emotionally stable person

>> No.11150927

>>11150902
>How many more years should we wait?
Is Boom development still going on?

>> No.11150930

>>11150883
>Also way younger than GZD. Just wait a bunch of years.
Yeah, I can't wait for some random linedef action removed from dehacked (like one century younger than GZ but that's the best I can come up with) because it was undocumented (nothing gets documented here, sorry graf, people doing their best) in 1/10/50 years.

>> No.11150934

>>11150898
I'm not complaining though. And this is discussion about ID24 vs GZDoom, so the topic has slight twist. I haven't seen complaining from nowhere than from GZDoom fanboys, who somehow have a problem that other ports are getting features that only GZDoom has had for now. How is it a bad thing and more over how is it bad thing, if soon we can play converted zdoom wads from 1998-2004 on modern source ports instead of 20 year old ones? You are the one that's complaining about the thing, that rest of are celebrating. And yes, I actually use gzdoom too for gzdoom wads, and think that some of them are really good.

>> No.11150937

>>11150927
Yes. Woof, Nugget, dsda get updates almost monthly, and will soon get the id24 comp level.

>> No.11150938
File: 370 KB, 808x825, 1596394021591.jpg [View same] [iqdb] [saucenao] [google]
11150938

Kinda glad I'm more of a Quake guy so I don't care too much about this source port autism.

>> No.11150939

>>11150930
Don't forget fun things like how the mapinfo format changed at one point, half-fucking a lot of maps that were using it for shit.

>> No.11150941

>>11150870
Anon you’re just a very lucky individual that never needs to update GZDoom for things to work.
I prefer not to take my chances and just use Dsda until the end of time.

>> No.11150943

I don't care about Legacy of the Rust. From the second level onwards, every map is like: hit switch, spawn 50 monsters in a sprawling arena, goto 10.

The two designers: Xaser and Kaiser are both well known and fine mappers in the community bubble, they got some cacowards and such, but creating official maps is a different playground.

Visually the levels look big and detailed, but in reality, they don't have a sense of place, sense of going from somewhere to somewhere, they lack visual integrity with the classic style, they have too many samey rooms without level character, they have too many unnecessary switches and above all too many tedious enemy battles which gets annoying around M6. The lack of canonic vibe is completely unlike I felt in No Rest for the Living and Romero's Sigil series, which were both different, yet, both had the authentic look and play. Sigil can be really d*ckish at times, yet, still felt something actually made for this game. You know what, those were made by true professionals with advanced design principles, and that's what made the difference.

I have many other problems with this release, but sadly LoR isn't there to compensate those losses. At least the ID Vault is there, and we have Doom 1 and 2 bundled, but that's it.

TLDR: Next time hire professionals for level design.

>> No.11150945

>>11150057
If you have the assets, you can code them in DECORATE/Zscript from scratch in a matter of minutes.

>> No.11150947

>>11150938
Quake's got it's own issues with ports in that they keep dying for stupid reasons but I guess it at least doesn't have people obsessed with sourceport wars bullshit.

>> No.11150950

>>11150937
>Woof, Nugget, dsda get updates almost monthly, and will soon get the id24 comp level.
Damn and I thought the Boom format was already finished long time ago. The more you know!

>> No.11150951

>>11150937
What updates do they get?
I’ve not updated DSDA since I downloaded it in 2022. The only time I’ll update it is when ID24 is released because it’s actually a huge deal.

>> No.11150954
File: 835 KB, 1890x1063, 5yq7kl.png [View same] [iqdb] [saucenao] [google]
11150954

>>11150937
>and will soon get the id24 comp level.
I hope so. I'm fiending to ignore UDMF and make some new stuff in a new format.

>> No.11150957

>>11150943
Do you anything else made after 2010 than No Rest For The Living and Sigil? You've been praising them and shitting on everything else for years now.

>> No.11150958

>>11150938
Eh, every community's got that complete freak akin to GZDoom-kun here, like that guy who rants about fairweather or whatever. Stupid people exist everywhere.
That aside, favorite Quake? Mine's 1, I've been trying to play Live recently but I just can't get over the lack of air control the first game had. Feels like I have weights glued to my feet while trying to turn.

>> No.11150963

>>11150951
Some more features and shit. Nothing that would affect the wad compability.

>> No.11150964

>>11150934
>You are the one that's complaining about the thing, that rest of are celebrating
I am not complaining about the new format though.
I am complaining about the certainly intended corporatization of the Doom "community" by Bethesda.
And frankly, most of the complaining usually comes from people raving on about MUH LE CHICKEN MAN BAD, as evident from the recent threads.

>> No.11150968

>>11150950
Boom evolved into mbf and mbf21 and it's soon evolving into id24.

>> No.11150971

>>11150957
They said both Sigils so they think Sigil 2 is good too.

>> No.11150972

>>11150958
>Eh, every community's got that complete freak akin to GZDoom-kun here
More generally thinking about the whole complevel and whatever stuff. Afaik pretty much any Quake mod will work in pretty much any reasonably modern Quake engine. But with doom you have GZDoom only stuff, boom-compatible, MBF, vanilla, etc and now this id24. All just very confusing.

>> No.11150973

>>11150968
>Boom evolved into mbf and mbf21
Oh wait, so I can play MBF21 maps on complevel 9? Shit, I didn't know that either.

>> No.11150975

How do I get better at slaughter?

>> No.11150978
File: 3 KB, 384x27, dontnestkids.jpg [View same] [iqdb] [saucenao] [google]
11150978

>>11150909
It's trying to load a Doom 2 wad from your Steam folders, so check your cfg/autoload for that.

Also wth is this path man.

>> No.11150981

>>11150964
Tell me how it's corporatized exactly? Id24 will be added to woof, nugget and dsda. You don't need to buy anything from Bethesda to make mods with it.

>> No.11150982

>>11150975
Mostly learning how to prioritize shit and where you can get away with moving between stuff without getting yourself cut off or cornered.

>> No.11150983

>>11150971
>They
does this look like a dw forum thread to you?

>> No.11150984

>>11150938
Quake only doesn't have autistic sourceport wars because nobody makes worthwhile mods for FTE (the GZ Doom of Quake) that would make anyone want to use it. It's both a blessing and a curse.

>> No.11150989

>>11150973
Anon, don't be retarded.

>> No.11150990

>>11150975
I personally UV maxed Sunlust to get decent at Slaughter-ish stuff.
The real test is Stardate 20x7 if you ask me.

>> No.11150991

>>11150981
They're doing the panic shit because the resource file for the monsters and weapons that id24 supports uses copyrighted stuff that they're not distributing for free. Totally ignoring that you can use whatever sprites and sounds you like.

>> No.11150992

>>11150978
I fixed it, thank you

Also yeah I know, I'm paying for my laziness

>> No.11150996

>>11150973
which complevel I can use to play lilith.pk3 graf?

>> No.11150997
File: 241 KB, 686x702, 1464903616361.jpg [View same] [iqdb] [saucenao] [google]
11150997

>>11150943
>d*ckish

>> No.11150998

>>11150954
Xaser confirmed it's happening.

>> No.11151001

>>11150909
>gzdoom.exe -iwad DOOM2.WAD -file tnt.wad nashgore_next.pk3 nashgore_voxels_official.pk3 cheello_voxels_v2_1.pk3 vanilla_essence43.pk3
-iwad Doom2.wad is the base
-file XXXX are the rest of the things you need to load.
Here Evilution gets loaded with Nash's gore plus voxel models and vanilla essence.
Use .bat file.

>> No.11151003

>>11150972
Ah, that is true. And then the whole keeping multiple GZD versions thing so it's almost like GZD has a billion separate formats to keep track of in its own pond (which the devs do not want you to do it seems?) Wack.
Then with Quake I just boot up nQuake and get fragging.

>> No.11151002

>>11150998
Of course it's happening, but I want it yesterday.

>> No.11151004

>>11150983
Anon you've been on /pol/ too long and have pronoun shit living rent free in your head, they is normal informal third person English and has been for hundreds of years.

>> No.11151005

>>11150997
I'm glad you're enjoying fresh blood brought by our latest Doom + Doom II™ masterpiece.

>> No.11151007
File: 454 KB, 850x800, SoiDoom.png [View same] [iqdb] [saucenao] [google]
11151007

Oh dear.

>> No.11151009

>>11150989
The other anon has been arguing that Boom-dervied sourceports are better because they don't break anything.
Then he has been arguing that Boom is still being development, apparently without breaking anything. As an example he mentioned MBF21.
So it should be possible to play an MBF21 wad in, say PrBoom+, shouldn't it? Unless his original argument was bullshit and the reason why the ports he mentioned aren't breaking anything is because there isn't anything new being added to Boom anymore and he's just being a disingenious piece of shit.

>> No.11151010

>>11150183
NTA but I enjoyed the final level much more than E1M6. But then again I unabashedly love the Calamity Blade so that helps.

>> No.11151012

>>11151007
What were they thinking?

>> No.11151013

>>11151007
Anon your brain is poisoned
Though at the same time the Tyrant is the most JUST thing I’ve ever seen so I’m guilty too

>> No.11151016

>>11150991
Well that's peak tourism then. Id24 doesn't mean the new monsters and new weapons on Legacy Of Rust. It means the ability to create custom weapons and ammo on dehacked to be used on wad. Also creating new monsters on dehacked without replacing old ones, is not id24 thing. It's been done for years.

>> No.11151018

>>11151016
>It's been done for years.
So why do we need ID24 then? Besides getting a taste of corporate cock?

>> No.11151021

>>11150957
I really enjoyed LeBreton's map Arcadia Demade, Romero's other maps (E1M8b is my favourite Doom map ever), the Russell Meakim map Redemption of the Slain (the redux version), and blown away by the beauty of MyHouse.

More or less that's it, but I didn't play a lot of user contents, so maybe I have missed a lot. I, for one, would love to see MyHouse's author's other works, pretty sure it wasn't that Veddge fake account or whatever it was called.

>> No.11151023

>>11151009
New complevels don't break old complevels, anon.

>> No.11151027 [DELETED] 

>>11151018
For weapons. Can you read? And how exactly it's sucking corporate cock? It's free. You argue like a bot.

>> No.11151032

>>11151009
>So it should be possible to play an MBF21 wad in, say PrBoom+, shouldn't it? Unless his original argument was bullshit and the reason why the ports he mentioned aren't breaking anything is because there isn't anything new being added to Boom anymore and he's just being a disingenious piece of shit.
Not breaking shit doesn't mean retroactively being backwards compatible with everything that came before it existed.

>> No.11151034 [DELETED] 

>>11151027
Because that retard is literally one opf the asspained /v/ tourists shitting the thread with their Eternal asspain over Bethesda and id due to a certain game.

>> No.11151035

>>11151009
Software lives and ages, one might argue about Doom95 is it a real or not but nonethless it got delivered.
>https://doomwiki.org/wiki/Doom95
And who really cares if Chocolate Doom or Boom+++(-) is the real one or not.
And if GZDoom is not a source port anymore (but if not what it is then?).
Life goes on.

>> No.11151040 [DELETED] 

>>11151004
>they is normal informal third person English and has been for hundreds of years
says who?
default indefinite pronoun by direct reference is "he", as in many other european languages where, even without gender distinction, a singular "it" is used
"they" can at best be used for a third party appearing in CONTEXT, referring to an amorphic entity and not a person with any kind of presence
you can't just call a poster once away in the reply chain a "they", that's fucking insulting you catatonic twat

>> No.11151043 [DELETED] 

>>11151027
>And how exactly it's sucking corporate cock?
"Taste" of corporate cock. Meaning Bethesda is trying to get you to taste it. It's free after all, isn't it?

>> No.11151046 [DELETED] 

>>11151040
This is a thread about Doom.

>> No.11151048 [DELETED] 
File: 16 KB, 225x225, dukehas3dicks.jpg [View same] [iqdb] [saucenao] [google]
11151048

>>11151040
Sorry but im american on an american website and i dont give a shit about other cultures,
>*Grabbag riff starts playing*

>> No.11151049 [DELETED] 

>>11151043
>>11151018
>>>/v/

>> No.11151051 [DELETED] 

>>11151034
>one opf the asspained /v/ tourists
>new standard arrives that does nothing that couldn't be done before
>people praise it like it's some revolution
>call others tourists
top kek

>> No.11151052 [DELETED] 

>>11151048
Why is your precious American website owned by a Japanese businessman?

>> No.11151054 [DELETED] 
File: 36 KB, 781x232, Untitled.jpg [View same] [iqdb] [saucenao] [google]
11151054

>>11151040
Are you actually retarded? Dumb question, of course you are, you suggested using "it" when referring to a person

>> No.11151057 [DELETED] 
File: 499 KB, 1920x1017, Screenshot_Doom_20240811_121854.png [View same] [iqdb] [saucenao] [google]
11151057

Cute secrets are cute.
>>11151046
They seem to have forgotten that.

>> No.11151059
File: 580 KB, 1920x1080, 2280_20240809185034_1.png [View same] [iqdb] [saucenao] [google]
11151059

Jannies, we have /v/tards shitting the thread with obvious baits and offtopic

>> No.11151061 [DELETED] 
File: 141 KB, 764x746, 1617123097262.jpg [View same] [iqdb] [saucenao] [google]
11151061

>>11151052
He is american by extension because every country in the world belongs to america

>> No.11151062

>>11150803
I'm this guy >>11149530

>> No.11151063

>>11151059
>plays in 1080p
>calls others baiting

>> No.11151064
File: 69 KB, 551x1080, 1648626918122.jpg [View same] [iqdb] [saucenao] [google]
11151064

>> No.11151065
File: 385 KB, 2556x1440, nugg0016.png [View same] [iqdb] [saucenao] [google]
11151065

>>11151057
Indeed.

>> No.11151067 [DELETED] 

>>11151054
>you suggested using "it" when referring to a person
ask turks and finns how they live with it

>> No.11151068 [DELETED] 

>>11151061
Great response.

>> No.11151070

>>11151064
>shamblers with huge boobs

>> No.11151072

>>11151064
but are they furry?

>> No.11151075 [DELETED] 

>>11151043
Give an actual argument instead of memeing. Pro tip: you can't.

>> No.11151081 [DELETED] 

>>11151040
anon, I think you fucking lost it

>> No.11151082 [DELETED] 

>>11151075
I will accept your apology when it's time.
Unless you're a shill.

>> No.11151083 [DELETED] 

>>11151067
I'm actually from Binland but the normal language just don't differentiate between genders. So it's just like old English with "he" mostly.
Honorific form is different but blaa blaa.
anyway it's not that much different form English at all. Twitter fags are making English such a problem because they like to point fingers.

In English he/she is a diluted term anyway.

>> No.11151085 [DELETED] 

>>11151051
>custom dehacked weapons with new weapon slots and custom dehacked ammo
When have these been made before?

>> No.11151086
File: 5 KB, 256x224, 1722979791908.png [View same] [iqdb] [saucenao] [google]
11151086

>>11151072
>Fleshy shamblers
>Furry shamblers
>Hairy shamblers
A challenger approaches

>> No.11151089

>>11150423
I think they fit together perfectly, there's definitely no need to remake them from scratch, I only suggested replacing the stopper map and even that's not necessary. To remake the whole wad from scratch you might as well just make new maps. At a certain point you have to leave a map in the past and let it alone. I was able to find much to admire about the wad as it is.

>> No.11151090 [DELETED] 

>>11151085
Isn't that what MBF21 does?

>> No.11151092 [DELETED] 

>>11151090
Not the slots, no.

>> No.11151093

>>11150575
You're right and you should say it.

>> No.11151095

>>11151090
No. You can do new weapons on mbf21, but you have to replace an old one. You can't add new weapon slots or create custom ammo types in mbf21.

>> No.11151102

>>11151095
So it's basically what Decorate already can do?

>> No.11151103
File: 82 KB, 1688x1021, qy1o2mzlt6mc1.jpg [View same] [iqdb] [saucenao] [google]
11151103

I see the thread's on fire again for no real reason

>> No.11151104

>>11151065
What wad is that?

>> No.11151107

>>11151102
Decorate only works on zdoom-derived ports.

>> No.11151109
File: 1.20 MB, 440x404, shambler jambler.gif [View same] [iqdb] [saucenao] [google]
11151109

>>11151103
check back in a week or so

>> No.11151110
File: 338 KB, 2556x1440, nugg0019.png [View same] [iqdb] [saucenao] [google]
11151110

>>11151104
Doom 64 for Doom II. Good stuff.

>> No.11151116

>>11150584
>chicken man is the only hope for GZDoom in the long run
Given that he's been the main driving force of GzDoom for all this time, that would make some sense, even if he doesn't always make the best choices.

>>11150609
You can't just say THAT to someone.

>>11150616
People in the overall Doom community get known for things, be it for making levels, mods, assets, etc, what have you, and some are known more for developing sourceports and writing code. It is what it is.

Because most of these people are autistic, and some of them are also fucking idiots or lunatics, this tends to create baggage at times. Ideally this baggage does not get dredged up here too much, but occasionally people do, and sometimes it's because some people in the community use the anonymity here to vent and to shittalk people they have a personal grudge against, which is often the most annoying.

>> No.11151117
File: 593 KB, 800x565, 1713664476000323.png [View same] [iqdb] [saucenao] [google]
11151117

>>11151064
OOPS ALL SHAMBLERS

>> No.11151128

>>11151089
Very well then. I'll see to it soon.

>> No.11151159

>>11150575
I don't think that many people use chocolate doom. It just exist as something as vanilla as possible without going full dosbox.

>> No.11151163
File: 287 KB, 1024x768, rust01.jpg [View same] [iqdb] [saucenao] [google]
11151163

Will I run into any issues down the road if I play the new thing through Nugget?

>> No.11151165

>>11151159
It's good to test if stuff is actually gonna run in the og DOS exe, I think? I'm a pretty big vanilla guy and I only really use Nugget and DSDA-Doom myself so yeah, Chocolate isn't a port I've ever used.

>> No.11151167
File: 27 KB, 738x603, file.png [View same] [iqdb] [saucenao] [google]
11151167

17 minutes in PDN

>> No.11151169
File: 15 KB, 480x360, chocolate.jpg [View same] [iqdb] [saucenao] [google]
11151169

>>11151159
>I don't think that many people use chocolate doom.

Chocolate?

Did you say... chocolate?

>> No.11151170

>>11151163
I haven't noticed any real issues but I didn't get past E1M2. Busy week and weekend.

>> No.11151171

>>11151163
Shouldn't do, if the mobs beyond that portal show up, you're good.

>> No.11151172

>>11151163
You won't see the intermission screens. Otherwise it works fine. In this wad, the new weapons replace the old ones, so they work fine without id24 support. They exist separately only in multiplayer.

>> No.11151176

>>11151007
Looks like SOMEONE is excited for The Dark Ages!

>> No.11151180

>>11151064
This is someones fetish, isn't it?

>> No.11151181

>>11151007
>>11151012
That sprite was actually created on 93 or before. It's only been recolored.

>> No.11151182

>oh boy new official wad release
>Xaser has heavy involvement

And down the drain goes my interest. E1M3 of Rust gives me alot of BTSX tech base vibes which is not a great feeling.

>> No.11151184

>>11151180
In doom communities, everything is.

>> No.11151185
File: 237 KB, 623x478, Demons.png [View same] [iqdb] [saucenao] [google]
11151185

>>11150508
>a closed-source standard and Bethesda's attempt at getting a corporate foot into the Doom community door
So, is this Bethesda in the same thread with us right now?

>> No.11151187

>>11151181
I know, but with modern context it's funny.

>> No.11151192

>>11151064
Weegee but in Quake

>> No.11151194 [SPOILER] 
File: 391 KB, 1000x1234, chemtrail.jpg [View same] [iqdb] [saucenao] [google]
11151194

>>11151187
I usually just report wojaks when I see them but sometimes I'll come across one so fucking retarded and over the top that it underflows to being funny

>> No.11151214 [SPOILER] 
File: 232 KB, 1400x875, Screenshot_Doom_20190604_231534.png [View same] [iqdb] [saucenao] [google]
11151214

>>11151184
Some people can only get off to a hot, sexy sector toilet.

>> No.11151218

>>11151176
God dammit.
>>11151214
That is a nice Doomcute.

>> No.11151246

>>11151214
that looks like shit

>> No.11151249

>>11150717
>It's they right to patch "their" game.
Why quotation marks when it's literally true. id Software is an old corporate entity whose developers (at the time) where responsible for the game and they kept the right to it and entire IP for all this time.
It's not like that's some new group that bought legacy brand and the franchise to LARP as that old company. But that's a whole other thing.

>> No.11151253

does anyone else think Legacy of Rust is surprisingly...bad?
Am I just playing it wrong?
I liked the other Quake levelsets but this is weak in my opinion

>> No.11151260

>>11151249
Technically all id did was hand over the assets to Nightdive, it's really Xaser and chums who did all the id24 stuff.

>> No.11151262

>>11151253
It's probably the only official thing I've enjoyed since Plutonia.
And I only like Plutonia and the first three episodes of DOOM 1.

>> No.11151263

>>11151163
Man, that is some hellraiser 2 shit which i loved seeing it.
By the way, the banshees spawning off the face walls wouldn't be a bad idea with this since it was obvious that it was intended before they were scrapped in favor of lost souls.

>> No.11151265

>>11151253
yeah it's not good at all, quite stingy with ammo and too reliant on ambushes, also new weapons suck

>> No.11151268

>>11151262
odd weirdo

>> No.11151274

>>11151262
>not liking Doom 2 or TNT
Understandable. What about No Rest for the Living?

>> No.11151275

>>11151265
Tell me what's bad about Calamity Blade.

>> No.11151279

>>11151274
I actually forgot about NRFTL as I only recently learned about it.
I'll have to give it a shot later.

>> No.11151282

>>11151275
vertical aiming

>> No.11151284

>>11151282
If it had autoaim it would probably hit the floor more often than anything you aimed it at due to how shit handles rippers.

>> No.11151285

>>11151282
I didn't find that to be much of a deal for me.
I found the upsides of hoard control and 1v1 to negate it imo.

>> No.11151314
File: 162 KB, 640x480, Screenshot_Doom_20240801_052305.png [View same] [iqdb] [saucenao] [google]
11151314

>>11151214

>> No.11151337

My cousin, who is female aged 34 just told me she completed Doom 1 and 2 over the last two weeks. And she's now working on Doom 3.

I just thought that was interesting. An actual biological woman has completed 1993 Doom for the first time in 2024. She did it on a whim after hearing me talk about the series a couple of months ago. She did it before the recent re-release.

Strange times.

>> No.11151342

>>11151337
what difficulty did she do it on

>> No.11151348

>>11149248
Cute, would bake buns with

>> No.11151353

>>11151342
Hurt Me Plenty

>> No.11151356

I don't get it, how will Doom be playable on the SNES next year?
Why not Doom 2?

>> No.11151373

So to try condensing all of the autism I've just read above:
>MBF21 is a relatively recent complevel that allows for new weapons and enemies similar to G/ZDoom, but on more ports that aren't as demanding and prone to changing things down the line
>however, new stuff can only be put in by replacing existing assets like Dehacked
>ID24 is built on MBF21 and removes this limitation so there can be stock and custom assets together, along with a slew of other new features
>This new standard was made by community members and used in the new re-re-re-rerelease, which uses new Nightdive-made assets to show it off
>This new standard is open and will be implemented into existing community ports for modders to work with, but if they specifically want to use the ND assets, they'll need to have the commercial .wad
Is any of this right?

>> No.11151380

>>11151373
>that allows for new weapons and enemies similar to G/ZDoom
Still quite far off from that.

>> No.11151395
File: 73 KB, 742x745, you.jpg [View same] [iqdb] [saucenao] [google]
11151395

>>11148445
>baron of hell and hell knights are literally goat-men
>only NOW the retard has a problem with it and calls it "furshit"

>> No.11151398

>>11151380
Not in the sense of extensive programming where enemies have hitboxes and vision cones and personal ammo counters that make them reload after 30 shots, but more so "I can make this new guy shoot BFG balls and make him shoot something else past a certain distance" but maybe that's still too advanced.

>> No.11151409

>>11151373
Almost
>mbf21 allows almost infinite of different new monsters and projectiles on dehacked, weapons can also have almost infinite frames and you can add custom attacks to them including those new projectiles you make, you can howerer NOT add new weapon slots or custom ammo types, so all "new" weapons are just replaced weapons
>id24 allows new weapon slots, so you can actually make new without replacing the old
>id24 also allows you to create custom ammo, and custom huds, so example your new weapons and ammo can be shown on hud
>commercial assets are just some sprites and textures, and most of them are from alphas which have been used on wads for decades, i don't think bethesda cares if you include them in your wad

>> No.11151415

>>11151398
I think Eviternity 2's final boss is one of most complicated examples of what kind of monsters you are able to do with mbf21 features.

>> No.11151418
File: 491 KB, 1920x1080, download.jpg [View same] [iqdb] [saucenao] [google]
11151418

>>11148507
>I know the original Dooms didn't have this much detail in the levels, whatever the reason may be from engine limits or something else.
TNT Evilution did a lot of fluff details on maps, not as much as in Legacy of Rust, but a lot. The original Doom 1-3 episodes used it more conservatively, and appropriately, but nothing turns me off from a map more than just pure geometry-spectacle. Like, yea, you made a really big and complex map, but where's the atmosphere?

On the other hand, there's maps that have an over-abundance of set dressings and too little level complexity. Like many things, it's all a balancing act. Legacy of Rust seems to have a good balance. I haven't beaten it yet because they seem to approach Doom level design with the idea in mind that ever level needs to be a fucking megalevel that goes on for 15 to 20 minutes. Doom's level design shines most in bite-sized chunk, and I think the biggest criticism against LOR's levels is just how big and sprawling they are.

I will say that a lot of their map concepts translate well though, and they have really cool looking aesthetics.

>> No.11151431

>>11148507
>And is this level of detail something common with Doom mods/WADs or is this a exception compared to most of them?

Unfortunately a lot of doom modders are elitist autists that find level details like these to be "annoying" or "time wasting" or "hokey". There are still so many Doom maps and mods, that there's a plethora of them that use them though, and a lot of good ones too. I would recommend Biowar. It's a highly underrated megawad.

>> No.11151457

>>11151398
You could do a fair bit of that stuff with Vanilla DeHacked, at least in theory, you just can't create new actors or new assets, things have to be made out of other things.

>> No.11151459
File: 172 KB, 1280x1688, 449641337_446457641645549_2286508899006502439_n.jpg [View same] [iqdb] [saucenao] [google]
11151459

I want to make a wad with hub areas leading to other levels or just all levels connected like in strife with no intermission screens(levels being persistent with corpses and triggers would be nice but it's not a must) - is udmf and gzdoom the only way to do it? If not, what alternatives are there? Thanks

>> No.11151481

>>11151459
No alternatives, at now for least.

>> No.11151482

how do I disable up/down mouselook in gzdoom, this shit feels like ass

>> No.11151494

>>11151214
Skibidi

>> No.11151502

>>11151007
that's explain the soulsphere lore

>> No.11151539

what stops me from making a quake progs with a shitload of 3d models and use them as unreal uses static meshes?
why no one does this?

>> No.11151540

>>11149180
My only complaint is that it's firing sound is ear rape. (The PSX port fixed this)

>> No.11151570

>>11151539
Nothing really stops you, though non-BSP entities only have bounding box collision so you can't reasonably make them too big unless they're unreachable decorative objects.
>why no one does this?
MDL format is a pain to work with.

>> No.11151670
File: 235 KB, 525x775, 1718645254644937.jpg [View same] [iqdb] [saucenao] [google]
11151670

>>11151353
OBS recording or it didn't happen

>> No.11151674

>>11151214
Sector toilet or shower but in Shadow Warrior, Redneck Rampage, or Blood 1997.

>> No.11151717

>>11148414
WadSmoosh will no longer be developed and updated.

https://heptapod.host/jp-lebreton/wadsmoosh/-/blob/branch/default/GOODBYE.md

>> No.11151729

>>11149471
The netcode is atrocious on the new port. Plus you're playing with people on console using WiFi. You can't even sort by ping/players/any kind of sort in the room browser. It's not very good. Entire game ends if the host leaves.

>> No.11151756
File: 34 KB, 543x600, 1723160391394192.jpg.175bbf532ce.jpg [View same] [iqdb] [saucenao] [google]
11151756

Holy cow, Legacy of Rust's secrets are a pain to find so far. Been struggling to find all the secrets in Dis Union (E2M3) in particular. I can see where they are but I just can't figure out how to reach them.

>> No.11151763

>>11151756
I've just been opening up maps in the editor. They're not that bad in that map, but the soulsphere and chaingun are pretty obtuse.

>> No.11151841

Put that wad with some of my maps on Doomworld.

https://www.doomworld.com/forum/topic/146997-odds-and-ends-1-4-assorted-maps-mbf21/

>> No.11151884

Why did the new ports of the Classic DOOM games replace the plasma rifle AND the BFG 9000!?? Hopefully there's a version that at least brings back the BFG 9000 a la mods.

>> No.11151893
File: 780 KB, 1920x1080, woof_cwM5U9sjRy.jpg [View same] [iqdb] [saucenao] [google]
11151893

>>11148412
>>11148473
Legacy of Thrust
These texture assets remind me of Perdition's Gate, which kind of sets it in firmly the Final Doom story spin-off category as it was meant to be. Maybe I should revisit on Tom Mustaine instead of spending time with this newbie thing.

>> No.11151910

>>11151893
Aniki?

>> No.11151921

>>11151910
Yeah. These are from HFFM, /vr/ joint made.

>> No.11151923

>>11151893
We need Mozz to come back and gachi-fy the new monsters.

>> No.11151930

>>11151923
Vassago has this BDSM vibe going, will fit right with free respack proposition overall too.

>> No.11151932

>>11151930
The banshees could probably just be colored white and leave it at that.

>> No.11151934

>>11151923
I hope he's living it up on the French countryside.

>> No.11151936
File: 249 KB, 1080x1349, ahegao elf.jpg [View same] [iqdb] [saucenao] [google]
11151936

>>11151932
Make them ahegao, rolling eyes and all.

>> No.11151940

>>11151936
3DPD always look retarded when doing that face.

>> No.11151941

>>11151930
>Wears a skull helmet of a demon
>Is full black
>has wings
>has flames

>> No.11151942

>>11151756
I couldn't find the secret exit

>> No.11151948

>>11151942
In the outdoor section with the Revenant pillars, you can run across the lava to find a staircase. You can make an awkward jump over to the blue armor and a doorway will open up nearby that leads back inside. Entering that doorway will open the secret exit.

>> No.11151949

>>11151940
It's funny that you say that, because I find ahegao unbelievably unsexy and off-putting in 2D, but with 3DPD it ALMOST kinda works for me.
The picture is for illustrating the idea though.

>> No.11151951

>>11151949
Seems to straight to fit with the theme.

>> No.11151952

>>11151951
Don't see why, it could be for the gay twink sub / trap or something.

>> No.11151953 [SPOILER] 
File: 20 KB, 247x286, file.png [View same] [iqdb] [saucenao] [google]
11151953

>>11151934
This was the last time we ever saw him btw. I like to think he saw what happened the prior month and noped out.

>> No.11151954

>>11151952
Gachi isn't for ladyboys.

>> No.11151958
File: 946 KB, 707x706, map25 bloodfalls.png [View same] [iqdb] [saucenao] [google]
11151958

>> No.11151959

>>11151954
It'd be more for full gay and bara, but some of the actors were bisexual (like Aniki), which I think is where traps probably has the most appeal, though that's very seldom represented in any memery I've seen.

I don't know what else you would really do with the Banshees though, the Lost Souls are already ballgags. Maybe just regular O-faces?

>> No.11151960

>>11151959
Different anon but I think there's enough pixels to make ahegao work with banshees, I remember when making the item sprites the soulspheres and whatnot didn't have enough space, but we're looking at a canvas twice the size here.

>> No.11151965

>>11151959
*seldom represented in any gachi memery I've seen. I think I've seen twinks once or twice.

>>11151960
That's why I'm thinking that.
Also I believe the Aniki HUDface's OUCHface was actually ahegao.

>> No.11151967
File: 5 KB, 269x352, 1614835681779.png [View same] [iqdb] [saucenao] [google]
11151967

While we're on the subject, I dug this from HFFM's development threads, the guy who was working on this petered out so someone else made Aniki the hud face instead

>> No.11151973

>>11151953
>last seen during the midst of civil unrest in France
hope he didn't get tangled up in that and arrested or something

>> No.11151975

>>11149431
Play Eviternity, Ancient Aliens, and Scythe 2

>> No.11151992
File: 28 KB, 800x781, banshee_transparent.png [View same] [iqdb] [saucenao] [google]
11151992

>>11151007
Forgive me, I could not resist.

>> No.11151993
File: 470 KB, 1917x1080, nugg0028.png [View same] [iqdb] [saucenao] [google]
11151993

Speaking of Eviternity, just spent the last 30 or so minutes getting used to Otex. I have no clue how to use this texture set but I kinda like how pretty it looks.

>> No.11152000

I'll be honest: if Bethesda/Id said that once a year they will release 1-2 new classic Doom episodes made up of Pro and (approved) Amateur map-makers that costs $10, I would absolutely be down for that.

>> No.11152005

>>11152000
An annual wad seems too often.

>> No.11152006

>>11152000
I would pirate it if they did.

>> No.11152030

>>11152000
I would expect at least a Sunder tier experience if they wanted me to pay.

>> No.11152040
File: 386 KB, 751x739, 1784521002_doomlorpizza.png [View same] [iqdb] [saucenao] [google]
11152040

>>11151007

>> No.11152042

>>11152030
If they could produce 15 levels of Sunder quality annually, that would be something, but I still feel like I would be a pirate.

>> No.11152043

>>11151717
Fuck, I figured it'd cause them some effort to concert the decohack to decorate or zscript mobs but I guess they didn't wanna deal with it.

>> No.11152045
File: 487 KB, 220x198, spittake.gif [View same] [iqdb] [saucenao] [google]
11152045

>>11152040

>> No.11152047

>>11152040
Man, now I'm craving a pizza, with that tomato sauce goodness.

>> No.11152049

>>11152042
Yeah i wouldn't pay $10, but maybe $5 at most.

>> No.11152070
File: 214 KB, 500x500, Ranger ain't Quaking Today.png [View same] [iqdb] [saucenao] [google]
11152070

What exactly is the order I need to go through the Grisly Grotto to get 59 monsters to kill?
Always seem to lose one somehow.
>>11152040
Needs a nice layer of Italian cheeses; lightly paint the crust with a clear garlic sauce; sprinkle some oregano and parsley on top; and top it all off meats of your choice if you don't want a straight cheese.

>> No.11152073

So any hope for a few mods implementing the new LoR weapons into their rosters?
I at least would like a simple gameplay mod that adds them alongside the base roster that I could play regular wads with, they're too fun to just get ignored after this.

>> No.11152080

>>11150139
Not GZDoom, but I know some people use demos in Zandronum. Mostly competitive stuff.

>> No.11152089

>>11152073
You can already kind of do it with some mods on the new port, but you'd need to IDFA them.

>> No.11152092
File: 25 KB, 192x171, 1411286247585.jpg [View same] [iqdb] [saucenao] [google]
11152092

>>11152040

>> No.11152097

>>11152040
Mama mia!

>> No.11152102

>>11151540
I love the firing sound. It sounds so powerful.

>> No.11152115

I need to try Sunlust with Calamity Blade.
Specifically Map 24, 28, 30 and 31 of the WAD.

>> No.11152140

>>11149742
tfw no elaboration

>> No.11152170

>>11152102
Me too. If you replace the plasma firing sound in your wad, you are a certified wimp.

>> No.11152186

>>11151670
cope.wad

>> No.11152212
File: 368 KB, 1094x923, file.png [View same] [iqdb] [saucenao] [google]
11152212

>>11151348
>>11152040
Doom Pizza

>> No.11152214

>>11151337
>aged 34
old hags love doom, that's general knowledge

>> No.11152221
File: 3.30 MB, 1920x1080, fu.png [View same] [iqdb] [saucenao] [google]
11152221

Anybody know what's up with the Spider Mastermind in Brutal Doom?
50% of the time rockets just do little to no damage to it for some reason, why?
I thought it had something to do with the hitbox and I had to hit the front, but it still didn't take damage at times, even though I landed direct frontal hits.

>> No.11152223

>>11152221
Brutal Doom's coding is infamously janktastic, and always has been, so this is probably one of its many bugs. Don't know if it's a new bug or an old bug.

>> No.11152254

>>11152212
Doominoes

>> No.11152313

>>11151940
in 3d it should be an O-so-hard-your-brain-shut-off face, 2d, being simplified, has to exaggerate, but now 3d are trying to copy 2d which are copying 3d and takes the natural look out of it
I'm not sure what I'm trying to get across but a token (non-trap) twink in gachimemery wouldn't be too out of bounds and girls need to stop trying ahagao and start letting it cum naturally

>> No.11152323

>>11151356
Memory limits I assume, but I bet you could strip some monster variety out of individual Doom 2 maps (replacing zombiemen with chaingunners or shorgunners or vice versa, drastically limit pain elemental souls, change icon of sin entirely) to combat that.

>> No.11152351

>>11152212
>daisy and flour
grim

>> No.11152357
File: 233 KB, 1242x1230, SUCKS.jpg [View same] [iqdb] [saucenao] [google]
11152357

I think this general SUCKS!

>> No.11152369
File: 11 KB, 216x520, only one eighth of this bullshit has been comprehended.png [View same] [iqdb] [saucenao] [google]
11152369

>>11152357
you suck.
;_;

>> No.11152372

>>11152357
Damn right, that's why I play on Easy.

>> No.11152374

librecoop in dhewm3 is totally fucked, the fps is dying on a machine (about 15fps) that otherwise is stable at 60fps in multiplayer
wish i knew how to fix this shit

>> No.11152380

>>11151884
Only in Legacy Of Rust solely for the reason, so the wad can be played on other ports too on the time of release. In multiplayer the weapons exist separately.

>> No.11152383

>>11151337
>working on Doom 3
post early opinions on the game
inb4 she likes it more because jumpscares

>> No.11152385
File: 6 KB, 522x75, image - Copy.png [View same] [iqdb] [saucenao] [google]
11152385

I got to E3M9 Warrens and the music force switched itself to the fallback fm music and then in-game sounds started cutting off, it wouldn't let me switch back to the remix or original midi music and then this happened

>> No.11152390

>>11152385
you fully deserve it

>> No.11152394

>>11152221
Not a clue. At least for the version of Monsters Only that I have, there's no DamageFactor for Explosive damage. It has PainChance 255 for Explosive, but that's it.

>> No.11152405

>>11152000
Yes, fellow Doomer, I would also totally buy something that has been free for the past decades. I would love to give Bethesda more money. In fact I have so far bought every edition of Skyrim.

>> No.11152406
File: 32 KB, 443x418, 1586471688945.jpg [View same] [iqdb] [saucenao] [google]
11152406

Did we ever get a "true" doom clone in terms of level design?
Q1 focuses too much on speeding through the levels and build engine era games focus too much on pretty levels and gimmickshit.
Hell, even D2 is a mixed bag focusing too much on high bodycount and open spaces.

>> No.11152483

>>11151260
>Technically all id did was hand over the assets to Nightdive
Not the assets, but an entire game. DOOM is still an id Software game. That's the bottom line. Nightdive brought it over to their Kaiser's monster and done most of heavy lifting, yes, but at the end they're just a contractor that did what they were asked to do.
>>11151253
I didn't get my hands on it just yet, but I do wonder how many of MachineGames developers compared to Quake & Quake 2 were involved and how much they did end up contributing.
>>11151729
>Plus you're playing with people on console using WiFi.
There's an option to disable crossplay.

>> No.11152486

>>11152483
E1M1 - "Scar Gate" - MAP01 - Samuel Villarreal (ND)
E1M2 - "Sanguine Wastes" - MAP02 - Xaser Acheron (ND)
E1M3 - "Spirit Drains" - MAP03 - Thomas Carter (MG)
E1M4 - "Descending Inferno" - MAP04 - Samuel Villarreal (ND)
E1M5 - "Creeping Hate" - MAP05 - Samuel Villarreal (ND)
E1M6 - "The Coiled City" - MAP06 - Xaser Acheron (ND)
E1M7 - "Forfeited Salvation" - MAP07 - Samuel Villarreal (ND)
E1M0 - "Ash Mill" - MAP15 - Xaser Acheron (ND)
E2M1 - "Second Coming" - MAP08 - Ethan Watson (ND) & Xaser Acheron (ND)
E2M2 - "Falsehood" - MAP09 - Samuel Villarreal (ND)
E2M3 - "Dis Union" - MAP16 - Ethan Watson (ND)
E2M4 - "Echoes of Pain" - MAP11 - Samuel Villarreal (ND)
E2M5 - "The Rack" - MAP12 - Samuel Villarreal (ND)
E2M6 - "Soul Silo" - MAP13 - Kevin Dunlop (id)
E2M7 - "Brink" - MAP14 - Xaser Acheron (ND)
E2M0 - "Panopticon" - MAP16 - Xaser Acheron (ND)
Bugfixes, and gameplay balancing - (all maps) - Matt Tropiano (ND)

>> No.11152487

>>11152000
>You know how we get good free mods and wads every year?
>Well if Bethesda monetized that I'd be COOL WITH IT!
Fuck right off.

>> No.11152489

>>11151729
>Entire game ends if the host leaves.
Isn't that normal behaviour for a locally-hosted (not dedicated) server?

>> No.11152492

>>11152483
>>11152486
Intermission & Title Screens - Jonatan Pöljö (ND)
Monster - Banshee - id Software (1993)
Monster - Ghoul - id Software (1993)
Monster - Mindweaver - id Software (1993)
Monster - Shocktrooper - Xaser Acheron (ND)
Monster - Tyrant - Xaser Acheron (ND)
Monster - Vassago - Dakota Cann (id)
Sounds - Banshee/Ghoul/Portal/Lamp - Chad Mossholder (id)
Sounds - Miscellaneous - Xaser Acheron (ND)
Textures - KC* - Chris Hodgson (MG)
Textures - TC* - Thomas Carter (MG)
Textures - Previously-Unreleased Doom Art - id Software (1993)
Textures - Miscellaneous - Xaser Acheron (ND)
Weapon - Calamity Blade - Roger Berrones (id) & Xaser Acheron (ND)
Weapon - Incinerator - Xaser Acheron (ND)
Soundtrack - Xaser Acheron (ND)

>> No.11152494
File: 374 KB, 640x480, Screenshot_Doom_20240811_013153.png [View same] [iqdb] [saucenao] [google]
11152494

Alright. That's all done, and will totally be doable on the vanilla mod's Medium if I could do it on mine.

I almost want to run through this again with Omerta. Joe D'Angelo doesn't take any shit from demons or Cthulhus.

>> No.11152523

>What if chaingunner... but no windup?
Bravo, Xaser

>> No.11152537
File: 132 KB, 684x800, BethesdaZone.jpg [View same] [iqdb] [saucenao] [google]
11152537

5000 hours in MSPaint because I realized what the Bethesda mod shit was reminding me of.

>> No.11152548

Finished legacy of rust (though I still need to look at the secret levels). I liked most of it, but the final two levels were kinda ass.

>> No.11152549

>On final hub of Deathkings on Skill 5
>Open way to final map, haven't gotten to the secret map yet
>Final hub is a headache of a puzzle, look up wiki to see where the door to open the portal to the switch to the portal that leads to the switch that raises a floor that opens a door on a different level for the book I missed is
>See the secret level is all Wendigos
No thanks

>> No.11152567

Is there a way to make Quake's shotguns suck less of a dick?
>damage
>sucks
>rate of fire
>sucks
>visual feedback and sounds
>suck
Almost makes me think the game was supposed to only have nailguns as main weapons I'd also prefer a throwable hammer instead of that shitty axe

>> No.11152573

>>11152567
Treat the normal shotgun like a pistol and the double barrel like Doom's pump action, and things will make more sense.
Throwable hammer would be good yeah, or that hammer that was made for that bonk jam, that feels right at home with Quake's mobility.

>> No.11152574

>>11152567
Doombabs getting filtered by shotguns not being overpowered are my favorite recurring posts.

>> No.11152578

>>11152574
That seems like a silly jab to make, cus you could easily give Quake players shit if they complain if another game's rocket or grenade launcher sucks.

>> No.11152579

>>11152573
>>11152574
I was thinking of replaying the game, having finished it a couple of years ago with both expacs.
No wonder quake has no good mods if that's the attitude people have.

>> No.11152583

>>11152579
Honestly it does raise the question of: Why the fuck are there so few gameplay mods for Quake?

I always assumed it's because of the modding tools being weird and/or maybe most people have a stick up their ass and don't want to change anything about Quake's arsenal.

>> No.11152592

>>11152583
Stacking Quake mods is much riskier than stacking Doom mods. Every code change is cooked into progs.dat, so loading multiple mods is almost guaranteed to result in one of them being overwritten. This results in Quake mods tending to be much more insular, since anything that's not straight id1 is effectively locked to whatever it started out for.

>> No.11152593

>>11152583
Why change perfection?

>> No.11152594

>>11152593
That axe says otherwise.

>> No.11152596

>>11152592
Right, which would explain why any gameplay changes I've seen are paired with maps and whatnot. Yeah that's fair enough.

>> No.11152612
File: 92 KB, 604x518, 14204044168580.jpg [View same] [iqdb] [saucenao] [google]
11152612

>>11151165
>It's good to test if stuff is actually gonna run in the og DOS exe, I think?
Yeah it is. It's basically Doom recompiled to run on modern OS. There is even a separate fork of it which will show you in real time if your map is optimized enough to run in MS DOS version. But MS DOS still have all the problems which Chocolate have like a small resolution and no mouselook.
I honestly wonder sometimes how would the history be if Carmack spend one more year on polishing the final product and have added things like vertical mouselook and jumping.

>> No.11152619

>>11151356
Doom 1 was playable on the SNES in like 1995 or so, though if one wants to be snarky one can contest that claim given the rough performance. It really is Doom running on shoestring hardware, and by the virtue of rebuilding the game in an all new bespoke engine designed for said shoestring hardware.

As for Doom 2, I don't see it as likely, they already had to trim the first game down like absolute fuck when converting it for the SNES, so they would be running even thinner margins trying to get Doom 2's new stuff to fit. Many levels were also very much about larger open spaces, I don't think you would have a very good chance squeezing levels like Downtown, The Chasm, or The Living End into there in any reasonably intact form.
Maybe if they wanted to build all new levels along the lines of the first game, but using some of the content of the second game, they could put together something relatively half decent, but it would still be a lot of work for the poverty version of Doom.

>> No.11152621

>>11152567
>damage sucks
>rate of fire sucks
Both of these together don’t make sense: The shotguns shoot way faster than Doom’s. Either way Violent Rumble, Drake, and Reliquary are gameplay mods coming to mind that change the shotguns but as mentioned you can only play them through vanilla compatible maps or maps made using the mods.

>> No.11152623

>>11152594
If you run out of ammo in Quake you have other issues to worry about.

>> No.11152625

>>11152623
I think that's a poor argument. But then again I'm vehemently against the old design philosophy of "Let's add a weapon that's so fucking worthless that it makes everything else look good in comparison."
At least the fist in Doom has berserk, the axe doesn't have shit. Sure you could use it with the quad damage but you'd have to be brain damaged to do that.

Though I don't like the Blaster in Quake 2 either. Really Id just has a long running track record of shitty fallback weaponry.

>> No.11152628

If you make a map with a monster closet full of 100 revanants that blow my speakers out legally I should be able to shoot you

>> No.11152635
File: 2.84 MB, 853x480, quake ssg.webm [View same] [iqdb] [saucenao] [google]
11152635

>>11152567
Quake's SSG is fairly good if you use it for close ranges, excellent for Fiends. It's not Doom 3 bad with its spread, but you should be a bit daring with the thing.

>>11152573
This also.

>>11152593
>>11152623
I think it's a valid point. In Doom, the fist is at best passable in a pinch if you're daring, but if you get Berserk it gets a great damage boost, and now the high risk of using the fist becomes fun and attractive. You WANT to take the risk because it feels great to successfully deliver that rocket punch to an enemy.
In Quake, the enemies are tougher and the axe will never get better, it's just hopeless and there's never a reason to use it.

Arcane Dimensions had the right idea with the axe.

>> No.11152641

>>11152625
That's literally the point of the pistol in Doom though, it's so weak and piddly that you want a real weapon as soon as possible

>> No.11152643
File: 1.85 MB, 1200x779, Doom pistol.png [View same] [iqdb] [saucenao] [google]
11152643

>>11152641
Yeah, and I hate that. I have little respect for Doom's pistol. Though it's still not the WORST pistol: that award goes to the revolver in Redneck Rampage, that thing is a fucking joke.

>> No.11152645

>>11152621
>Both of these together don’t make sense
I should've worded it better, but neither damage nor rof on either of them are a good match for their role.
If you use them for cheaper more forgiving tracking at different distances then they're too slow and the fights drag, if you pull them out for dealing damage in bursts then they're weak too.
It's like both of them are outdone by the very next group of weapons and turns them into some last resort weapon if you run out of better ammo to spend, which is a role of the pistol/melee. Seeing shotguns degraded like this is just depressing, especially compared to doom and then they make doom 3 having possibly the worst id shotgun to date.

>> No.11152647

ID24 will allow my long-standing idea of letting Berserk affect the pistol. But it would only be compatible with pistol starts.

>> No.11152650

>>11152647
So what would it do?

>> No.11152652

>>11152650
pull the trigger harder so the bullets come out stronger

>> No.11152653

>>11152650
give you pistol whip nunchaku that hammers bullets into enemy skulls on hit

>> No.11152654
File: 77 KB, 640x960, 1411680417402.jpg [View same] [iqdb] [saucenao] [google]
11152654

>>11152652
I shoulda seen that coming. But I'm all for anything powering the pistol up.

>>11152653
Dangeresque's nunchuck gun then.
No reesey cup milkshake?

>> No.11152656

>>11152650
I don't know yet. It could go one of two ways: Doomguy becoming hyper-focused, or super twitchy. With the former having higher damage, explained away by Doomguy being able to more easily aim at the demons' vital spots. And the latter could be a much faster fire rate, but with shit accuracy so the chaingun isn't useless. Maybe even a second pistol.
And for implementation, the berserk pack could give the player a secondary pistol that prevents the starting pistol from being switched to while the buffed one is in your inventory.

>> No.11152660

>>11152645
>I should've worded it better, but neither damage nor rof on either of them are a good match for their role.
That ain’t true, check that webm >>11152635 It’s in the same spot as 2’s super, hits half as hard but twice as fast.
>spoiler
The range is awful but it can oneshot thinga up to a revenant. That game also has a super shotgun to consider.

>> No.11152662
File: 2.81 MB, 853x480, 1653572269086.webm [View same] [iqdb] [saucenao] [google]
11152662

>>11152645
>>11152635
Oops, I thought that was the Q1 ssg webm not the shitty Q2 commander one.

>> No.11152673

>>11150890
>And yes, it is absolutely positive thing for a port to support old wads
To be perfectly fair, the wad that that whole controversy was about used unintended glitches from that version of GZDoom as features to create bizarre graphics. I don't think that kind of thing needs to be preserved version to version
This doesn't mean Graf isn't in the wrong by throwing an autism fit and deleting it, of course, but he doesn't need to support the wad in newer versions. It's not like changing the ZScript syntax and breaking every wad as a result, it was just a bug

>> No.11152674

>>11152673
Developer intent is always meaningless. Voodoo dolls are unintended behavior as well, patching those would break so many Boom maps.

>> No.11152682

>>11152674
Even vanilla maps use voodoo dolls. You can find them in Final Doom even.

>> No.11152684

>>11152682
That's true, but in a much more limited capacity.

>> No.11152685

>>11152674
That's assuming GZ's movement code doesn't break the scrolling floor's speed/momentum in the first place. UAC Ultra map 07 has been a coin toss in terms of it working or not, honestly, it worked perfectly when I played it modded last year and now it just won't exit.

>> No.11152687

>>11152685
I know conveyors can break in ZDoom, but that's not my point. I'm talking about ports in general fixing voodoo dolls. "It's unintentional" isn't a valid reason to break shit. Graf made a sandbox, but he's not in control of how people play in it.

>> No.11152694

>>11152662
I don't think this webm speaks in favor of Q1's ssg, anon...

>> No.11152704

>>11152694
>Doom’s baron and Quake’s “baron” dying at roughly the same time to their super shotguns
What are you looking for?

>> No.11152707

>>11152704
weapons not looking like they've been circumcised between games

>> No.11152710

>>11152351
it's "daisy brand flour"

>> No.11152712

>woof adding gyro support for controller
That's really cool.

>> No.11152758
File: 2.78 MB, 960x540, doomotion.webm [View same] [iqdb] [saucenao] [google]
11152758

>>11152712
I've been playtesting that for the dev and just finished Doom 1 yesterday using it. Works flawlessly.

>> No.11152764

>>11152758
Does it only work for Dualshock controllers? Because I have a Switch pro I like to use.

>> No.11152765

>>11152764
It's SDL based so Switch should work fine too. I was only able to test with Dualsense and DS4 though.

>> No.11152768

>>11152758
would would you use the right stick for in gyro mode? weapon wheel?

>> No.11152773

>>11152768
I still use it for camera control, it's useful for larger motions. There's also an alternative flick stick mode that lets you instantly flick towards any direction. If you use gyro only you could use it for anything including weapon selection I suppose.

>> No.11152794

>>11152694
i think is the autist who keeps shitting on q2 that is back

>> No.11152807

>>11152794
The webm comparing commander tanks and not regular tanks is what is shitty, not Q2. Regular tanks would die the same time that shambler would in that webm.

>> No.11152814

>>11152768
>>11152773
Gyro's much more for fine tune aiming than big turns, ideally the gyro sensitivity is pretty close to 1:1 with your aiming and that would kinda suck for trying to actually turn around in different directions and the like

>> No.11152820

>>11152807
Strange because every time when i play Q2 i notice that if you go behind tanks or Gunners with a SSG while they arent alert they take more damage

>> No.11152824

>>11152768
No need for a weapon wheel when Doom is light enough on inputs that you can have a dedicated button for each weapon.

>> No.11152830

>>11152820
That’s the “unaware” damage bonus that can work on other weapons like the railgun as well. It was sadly used as justification to nerf the RG’s overall damage as opposed to just nerfing the unaware modifier or ammo pickups.

>> No.11152836

>>11152814
>ideally the gyro sensitivity is pretty close to 1:1
Nonsense, I use 4:1 just fine and use gyro only on the vertical axis (in shooters other than Doom of course). Ultimately it's down to preference. People that are used to right stick aim are best off doing what you're suggesting because they can rely on their established muscle memory. Although I'd still disagree it's ideal. Too much reliance on the stick is far from ideal, it's just better for those people to get into gyro.
On the other side of the spectrum you've got people using gyro only with massive acceleration, no right stick at all. Both work.

>> No.11152867

>>11152861
>>11152861
>>11152861
NEW THREAD

>> No.11153161

>>11152768
For doom and other fps games on my steam deck I use flick stick + gyro.

>> No.11153162
File: 82 KB, 426x402, Screenshot 2024-08-08 at 17.50.10.png [View same] [iqdb] [saucenao] [google]
11153162

>>11152385
>There is at least 1 anon in this thread gaming off of 8 gigs of ram
Incredible

>> No.11153248

>>11152486
>the two best maps (E1M3 and E2M6) were made by the guys not part of Nightdive

Grim.

>> No.11153326

Has the new episode been ripped yet for use with actual source ports that aren't shit?

>> No.11153330
File: 343 KB, 1280x1745, 1710920844652728.jpg [View same] [iqdb] [saucenao] [google]
11153330

>>11152000

>> No.11153406

>>11152758
>racecar doom
hell ye, it's wednesday every day

>> No.11153863
File: 69 KB, 430x260, caveman-computer-384242528.png [View same] [iqdb] [saucenao] [google]
11153863

>>11153162
Make that two.