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/vr/ - Retro Games


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11199734 No.11199734 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>11193370

Doom/Quake/Duke/Heretic/Hexen/Unreal/Sam/Half-Life/etc
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~

FAQ/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.11199736

=== NEWS ===
[8-28] Doom running on a neural network powered engine
https://gamengen.github.io/

[8-26] Abysm 2 + Expansions Receive Anniversary Update
https://www.moddb.com/mods/abysm-2-infernal-contract/downloads

[8-24] ZScript versions of Legacy of Rust monsters + randomizer
https://doomworld.com/forum/topic/147247

[8-23] SPRAWL: total conversion for Quake
https://x.com/SPRAWLfps/status/1827028382577782884

[8-22] Marathon Infinity is on Steam + Workshop support for entire trilogy
https://store.steampowered.com/app/2398520/

[8-22] Lunatic, Vanguard, Valiant, Ancient Aliens update
https://doomworld.com/profile/8877-skillsaw/?status=1747176&type=status

[8-21] Goldsrc SDK got updated with HL 25th anniversary stuff
https://github.com/shawns-valve/halflife

[8-18] Blood: What Lies Beneath trailer
https://youtu.be/sx9bL36K7ng

[8-17] ZScript versions of Legacy of Rust weapons
https://github.com/jekyllgrim/ZSLoRWeapons

[8-14] Quake 2 Remaster - Back to Base(Q2)ics Jam announcement
https://www.reddit.com/r/quake/comments/1esd5iu/

[8-13] Doom 2 gets another ray tracing mod
https://moddb.com/mods/doom-2-ray-traced

[8-13] Xaser and Edward's interview about the new port is out
https://youtu.be/Ks64hePUFqg

[8-11] WadSmoosh ceases development
https://heptapod.host/jp-lebreton/wadsmoosh/-/blob/branch/default/GOODBYE.md

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

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

[8-10] ID24: new specification built on top of MBF21
https://doomworld.com/forum/topic/146943
https://youtu.be/TCCFdOl_CP0

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

>> No.11199738

DOOM 64 /vr/ PROJECT?
https://strawpoll.com/Q0Zp77XXDgM
CAST A VOTE IF YOU'RE INTERESTED

>> No.11199763
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11199763

I think a mapping jam based on the authors dreams would be fun. But then again I'm just a retarded ideas guy.

>> No.11199769

/vr/athon
Somwhere in the heavens...they are baiting.

>> No.11199778

>>11199763
How will you map me turning up to school with my cock hanging out?

>> No.11199781

>>11199778
The throw frame of the imps altered to be a 'point and laugh' expression.

>> No.11199783

Are there any other Quake mods than Violent Rumble that have gameplay modifiers you can turn on? Shit should be more common.

>> No.11199808
File: 53 KB, 1920x1200, eraser.png [View same] [iqdb] [saucenao] [google]
11199808

>>11199734
ERASER v3.0 is out:
>https://www.doomworld.com/forum/topic/147486-eraser-v30-a-single-level-partial-conversion-boom/

I'm finally done anons. I can finally take a break. This project is actually 10 months old, I started it in October of last year and it's finally, FINALLY done. Holy shit.

I'm gonna take a break and then see if I can cook something up with you excellent gentlemen.

>> No.11199815

>>11199808
Paging news post >>11199736

>> No.11199819
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11199819

Nice starfish.

>> No.11199836
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11199836

>>11199763
Anons once mulled over it when Protons was in active phase. Someone even took reigns over "crayonified" texture pack and bedtime themed pick-ups, it's either in the dust now or anon still keeps working on it.

>> No.11199842

>>11199836
Oh yeah that was born out of 400 minutes of /vr/
https://desuarchive.org/vr/thread/8893550/#8893601
I remember discussions got pretty heated, that probably killed interest a bit

>> No.11199843

>>11199836
It was thrown around when 400 Minutes was being worked on. We had pajama armor pickups, and that's why the Berserk is a 6-pack of energy drinks.

>> No.11199845
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11199845

>>11199843

>> No.11199849
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11199849

>> No.11199851

>>11199849
I forgot all about those.

>> No.11199854

>>11199843
Yeah there were other things like coffee cup health bonuses, sleeping cap armor bonuses, and white energy drinks for regular health pickups. Then one anon was like "what does this have to do with time?" and it split off and became its own thing. There were lots of sprites and other assets produced for it, but it looks like nobody wanted to lead it.

>> No.11199856
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11199856

>>11199851
Many posts were about the WIP sky, anon kept fiddling with dithering. It's out there somewhere.

>> No.11199857
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11199857

>>11199854

>> No.11199863
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11199863

I think I know who made these now
Health pick ups originally for 400 minutes
Re-reading those development threads has been fun, it was cool to see you guys all rally behind something, definitely one of the most fun dev cycles we've had

>> No.11199894

I decided to try the inquisitor, as one anon mentioned in thew previous thread he would like it to be more popular. And, first of all, turn out I have already tried the third one, and second, what kind of shit were you smoking? Probably the same as the wad maker that decided to make a melee heavy combat wad series in an engine that is garbage for melee combat. And boy, do I love spending 90% of my time not being able to see anything at all because idiots confuse eye straining darkness with atmosphere.

>> No.11199904

>>11199894
Maybe your display settings are wrong, or you're playing under a direct glare? Know nothing about Inquisitor.

>> No.11199907

>>11199904
No, it because there's fuck all light sources on the maps.

>> No.11199914

>>11199856
I was expecting it to transform into an archvile

>> No.11199918

>>11199783
Arcane Dimensions and Mjolnir let you toggle shotgun projectiles, and Tomb of Thunder has a “super monsters” toggle. No one else has as many modifiers as Vioent Rumble sadly.
>>11199819
What’s the map? I’m curious what kind of danger you’re about to encounter through it and Deathstrider.

>> No.11199927

>Chainworm Kommando
>That red door in the first map
I knew I wasn't crazy. Version 1.0 does have a softlock, as the red key door doesn't operate even if you have they key when you're locked in. Guess I'll look for an updated version.

>> No.11199934

>>11199808
And here I was wondering what wad to play. I'll give this a shot and offer feedback, although I'm not exactly great at Doom as an on-off player over the years.

>> No.11199954
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11199954

>>11199927
I'm not finding an issue with the version off idgames.

>> No.11199960
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11199960

>>11199927
I just played it no problem
yeah, that's how I sort my doom, don' even @ me

>> No.11199962

>>11199736
>[8-26] Abysm 2 + Expansions Receive Anniversary Update
>https://www.moddb.com/mods/abysm-2-infernal-contract/downloads
Shit. At least I only started Abysm 2 earlier today. Can just easily restart.

>> No.11199965

>>11199954
>>11199960
>Works on my machine
Yes, very helpful. Either way I'll re-download it because I'm convinced this was fixed at a later date.

>> No.11199972

>>11199808
Eh, atmospheric, but you're clearly meant to know which path to take at the start and it punishes you severely for not reading your mind on where to go from the beginning. Making you trudge around with no health and making it easy to encounter shit you can't deal with holding no ammo plus no health is a bad idea.

>> No.11199989

>>11199965
there is not much more to do than download the right wad and the right port version

>> No.11200051

I'm still interested in doing a /vr/ writes project, we could call it Visionary Records or some shit. It's such a low profile project we could even run it in tandem with actual mapping efforts like the 64 project, it'll be a fun little side gig.
Would (You) write anything anon?

>> No.11200063

>>11199934
Thanks, I hope you enjoy it. This is the best thing I've ever made for Doom and all I can hope is people like what I have to offer.

>>11199972
That's fair. If you're feeling like you're not finding ammo, hold your fire and look for it. There's even a small supply cache near the beginning. This is structured like Resident Evil, not necessarily Doom.

I trust the player, but I'm also very aware this won't be for everyone. Give it a second try if you're so inclined.

>>11200051
I'm game. I like me some HPL.

>> No.11200086
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11200086

>>11199808
>>11199934
Nice. I'm getting some weird Cube/BLAME! feeling playing this. I love a good atmospheric exploration map and this is just what I was looking for. At first I wasn't sure what you were doing dropping me into a level with 1% health, but I'm liking whatever weird shit you've thrown at me so far.
Also found a secret area that doesn't seem to do anything but I assume these nodes are for the "good" ending. No idea what this Control - style pyramid is for, but either way you nailed the setting. You really feel like you're not meant to be here.

>> No.11200114
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11200114

https://www.youtube.com/watch?v=fzu8NoVCdbQ
this is the track I imagine would play for the intro of an A-Team styled action-adventure show starring all the retro shooter protagonists

>> No.11200135
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11200135

>>11199918
Map 09 of Pirate Doom 2. It's not that dangerous, but I also have Freylis with me and she has a Raptor and I have a Spike Driver.

>> No.11200163

>>11200086
Good to hear you're enjoying it so far, anon. Blame! has always been one of my inspirations though Cube would also fit the bill.

The pyramid is there purely for visual purposes. Huge polygonal objects just invoke a kind of wrongness to me, at least when they're done with something more uniform like plastic or concrete instead of say stone bricks. I initially was going to make each step on that pyramid 1 map unit tall, but my hand disagreed with me.

>I assume these nodes are for the "good" ending
Yup, that's right.

>> No.11200181

>>11199808
I'm going through it now. This seems more like survival horror than a kill everything level.

>> No.11200219

>>11200181
Absolutely. Maybe I should make that more clear in the OP.

Anyway, it does build up to a kill everything level at points but you're supposed to take it slow between fights.

>> No.11200225

>>11200219
Yeah I was figuring it would eventually lead to kill everything. Tried out both nugget and DSDA for this. Think I preferred Nugget tho.

>> No.11200237
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11200237

>> No.11200262

>>11200237
>extremely romero locations: techbase

>> No.11200270
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11200270

Comfy sleepytime textures are still being worked on, but as is the case so often, real life got in the way.
But I have been burnt out from the 21/22 mapping and didn't even feel like mapping, and with so many other projects being pitched and still being worked on, I feel it wouldn't be the right time anyway.

>> No.11200281

Finally finished Legacy of Rust last night. Pretty good for the most part, I like it a lot. I can't really pick a favorite map, but I already picked 4 least favorites.
Spirit Drains (e1m3): I feel like it's trying to apply some modern gaming conventions that don't really work well in Doom. There are no secrets. Ends with a fight in a closed arena you can't get out even after finishing it. At least visuals are nice and some combat set pieces are fun, like that one mancubus that teleports behind you.
Soul silo (e2m6): I'm not very fond of slaughter maps, but I can tolerate Hell Revealed levels of it. This is mostly... "tasteful" levels of slaughter, with only the marble arena pushing it a bit too far. In some ways, feels similar to Spirit Drains, with a similar ending but not as fun. Map looks good. Don't fall into nukage pits.
The Coiled City (e1m6): Wanna restrict the player to 2 very situational weapons? I can take it. Wanna make a sequel to The Chasm that also feels like a Sigil map? uhhhh alright. Both of those in the same map? Now you're pushing my patience. At least some secret areas were fun to find.
Brink (e2m7): Oh boy, Soul Silo part 2! It started so well! The maze arena was fun. Everything after that? I think they just wanted to end it quick and just spam tough enemies in plain arenas. I couldn't identify any "strategy" in these last parts, I just kept trying until I somehow survived. I'm sure someone will appreciate them, but not me.
Anyways, good job.

Some music reminds me of Pizza Tower.

>> No.11200282
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11200282

>>11200270
Btw, if anyone feels like making edits of the Archvile's res states to have it wield a giant alarm clock, I'd be very grateful.

>> No.11200293

>>11199808
I'm digging the slower combat with the lower ammo limits and I think I'm halfway through the map. I just found the yellow keycard and the secret there is 10/10, especially the secret SSG location. I do have an issue with the map though, the extra geometry like stairs and steps are still marked in the map which makes it a pain to read and navigate even with the automap.
Regardless of my map issues, you should be pretty proud of the visual work and sound design, nice job!

>> No.11200295
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11200295

>>11200237
>guys looks running revenant

>> No.11200308

>>11199808
is every single room supposed to be dark as op's mom's bush

>> No.11200325

>>11200237
>speedrunning kustam, imagine

>> No.11200341
File: 158 KB, 1348x662, Anon dreams of Doom.png [View same] [iqdb] [saucenao] [google]
11200341

>>11199763
I saved this picture for this exact occasion.

>> No.11200352

>>11199965
>Yes, very helpful.
You now know the build of the engine and the version of the map that run it ok, so you could at least have an idea of what it's on that is breaking it for you and have a way to potentially resolve it

>> No.11200361

>>11200237
>cyberdemon inquisitor
>archvile hitscanners
good lord

>> No.11200379
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11200379

>>11199965

>> No.11200382
File: 554 KB, 640x480, Screenshot_Doom_20240830_135729.png [View same] [iqdb] [saucenao] [google]
11200382

Lots of imps + war crime rockets = good time. I should put a barrier on that door next time.

>> No.11200383
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11200383

>>11200379

>> No.11200384

>>11200225
Testing was 30% DSDA, 70% Nugget. You'll be alright.

>>11200293
Good to hear you're enjoying it, anon. It's the first I hear someone mention the automap being hard to read, I'll take a look at it after I get more feedback.

Hope you enjoy your time with it, and you're welcome.

>>11200308
Nope. There's more contrast and brighter lighting in the second zone.

>> No.11200385

>>11199236
I don't really care about how stupid it would've been at the end. For me, it's just the case where using existing character makes way more logical sense than creating a new one from ground up with nothing really to show for at the end.
>I’m still not sure what the whole point of Q4 was with it being released so close to Call of Duty 2.
Not the first time when a company releases the game close to a large release that will definitely damage their performance. And not the last either.

>> No.11200393
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11200393

>>11199808
WHERE THE FUCK AM I!?
What have you done why am I in Superhot?

>> No.11200394

>>11200051
>Would (You) write anything anon?
I have absolutely no idea what you want people to write, what about, and what form.

>> No.11200409

>>11200394
a doom shōjo

>> No.11200412

>>11200135
Who is that semen demon and how do I get her?

>> No.11200415

>>11200393
What HUD or mod or whatever is this? Looks bready cool

>> No.11200418
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11200418

>>11199808
I'm really digging that you mostly intended this for Nugget. It's my go-to source port and I'm having fun, even if I'm lost on multiple levels at this point.
>Oh I'll just check this
>Oh a secret
>Well I'm here now, I'll find that teleport late-
>Oh another room
>Oh fuck another area
I am completely lost and its all my retarded asses fault.

>> No.11200424

>>11200415
Eraser, found in the post I was replying to. It's really good if you want a mix of Doom, the manga BLAME! and survival horror.

>> No.11200429

>>11200394
Well it'd be way less restrictive than a mapping project, the only criteria would be making it thread relevant, either in the form of a story or an introspection of a WAD or game you like.
It could be a lore document about your Doom mod OC, an H.P. Lovecraft prose story about Ranger's descent through realms unknown, a Strife scenario where the Order wins, fanfiction about the development of 94 Protons of /vr/, maybe even Imp Encounter 2. Whatever thread related thing comes to your mind is fair game.

>> No.11200438

>another revenant in my bathroom
I need to pee

>> No.11200454
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11200454

>>11200135
Very cool. I don't recognize too many Doom beaches and I haven't played Overboard, so I was worried you were going to run into some absolute crazy Cyriak nuttiness.
I started my Lost Civilization playthrough, made through most of the first map, and decided "you know what, this needs some brightmaps" so I'm chipping away at those.
>>11200385
>For me, it's just the case where using existing character makes way more logical sense than creating a new one from ground up with nothing really to show for at the end.
Every Quake 2 expansion has you playing as a different soldier, right? Hasn't been an issue before and doesn't seem too illogical. Is there something about 4 that's really important about continuing that first marine's story?
>>11200415
That's Visse(?) from Deathstrider. She's one of the merchants you can choose to follow you around.

>> No.11200487 [DELETED] 

>>11200412
Yeah, I think this combo might be a bit fucky though because I haven't gotten a single rift. High Noon Drifter or Treasure Tech might've been better but I'm 13 maps in.

Were you the one who was doing the Auger;Zenith brightmaps?

>> No.11200491

>>11200454
Yeah, I think this combo might be a bit fucky though because I haven't gotten a single rift. High Noon Drifter or Treasure Tech might've been better but I'm 13 maps in.

Were you the one who was doing the Auger;Zenith brightmaps?

>> No.11200523
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11200523

>>11200491
>Were you the one who was doing the Auger;Zenith brightmaps?
It and Ad Mortem, yeah. The one for AZ is much messier as it was just me adding haphazardly onto a version of SBrightmaps. Ad Mortem's bmaps were more from scratch, it was also my first attempt at lighting up weapon sprites.

>> No.11200601

>>11200282
Very cute stuff anon. Sorry I was one of the anons that rained on your parade with 400min. I didn't see how the sprites related to the theme at the time but now I see it would have been just fine to include. Hopefully you're able to get this project to a place where I can map for it to make up.

>> No.11200609

>>11200601
All good, I think I even started working on the textures at some point in summer 22, so after 400 min, because I also made a map for that.
At least we got the clock UI, which I contributed to and am very proud of.

>> No.11200618

>>11200601
Different anon but you made the right call, we were going down the wrong track with 400 minutes and you quickly rerailed us.

>> No.11200640
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11200640

>>11200325
There's nothing speedy involved with that sad bastard.

>>11199391
I was thinking about that while drawing the musket. Even funnier that I was going to give him a spear in the original design. So not only did I go full circle, I just merged those old ideas.
As for a fidget button, I've had to put that to side even before I started designing this new gun. I just don't have enough buttons for it anymore, that and he certainly can't do a Robocop spin with this musket.

On the other hand, I could give him idle animations, and make him do those cool as fuck rifle spinning drills Marines do. Here, have an old ass shitty drawing I did where I was trying to figure out a design for the folding rifle

>> No.11200646 [SPOILER] 
File: 1.09 MB, 1920x1009, Screenshot_Doom_20240831_052324.png [View same] [iqdb] [saucenao] [google]
11200646

>>11199808
100%'d
got me like theweeknd in that one gif except i was actually having fun. dig the combat (even if i was mostly fisting dudes after getting the berserk) and the implications that the scenery plants in your head. gwak gwak gwak gwak gwak gwak etc.
hope it gets wanked like it deserves

>> No.11200650

>>11200325
kÜstam

>> No.11200660

>>11200393
You've been here before, anon.

>>11200418
Nugget is my preferred port for playing Doom without GZ mods, which is something I do more or less every day. I have some project ideas and most of them can be easily achieved through Nugget, so that's what I'll mod for. GZ doesn't need more attention, Nugget and other ports do.

Anyway, you getting lost is intentional to a point lol. Try using the ambient sounds if the map alone doesn't cut it for you.

>>11200424
Praise is much appreciated anon, thank you.

>>11200646
Good to hear you liked it, anon. Being honest, the berserk is very OP even in its stock form in a map that relies on a tighter leash on supplies but I was like "oh what the fuck if people find this secret they deserve it, I don't need to baby them".

If it gets wanked I die. I might not be a fan of the Cankawards but at the same time, it undoubtedly is proof people played it and know I made it, which means a lot to me.

>> No.11200674

>>11200660
>the berserk is very OP
i'm too much of a sucker for melee to complain tbdesu

>> No.11200685

I just beat Go 2 It on UV for the first time (‐^▽^‐)
and without saves

>> No.11200693

>>11200523
Is that Lucy from Fairy Tail?

>> No.11200715

>>11200051
I know what you're trying to do anon, you're not going to trick me.

>> No.11200718

>>11200715
...what?

>> No.11200726
File: 8 KB, 512x256, DBP_A204.png [View same] [iqdb] [saucenao] [google]
11200726

>>11200693
I'm not sure. I think every anime reference in Augur Zenith is lost on me.

>> No.11200732
File: 13 KB, 512x256, DBP_A217.png [View same] [iqdb] [saucenao] [google]
11200732

>>11200726
>>11200693
Wait I was wrong, and I like Ghost in the Shell

>> No.11200765
File: 1.20 MB, 988x751, *speaking japanese*.png [View same] [iqdb] [saucenao] [google]
11200765

>>11199763
I like that idea a lot actually, it reminds me of this one youtuber that has an animation series based entirely off of his dreams:
https://www.youtube.com/watch?v=IQZ0JDV4jhg&list=PLcUIjZkOEObjFCo1BlOFo4xbswhI0SiJw

>> No.11200784

Coiled City? More like Coiled Piece of Fucking Shit Left to Dry Out on a Sidewalk! I mean, what were they thinking?

>> No.11200821

>>11199763
Interesting idea, but it hinges on having any worthwhile Doom dreams to build upon.

I got scared the fuck out of by the Creeper in Ghouls Forest 3/Torn City when I was a teen, and the notion of him noclipping around and being unstoppable, that I can see him with IDDT on the automap, coming ever closer (almost a little like in Aliens), is something which every now and then comes up in a dream, like a stress dream.
Kudos to Cutman for managing to have that effect on me with something as cheap as a proto-FNAF.

This isn't something I feel would translate in any worthwhile manner to non-ZDoom stuff, and not something I have a particular interest in recreating either, as it's not something I enjoy playing much.

>> No.11200825

>>11200693
It's wonder how these characters retain their recognizable quality despite the fairly simplified facial features, contrary to the features of western artstyle. Either way, there're some answers in the thread below, at least for the reporter girl.
https://www.doomworld.com/forum/post/2580794

>>11200784
By citing some person's remark on this: most promient members of doomworld tend to reside in closely-knit chatgroups, sort of long-lived echo-chambers whose members unable to confront each other and much prefer reassuring headpats to any subjective critique. From my experience playing DtWiD and BTSX wads, I'm inclined to believe this observation. There was no doubt about who made the Coiled City map just from the video footage alone, mapping routine is easily recognizable.

>> No.11200895

What exactly is so bad about Coiled City, that it leads to schizo posting?

>> No.11200898

>>11200784
From rewatching the footage, I have to say that I don't much like all these custom monsters. Their roles are strictly situational and they're being used in any type of setup you typically fight the more versatile original demons. Environment does look a lot like hell though, with uncharacteristically apt map name to suit it. Bizarre and eerie, although a little aggravating to navigate through I'd imagine, that's if you disregard the custom monsters.

>> No.11200903

>>11200898
The Vassago and Ghoul are the two best, but that's because the former is a more interesting take on the Baron while the latter is just Ad Mortem's Gargoyle with a little more health and different sprites. Right down to the faster projectiles.

>> No.11200916

>>11200825
I like DTWID and BTSX.

>> No.11200932

>>11200895
see >>11200281
I don't outright hate it but it don't welcome it as much as other maps.

>> No.11200946

>>11200895
Little health, little ammo, and you get 2 weapons only with tons of big enemies. And one of the weapons is in a secret.
There's also 2 red keys, which is weird.

>> No.11200949

HDoom: Legacy of Bust.

>> No.11200960

Is having custom enemies that don't fill niches that bad? What if I want to have a enemy that is there just because I thought it was funny, like an imp with a beard that's asleep and only wakes up if you attack him? Or a marble archvile that looks like a statue at first?

>> No.11200962

>>11200674
Yes PUNCH SHIT LIKE a MAN YEAH

>> No.11201005

>>11200960
that sounds cool as fuck, idk why you think it would be bad

>> No.11201016

>>11200960
how about a blue caco with 500% speed that doesn't attack and just zooms through the level

>> No.11201021

>>11200903
Pack of skulls are notable nuisance with highly-variable verticality involved, nothing egregious or distinctly unusual for doom players accustomed to infinite heights though. Maybe they would better off with little less health, or not. Trapping the players with these black fiery dudes on other hand, and with no space to squeeze, seems pretty dickish and uninspiring.

>>11200916
I like killing demons too. First impression commonly tells whether you would like the map or not for the rest of its main duration, other times it happens to be a little too tedious to straightline unexciting, like with the wads aforementioned. Liking them to the extent of being able to replay them for a second time is a remarkable notion, but it's utmost doubtful when you turn it three.

>> No.11201030

>>11201021
>Maybe they would better off with little less health
That's what the Gargoyles were in Ad Mortem. A flying monster that takes less than 2 shells to kill is always appreciated by me.

>> No.11201042

>>11199738
I'm interested, I might even make 2 maps if I find the time since I'd ideally want one sci-fi and one hell themed one.
But when I think about it, Doom 64 isn't really mechanically superior to Doom 2 in any particular way, I'm just interested in playing around with the unique engine features. Stuff like macro scripting, colored lights and more advanced sky hack. Also the new textures.
>>11200960
I don't think that kind of design is innately bad, but a lot of people who play Doom only consider it engaging because it challenges certain mechanical or problems solving skills in a repetitive, progressive kind of manner (i.e. "arcade" design). The drawback of what your describing in comparison is that it's really only interesting the first time you see it. No one's being fooled by the second statue enemy and a no one's laughing at the exact same joke like they did the first time. It also poses the problem of feeling unfair if you happen to die to it, obviously you can't really predict how an encounter's going to go down if the rules are constantly changing because it's funny. An extreme example of this would be something like Cat Mario, where the rules are constantly changing just for the lulz. Some people like Cat Mario, but most people don't have the patience for it.
And alternatively, if you go the other way and make all these gimmicky new elements sufficiently easy that no one could realistically die/lose to them then you're approaching the kind of design colloquially referred to as a "walking simulator". It's a difficult balance.

>> No.11201075

>>11200825
You can see which mapper made which LoR map from Doomwiki. That being said, I usually enjoy Xaser's maps. I don't actually remember anyone hating his mapping style before LoR. I think the biggest problem with LoR was the absence of time to beta test the maps as well as they are usually tested in community wads.
>video footage
Don't watch wads. Play them.

>> No.11201093
File: 887 KB, 1000x1242, The Boys.png [View same] [iqdb] [saucenao] [google]
11201093

Did Quake II have death messages at some point that were patched out by mistake or were they just added in by the remaster? I'm asking because I've only used the unofficial update and Yamagi so far and haven't encountered them.

>> No.11201106

>>11201075
>I don't actually remember anyone hating his mapping style before LoR.
Maybe it got something to do with the expansion set as the decidedly official continuation while being distinctly different from anything preceding it, or maybe some offsite and very chalant attitude about the matter from its direct creators that we're unaware of. Anons can be quite particular about these kind of things. Hate is a bit strong choice of word though, not sure how much of it applies correctly.

>> No.11201109

Are demons more prone to shoot if you are simply pumping shots into the general direction? I'm aware that they're quick to retaliate if you actually hit them. Also, I noticed that they firmely hold back with attacks when closely following someone's back, could be my bad luck with instigating the infighting though.

>> No.11201119

>>11201093
I think enemy kills were all generic "xxx died" but there were messages for deathmatch kills, fall damage and environmental damage, stuff like that.

>> No.11201152
File: 131 KB, 400x267, 1568810630410.gif [View same] [iqdb] [saucenao] [google]
11201152

>> No.11201159
File: 85 KB, 1186x813, shit shittem 3shit.jpg [View same] [iqdb] [saucenao] [google]
11201159

>>11201152
i shitted my camo pants

>> No.11201160

>>11200949
our poor boy hasn't even gotten through the base roster, and now you want him to imbooben a bonus episode?

>> No.11201179
File: 316 KB, 758x1106, LostCivlightsoffon.jpg [View same] [iqdb] [saucenao] [google]
11201179

>>11200916
I've only gone through both DTWIDs only once, but I've gone through BTSX1 at least three times.

>> No.11201184

>>11201152
Cute Doom II TC.

>> No.11201215
File: 3.91 MB, 900x496, 1713402739257067.webm [View same] [iqdb] [saucenao] [google]
11201215

Doom 1&2 didn't prepare me for slaughter maps. The easiest difficulty level, Power-fantasy, is too much to handle, and barely a power fantasy, as I drop hdoom into the load order.
BURL TUMD.pk3, my only .pk3 in use, aint cutting it.

>> No.11201217

>>11201215
I need to get gud too.

>> No.11201221

>>11201215
it's not like i'm a tribes 2 player or anything but that looked like a very poor use of strafing and dodging anon
that rabid twitching at the end was funny at least

>> No.11201251

>>11201221
I require time to warm up muh brain. Really ought not be playing Doom yet, and I'm also flippin my shit because of all the demons over top me, as I'm unsure how their projectiles work from height. I also literally had no idea what was ahead, so that archvile was news to me. I've only played it a small few times. When I got that BFG, I knew I was going to play this to the finish.
tl;dr
I will get gud.

>> No.11201304

>>11201179
DTWID is pretty good, particularly if you're looking for something which feels very 1993 iD, it basically delivers on that, for the most part.
DTWID2 is F-U-C-K-I-N-G good, it does the whole 1994 iD thing, but more specifically it catches the feel of Doom 2's best parts all around, but it doesn't leave any gaps in quality like Doom 2 originally does, it just fills it in with more goodness, reinterpreting weak maps better or devising suitable substitutes which hold up to the others. Has one of the best Dead Simple clones, and the secret maps are nothing short of superb.

I have played BTSX a couple of times, and it's good, but it's not quite as memorable to me as D2TWID. I truly feel that D2TWID is one of the finest works the bastards at DW has put together.

>>11201215
They really don't, because they didn't even think of that kind of gameplay. Arguably MAP16, Suburbs, is a bit of a forerunner to slaughter, but it goes really light on it all things considered.

One of the best entrylevel slaughter maps remains MAP32, Go 2 It, in Plutonia.
Not the first of its kind, but one of the really early ones, and it does a lot of things right.
It helps that you've had to go through half of Plutonia first before you get there, because then it'll have put some more hair on your chest already.

>> No.11201312

>>11199808
Had a great time playing this today, took me WAY too long to get to node 1, id love to see this weaponset/character be a standalone mod for maps, love the titular eraser

>> No.11201332

>>11200523
Oh damn, I just played that, its been great so far; is there anymore cyberpunk stuff like that, or are you working on making more of it?

>> No.11201379

>>11200946
>There's also 2 red keys, which is weird.
I think thats for nonlinearity purposes.

>> No.11201410
File: 359 KB, 668x489, 1665530598974.png [View same] [iqdb] [saucenao] [google]
11201410

>> No.11201412
File: 92 KB, 382x600, 2smlblk.jpg [View same] [iqdb] [saucenao] [google]
11201412

>> No.11201417
File: 531 KB, 902x1369, 1575944145561.jpg [View same] [iqdb] [saucenao] [google]
11201417

>> No.11201423

I want to learn DecoHack (I already know DECORATE) and I noticed there's no QUICKTORETALIATE flag, which is something archviles supposedly have. Does it have a different name or a different implementation? Or better yet, are there any examples of decohack definitions for default Doom things?

>> No.11201427

>>11200916
>>11201179
>>11201304
I personally didn't care much for DTWID outside a few maps. Felt like it lacked in notable landmarks that stick out, so a lot of it just kinda blurs together for me. D2TWID is honestly incredible, though, and I'd even say fixes some of the pacing issues I had with Doom 2 itself. Excellent secret levels, too.

I enjoy BTSX quite a lot, but I do feel like maybe they should have mixed things up with the techbase theme in E1. Only like two or three levels that were actually unique from the usual KDITD/D64E1/Q2 worship.
BTSX E2 was a little better with its variety, but does enter into magnum opus syndrome at times. I generally liked its big levels, but can see why it wouldn't be for everyone.
You can also kinda notice that some BTSX maps were made during the earlier days of an author's mapping career. Skillsaw is particularly a noticeable example. Considering they decided against giving E3 a beta release entirely, and released its 5 level preview much later on compared to when E1 and E2 did their betas, I imagine E3 might end up being the most polished and "mordern" episode when it finally comes, so looking forward to that.

>> No.11201429

>>11201417
Average gameplay in The Edge of Time.

>> No.11201450

>>11199808
I HATE free maps
ty

>> No.11201454

>>11201410
Isn't that André The Giant's bigass fist?

>>11201423
Gee, that's an interesting question, and I'd like to know the answer myself, I should try out DecoHack a bit myself.

>> No.11201468
File: 283 KB, 1200x799, 1465705476389.png [View same] [iqdb] [saucenao] [google]
11201468

>>11201160
tell him to stop watching vtubers

>> No.11201474 [DELETED] 

>LegRust
>E1M10
>[Spoiler]spooky and empty until you nab the Red Skull Key[/Spoiler]
>[Spoiler]then it opens up a closet on the way back to reveal a Dollarstore Discount Mr.X[/Spoiler]
>[Spoiler]he hasn't seen me[/Spoiler]
>[Spoiler]shoot at him with Shotgun[/Spoiler]
>[Spoiler]doesn't work, puffs seem to stop halfway in the air[/Spoiler]
>[Spoiler]he still hasn't noticed me[/Spoiler]
>[Spoiler]shoot a Rocket[/Spoiler]
>[Spoiler]it makes it through[/Spoiler]
>[Spoiler]Knockoff Mr. X got gibbitated[/Spoiler]

That has to have been intentional, right?
[Spoiler]I'm assuming that it emulated that one bug in Deimos Lab where the enemies can't see you, though that didn't stop hitscans, so did they fuck with both the Reject table and the Blockmap or something?
Also, the windmill with the running machinery inside is actually quite cool, but the actual fan blades on the windmill itself being static really undercuts that visual, and this is something they oughta be able to fix, either as one big animated midtexture, or divided up into smaller ones. Well, they'd need a flipped version too for seeing it from behind. Also the name and theme feels like a homage to Army Of Darkness.[/Spoiler]

>> No.11201476

>>11201474
Nice formatting.

>> No.11201480

>>11201474
>>11201476
FUUUCK

>> No.11201485

>LegRust
>E1M10
>spooky and empty until you nab the Red Skull Key
>then it opens up a closet on the way back to reveal a Dollarstore Discount Mr.X
>he hasn't seen me
>shoot at him with Shotgun
>doesn't work, puffs seem to stop halfway in the air
>he still hasn't noticed me
>shoot a Rocket
>it makes it through
>Knockoff Mr. X got gibbitated

That has to have been intentional, right?
I'm assuming that it emulated that one bug in Deimos Lab where the enemies can't see you, though that didn't stop hitscans, so did they fuck with both the Reject table and the Blockmap or something?
Also, the windmill with the running machinery inside is actually quite cool, but the actual fan blades on the windmill itself being static really undercuts that visual, and this is something they oughta be able to fix, either as one big animated midtexture, or divided up into smaller ones. Well, they'd need a flipped version too for seeing it from behind. Also the name and theme feels like a homage to Army Of Darkness.


pls work this time

>> No.11201498

>>11201312
Good to hear you liked it anon. Regarding the mod, I was going to make it but I think Skelegant would be better off handling it - it's all her spritework and she helped me out a lot with getfing used to Dehacked. She deserves her slice of the cake.

>>11201450
I forgot where I was often and where I had to check so the computer area map helped me out desu. Figured other folks would appreciate it.

>> No.11201574

>>11199763
>But then again I'm just a retarded ideas guy.
The only thing stopping you is stop;
So,
Don't

>> No.11201592

>>11199763
The best Ideas Guys are those who actually know some sort of skill which they can apply to at least help the idea come to fruition.

>making sprites or textures
>making sound
>making MIDI or/and 'actual' music
>making levels
>scripting/coding languages for whatever type of project
>actual programming
>3D modeling
Can you do any of these?
If not, do you figure you have adjacent knowledge which could help doing any of these?
If not that, do you figure you could learn any of these anyway?

There's many guides and programs to help with any of these, and you don't exactly need a degree in art to make graphical assets, or have even any technical understanding of music to make it (look at Danny Elfman, he doesn't know how to read or write sheet music, but he's fantastic).

>> No.11201641

>>11201485
I played that same level and I can't remember any of that happening. But I remember having to choose an exit at the end.

>> No.11201680

Is there a mod/map pack for Quake 1 that's exactly the same geometry, but looks prettier? I can't stand how brown Quake is

>> No.11201701

>>11201680
you're gay

>> No.11201702

>>11201701
That's not what you said last night with my cock in your mouth

>> No.11201706

>>11201680
You mean a retexture of Quake? Not that I know of, but I'm sure something exists buried in some obscure subfolder on quaketastic or whatever.

>> No.11201715

>>11200454
>Every Quake 2 expansion has you playing as a different soldier, right?
Yeah. And that's okay. They all had their own thing to do.
>Is there something about 4 that's really important about continuing that first marine's story?
As I said before, it doesn't seem that logical to make a new marine becoming a strogg and fighting Macron when Bitterman was already depicted as someone who went through stroggification and dealt with Macron before. They could've achieved the exact same result in the narrative with Bitterman while utilizing all the Quake 2 background to make it land better.

>> No.11201716

>>11201702
I'm offended

>> No.11201737

>>11201715
>fighting Macron
I can't believe Q2 was an allegory for French politics the whole time.

>> No.11201739

>>11201379
It comes off as amateurish.

>> No.11201740
File: 24 KB, 440x484, mmmmm1.jpg [View same] [iqdb] [saucenao] [google]
11201740

I'm creating a simple batch file to launch games from.

Question: Are .deh generally loaded automatically if they've got the same name as a .wad file?

On DSDA or Woof source port for example.

https://pastebin.com/P9djmk0E

>> No.11201746

>>11201740
Why not better use ZDL like normal humans do

>> No.11201747

>>11201739
Not really.

>> No.11201749

>>11201747
Not even the IWADs had 2 of the same key in a map.

>> No.11201756

>>11201749
Are you saying the IWADs are crap

>> No.11201758

>>11201756
I'm saying Xaser is crap.

>> No.11201760

>>11201740
Usually they are put inside the wad, and if they are placed outside, it's for the benefit of the few ancient ports.

>> No.11201761

>>11201749
None of them ever try for that kind of non-linearity. You act like they're there without any actual purpose.

>> No.11201764

>>11201749
>only things done in the iwads are good

>> No.11201767

>the heckin iwads

>> No.11201771

>>11201761
It's weird to make a part of the map totally pointless to visit.

>> No.11201775

>>11201771
Perhaps the same could be said of Earth

>> No.11201776
File: 78 KB, 800x558, Tom-Hall.jpg [View same] [iqdb] [saucenao] [google]
11201776

let's relax and enjoy watching this beautiful picture of a sexy young man

>> No.11201789
File: 3.95 MB, 1920x1080, Quake II- Version Date_ Oct 31 2023 (Vulkan) 2024-08-31 14-35-00.webm [View same] [iqdb] [saucenao] [google]
11201789

Was this kind of shit really necessary to add to the remaster?

>> No.11201790

>>11201771
No it fucking isn't, more mappers should do that kind of shit.

>> No.11201792

>>11201739
I agree 100%, I assumed it was a mistake at first

You can have non-linearity without having the same key twice, it's retarded. Why not just have two teles to the same key? Or two paths leading to the same key?

>> No.11201805

Just picked 14 hemp seeds out of my gums. That were stuck between the same two teeth. Each drilling the previous one in deeper.
Any essential ganja ganja xX_420_Xx marijuana weed smoke bong hit 420 wads/mods?
Scooby Doom? Cheech & Chong Doom? DOOD? Harold & Kumar Take a Teleporter To Phobos? Duke Bakem 4D?

>> No.11201809

>>11201805
Vrack Botanicals has haha le weed funny names for its maps.

>> No.11201816

have you guys read any books on level design, or do you go by experience and gut feeling?

>> No.11201817

>>11201789
Berserkers could already evade attacks in the original Q2. Only their jump attack is new. Why would you go full contrarian on the remaster, if you don't even play the original?

>> No.11201819

>>11201792
Lost Civilization does have multiple same color keys, but it does work in that wad.

>> No.11201823

>>11201775
Your words are as empty as your soul.

>> No.11201825

>>11201771
Not if you are going for 100%.

>> No.11201835
File: 194 KB, 500x500, prettyman.png [View same] [iqdb] [saucenao] [google]
11201835

>>11201715
>it doesn't seem that logical to make a new marine becoming a strogg and fighting Macron when Bitterman was already depicted as someone who went through stroggification and dealt with Macron before.
It seems pretty logical putting Strogg upgrades into some greener meat, someone who doesn’t know how take down a Makron warlord.
I also don’t know what weird shit they were thinking here with Q3 but it doesn’t look like “stroggofication”.
>>11201789
It does feel like enemies have an easier time dodging grenades in the new port.

>> No.11201836
File: 104 KB, 900x591, andre-the-giant-drinking.jpg [View same] [iqdb] [saucenao] [google]
11201836

>>11201454

>> No.11201860
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
11201860

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

>> No.11201867

>>11201737
Is it true what they say about her wife

>> No.11201870
File: 471 KB, 779x740, LostCivlightsoffon2.jpg [View same] [iqdb] [saucenao] [google]
11201870

>>11201860
Making parts of Lost Civilization light up with brightmaps.

>> No.11201872

>>11201870
Didn't think Lost Civ could get more comfy. Congrats.

>> No.11201887
File: 149 KB, 640x480, doom15.png [View same] [iqdb] [saucenao] [google]
11201887

>>11201860
Made a map for another community project. I've got so many obligations.

>> No.11201916

>>11201817
I only played PS1 version. Assumed it's not something you will find in 90s game.

>> No.11201989
File: 290 KB, 1146x758, 1717984369103132.png [View same] [iqdb] [saucenao] [google]
11201989

>>11201860
My first ever map is kinda shaping up, I have no idea what I'm doing but I'm having fun. Ultimate Doom Builder is a lot easier than I thought it would be.

>> No.11202023
File: 587 KB, 1363x767, nugg0008.png [View same] [iqdb] [saucenao] [google]
11202023

>>11201860
dumb tnt inspired map

>> No.11202026
File: 392 KB, 640x480, Screenshot_Doom_20240831_060927.png [View same] [iqdb] [saucenao] [google]
11202026

I'm liking Pirate Doom 2. I'll definitely be making more patches for this.

>> No.11202057

>>11201870
GZDoom or Woof format?

>> No.11202070

>>11201835
>someone who doesn’t know how take down a Makron warlord.
At the same time, they get a higher payout by breaking someone who's that strong enough.
>it doesn’t look like “stroggofication”.
Well, Q2 & Q4 had different designs for Stroggs and Arena's Bitterman is definitely closer to the their original depiction. Which is the ones I prefer personally.

>> No.11202076

>>11202026
The colors of the spell icons and hud elements just really clicks with that scene for me.
>>11202057
GZDoom for the mods I like to use, but learning how to do them for Woof might be fun.

>> No.11202086

Maybe someone here has some idea what is up with this...
I'm playing Doom E4M1 on the KEX engine port on Hurt Me Plenty. Everything is fine... progress through the level... as soon as I activate secret 2, when the walls raise and Spectres spawn, it turns the game into Nightmare mode or something? Monsters just infinitely respawn after this. I've seen it at like 78 / 64 total monsters before dying from having no space to move / no ammo. If I just run after this and exit to the next level, the effect is still there... monsters are extremely fast and respawn.

It seems like if you trigger certain enemy spawns and rooms you enter in a certain way, it does this. Does anyone know what this is or experience this? Not even sure if this happens on other versions of the game. Is it a bug or what? If I just start E4M2 directly from the menu at HMP and UV, the fast monsters and respawning aren't enabled, as it should be.

But if I go through E4M1 on HPM and trigger the secrets and spawns in a certain order, the difficulty ramps up to Nightmare, with respawn and fast monsters.

>> No.11202096

>>11201792
>>11201739
Play an Immersive Sim, please.

>> No.11202115

>>11202026
I'm genuinely surprised you can even play the mod at that resolution with how borderline unreadable everything is. The newer versions might be even worse, but it works on my machine if I bump the Fullscreen Hud scale up to about 3-4 and use hud_oldscale 1.

>> No.11202116

>>11202023
No such thing (unless it's Metal or Habitat).

>> No.11202127

https://youtu.be/IlPSbp1io7w

this guy sucks at doom

>> No.11202130
File: 112 KB, 640x480, doom17.png [View same] [iqdb] [saucenao] [google]
11202130

>>11202116
What's wrong with being metal-inspired?

>> No.11202132

Hey Doombros hear me out on this. What if id had made it so that the SS replaces the pump action instead of giving you two shotguns? Even better, what if they made it so that if you find both shotguns they get combined into a pump action SS? Would this have been better for Doom II? Basically its like a weapon upgrade.

>> No.11202137
File: 2.60 MB, 1400x1400, Intro 2.png [View same] [iqdb] [saucenao] [google]
11202137

>>11201860
Cutscene art, mostly.

>> No.11202143

>>11202132
Surely there are already wads that replace sg with ssg and ssg with something else

>> No.11202148

>>11202127
He was faster than I thought on this, honestly. Didn't think he would actually play the Keks port.

>> No.11202152

>>11202132
Having zero vertical spread gives the regular shotty just enough of a niche to where I wouldn’t want it deleted, but I also wouldn’t have opposed a tiny buff to it and the chaingun once Doom 2 rolled around.

>> No.11202156

>>11202152
I think the shotgun firing a couple extra pellets would be good enough, so it can more reliably stun enemies and one-shot Imps.

>> No.11202161

>>11202143
Eh I suppose. I only felt compelled to bring it up after seeing a pic of the SS on a /v/ thread. It made me realize that the SS is functionally a shotgun upgrade so in theory he could just toss the weapon aside and stick with the SS. That was kind of the point I was making.
>>11202152
Hmm I guess its been awhile and I forgot about this. I know it eats up less ammo than the SS which can sometimes have its upside when you are low on ammo. But yeah the guns should have gotten a buff as you put it. At least Doom 64 gave us a laser gun.

>> No.11202217

>>11201498
https://skelegant.itch.io/eraser-weapons

Hey you were right, saw it show up in an itchio email announcement

>> No.11202232

>>11202156
It could more easily onedrop chaingunners, too.
>>11202161
>It made me realize that the SS is functionally a shotgun upgrade so in theory he could just toss the weapon aside and stick with the SS. That was kind of the point I was making.
Yeah, if the super could fire two “regular shotgun” attacks before reloading I’d be safe with dropping the pump.
Quake has a similar thing going for it: The super nailgun could just replace the regular one.

>> No.11202241

>>11202232
id struggled with making automatic weapons of the same ammo type function differently. Both the pistol and nailgun have this problem.
Not that it isn't fixable, but it would likely require nerfing the "upgrade" weapons.

>> No.11202251

>>11202241
Oh boy, and I don’t know how safely nerfed the chaingun could be beyond getting rid of its perfectly accurate “two tap” and making every pistol shot accurate. The nailguns are even more difficult to seperate.

>> No.11202268

>>11202076
I tried to match the Player/HUD color to Solomon's hood in his mugshot. Just kinda fits, even if I'm not playing as him.

>>11202115
It might help that the max resolution of my monitor is 1024x768. I did set oldscale to false and use a scaling of...fuck, 0.85? Item descriptions in the inventory get cut off on the right but I can read shit just fine. How have the newer versions gotten worse?

>> No.11202278

>>11202251
I think Copper's nailguns are a good enough example.

>nailgun gets a slight rate of fire boost
>super nailgun fires two nails within a cone

Doom Delta also gives you three bullet weapons.

>rifle is more accurate
>machine gun is more or less the vanilla chaingun
>actual chaingun behaves like the Q2 chaingun

>> No.11202284
File: 425 KB, 1440x1080, woof0023.png [View same] [iqdb] [saucenao] [google]
11202284

>>11202217
ah hell yeah

>> No.11202310

>>11202217
Nice.

>> No.11202318
File: 82 KB, 640x480, RZeds49.jpg [View same] [iqdb] [saucenao] [google]
11202318

>>11202127
>doom modding community, a still-thriving cabal
>cabal
slip of a tongue?

>> No.11202327

>>11202318
GEROSHAY CRUO

>> No.11202337
File: 20 KB, 641x397, 1533842667429.png [View same] [iqdb] [saucenao] [google]
11202337

>>11202318

>> No.11202339
File: 13 KB, 240x240, dynamite-fuse.jpg [View same] [iqdb] [saucenao] [google]
11202339

>>11202327
>>11202337
*deep sigh*

>> No.11202359

>>11202127
Why does he constantly attribute everything to Bethesda?

>> No.11202383
File: 1005 KB, 3440x1440, Screenshot_Doom_20240831_194023.jpg [View same] [iqdb] [saucenao] [google]
11202383

>>11202268
>How have the newer versions gotten worse?
Well... Pic related. Like I mentioned, most of the numbers are bars now because of a massive refactor that finally allowed me to have magazines of variable size without having to define an entirely new class, which in turn spawned a bunch of addons like the RPG rarity (that Magic Imperator, for example). But thanks to the bars and the necessity to play on a shitty laptop for a while I found that because GZDoom's scaling is absolutely horrendous on lower resolutions it's actually better to use hud_oldscale 1, as it uses some black magic voodoo to scale things correctly. Even hud_scalefactor 0.5, which should theoretically make things look okay, fails spectacularly where hud_oldscale 1 succeeds. The only problem is that at your resolution the HUD scale options in the menu vary between squinty mcsquintface and xbox hueg, with nothing inbetween.

So yeah, I guess on lower resolutions some of the readability suffers, but it might also depend on your monitor's native resolution.

>> No.11202408
File: 2.67 MB, 2560x1440, file.png [View same] [iqdb] [saucenao] [google]
11202408

>>11201860
Trying to finish up my first Quake 2 map for the ongoing Map Center jam.

>> No.11202412

>>11202359
he's a retard

>> No.11202489

>>11202383
Huh. What does a Magic Imperator do?

>> No.11202531

>>11202489
Weapon rarity has a chance to not consume ammo when firing. The rarities go Normal -> Magic -> Rare -> Legendary -> Set -> Ancient. Why yes, I do play Diablo, how can you tell? For weapons with internal magazines, it also increases their capacity. Firing 30 rounds out of a revolver (~60 if you include Ancient tier's free shot chance) is pretty funny. For wearables it increases durability/repair capacity, and for magazines it increases their capacity. Rarity also increases refund cost for sellable items, so it works pretty well with OG spawns. HOH factor increases tenfold when you see something glowing orange or green in the distance.

>> No.11202534

>>11202132
No good, the SG has good range and can in a variety of situations have better ammo economy than the SSG.
I'd rather the Pistol was made better, like Duke-ifying it a little, making it more fun and useful.

>> No.11202538

>>11202359
is this his first video you watched? faking being enraged at something and attributing it to a scapegoat is one of the central running gags of his channel.

>> No.11202557
File: 155 KB, 799x878, q4makron.jpg [View same] [iqdb] [saucenao] [google]
11202557

>>11202070
A bigger payout with greater risk. Worth it so soon after losing a warlord? Maybe as a desperate effort.
There’s also the market they were selling to, and potentially a lot of people who had never played Quake before. Being a ‘new guy’ makes a lot more sense in that regard.
Also the idea of him being stuck and helpless to the chest of the current Makron is too awesome not to be my new headcanon.
>>11202268
>I tried to match the Player/HUD color to Solomon's hood in his mugshot. Just kinda fits, even if I'm not playing as him.
I like to theme it around the levels I’m playing: Blue/green for Eviternity, purple for Ad Mortem…
>>11202408
Oh baby.

>> No.11202632

Just saw a hobo wearing a t shirt with cacodemon on it, wtf

>> No.11202638

>>11201989
Cute!

>> No.11202640

>>11202632
That's called a mirror, anon.

>> No.11202645

>>11202640
https://youtube.com/watch?v=ifaoKZfQpdA

>> No.11202647

>>11202217
Yeah, I messaged her about it early today and she got to work. It helped the stuff was already ready so she just had to stuff it in a separate WAD.

>>11202284
>>11202310
Have fun anons. There are some differences about it, but it's not a huge deal I think.

>> No.11202672

>>11202647
If It works *okay* with gzdoom I'm tempted to run with Project Malice since it feels they would fit together

>> No.11202675
File: 80 KB, 220x211, cry.gif [View same] [iqdb] [saucenao] [google]
11202675

>>11202640

>> No.11202680
File: 810 KB, 1917x1080, eraserweps.png [View same] [iqdb] [saucenao] [google]
11202680

>>11199734
Paging news OP, Skelegant released a DEHEXTRA weapons-only version of Eraser for playing other maps with its arsenal.

>https://skelegant.itch.io/eraser-weapons

>> No.11202682

>>11202672
>Project Malice
The github says 4.12 is buggy with the mod, is that still the case?

>> No.11202686

>>11202680
You tagged the wrong post, dorkonysus >>11199736
go to your room

>> No.11202696

>>11202686
D'OH

>> No.11202739

>>11202408
Good use of broken shit. Will there be more beyond the start area?

>> No.11202741

>Into Sandy's City
>Doesn't play on Sandy's city level

>> No.11202760
File: 416 KB, 1419x1564, file.png [View same] [iqdb] [saucenao] [google]
11202760

>>11202739
>Will there be more beyond the start area?
No, unfortunately. That took a long time and I've only got a day and a half left.

>> No.11202767

Any news on the waifu wad?

>> No.11202783

>>11202767
>waifu wad
Elaborate further.

>> No.11202784
File: 1.37 MB, 1200x1197, 1712247032726.png [View same] [iqdb] [saucenao] [google]
11202784

>>11202767
It's dead, jim. Unless somebody takes up leadership themselves like with HFFM and Ad Mortem

>> No.11202808

>>11202784
cant the lead let someone else finish the puyo puyo map?

>> No.11202821

>>11202808
Pretty sure he canned it so that's not even a problem anymore. Here's his design doc from 2 months ago in case anyone wants to step up to the plate
https://rentry.org/forevralone
reading this page gives me psychic damage

>> No.11202832

Where can I find artwork with the real doomguy instead of this modern bullshit they have nowadays?

>> No.11202850

Any good huds, compatible with Heretic, that show all your weapons' ammo counts at all times?
I want an alternative to the alternate fullscreen hud built into GZDoom.
Bonus points if they're thematically appropriate.

>> No.11202851

>>11202557
>Worth it so soon after losing a warlord? Maybe as a desperate effort.
Well, their desperation would've been excused.
>There’s also the market they were selling to, and potentially a lot of people who had never played Quake before. Being a ‘new guy’ makes a lot more sense in that regard.
Perhaps. Still doesn't mean I'm particularly on board, but at least I know I'm just a stubborn son of a bitch in this case.

>> No.11202864
File: 925 KB, 1363x768, nugg0203.png [View same] [iqdb] [saucenao] [google]
11202864

>>11199808
Finished it.

I really enjoyed myself. I was confused at first because I beat the map after finding all three nodes and left the level with hundreds of enemies left. So I reloaded and after dicking about noticed you had to BLOW UP the nodes. That lead me to the BFG replacement near the start and the good ending where you switch off the weird BLAME! style hellscape system. Seems that the home section at the end remains the same either way.

The best part was that weird "glitchy" section where you got thrown around to various virtual areas including that creepy "Superhot" style location.

I didn't find everything and I hear there was a computer area map which I didn't find and would have made my node hunting less blind luck and more focused. I also didn't manage to unlock that early SSG because one switch eluded me.
Damn good stuff, and I will happily play another Eraser map should you make one. If this doesn't win a Caco it'll be a crime.

Liked the making of content too. I've never seen a mapper/modder do that before but it's a neat touch. 10/10, good shit, will recommend to others.

>> No.11202870

>>11202864
Oh, and for a minor criticism, you barely used the bigger Chaingunners and Cyberdemons. I expected some Cubers for the final fight and was surprised to see none there. Not a terrible thing, but it's weird how there were only two in the whole thing.

>> No.11202887

>>11202251
Giving it a windup like Sam's minigun.

>> No.11202898

>>11202864
Thanks anon, glad to hear you liked it. I thought the node stuff was a bit more clear, but l really wished there was a better to say "shoot this" without being too on the nose about it. The very first one has some ammo near it, but that's about it.

>glitchy sections
I kinda wanna stealthily add some more of those for the final release. They're fun to make and a good illustration of why software rendering is cool (it looks like ass in opengl and flashbangs people more).

>computer area map
Yep, there's one and it's pretty early if you look for it. It's both there because I forgot where to go sometimes and because it's just kind of encouraging.

I'm not really big into adventure mapping but it feels like when the author hands you a map, you have no reason not to check the rest of the map. It's a bit of trusting the player I think.

>vaultstuff
That was kinda last minute but I'm happy I added it. Skelegant's sense of humor really helped me get through development woes as well as life stuff. Not sure I mentioned anywhere other than last thread but Eraser was made during a bout of depression at first and I think it kinda shows.

>fatter chaingunners and cybers
Well, see, there's a bit a of an anecdote to that. They were late additions to the bestiary unlike the plasma guys and mines, because I wasn't sure I was going to commit to reskinning all of the monsters that do make an appearance.

The chainbrutes got pretty nerfed too, they originally had 600 hp and default reaction times. Needless to say they didn't really fit any of the fights I had made up until that point.

The mini-cybers (they have 2k health after all) also were in a tricky spot. I made only the rainy area with them in mind and they're still kinda easy to cheese despite being baron-sized, so I was in a bit of a pickle if I wanted to use them. I chose to err on the side of caution.

Anyway, thanks! Not sure I'll make more Eraser-adjacent stuff. Maybe as a community thing, like Doomkid's stuff?

>> No.11202904

>>11199808
wow nice job man
can you upload this on bethesda?

>> No.11202908

>>11202904
I thought about it and I'm not sure I want to. I don't have the new re-release and I kinda don't wanna fuel Bethesda's fire. More people enjoying what I make is cool and I won't pretend it isn't, but I don't know.

It's just the whole buying le re-release of a game you've had for over 10 years and it being full of shitters, I know Scuba and some DW guys are curating it and shit but I just don't engage with that side of things.

>> No.11202913

>>11202908
I wouldn't bother, the compatibility seems totally out of wack. 400 minutes of /vr/ somehow managed to crash it just loading one of the maps and that doesn't have any dehacked fuckery at all.

>> No.11202915

>>11201423
Assuming mbf21 dehacked, the only version with that option, the equivalent flag is called "NOTHRESHOLD". Check out the mbf21 specs:
https://github.com/kraflab/mbf21/blob/master/docs/spec.md
>are there any examples of decohack definitions for default Doom things
Not that I'm aware of, but they should be pretty close to the zdoom wiki's decorate definitions. I referenced those when constructing the duplicate enemies for this map.
https://desuarchive.org/vr/thread/11102509/#11113951
https://desuarchive.org/vr/thread/11116938/#q11117624
It might be helpful to look at the code in that wad. Decohack has a built in feature for copying all properties from existing objects, but no way to actually see exactly what you're copying, that's why I also had to reference some stuff manually in WhackEd. There are also certain hardcoded thing properties that aren't thoroughly documented anywhere. The eternity wiki is useful too, but obviously some things listed are exclusive to that engine.
https://eternity.youfailit.net/wiki/DeHackEd_/_BEX_Reference

>> No.11202941

>>11202851
>Perhaps. Still doesn't mean I'm particularly on board, but at least I know I'm just a stubborn son of a bitch in this case.
Oh that’s just me pointing out the sloppiness of their direction. I’m not onboard with most of Q4 and I’m not trying to get you on board in my stead. and if I’m being honest I think that’s where my own stubbornness is coming from: 4 is not how I’d want Bitterman’s story continued, and what I’d want out of ‘more Q2’ is likely in the minority anyways.
>>11202887
Yeah, it’s kind of hard to top that as a balancing mechanic for that weapon type.

>> No.11202962

>>11202908
You may want to post it here, to make the somewhat dormant site a little nicer and boost its activity
http://clovr.xyz/wadsup/doku.php?id=start

>> No.11202974

>>11202913
Yeah, I likely won't. If people like Eraser they can always look into other ways of playing it.

>>11202962
On it, thanks for the heads up anon.

>Verification not required
Yes, baby. Thank you.

>> No.11202980
File: 12 KB, 256x128, sky1.png [View same] [iqdb] [saucenao] [google]
11202980

why does the E1 skybox show vegetation and an earth-like atmosphere when the epsiode happens on phobos?

>> No.11202990
File: 321 KB, 453x566, 1692067830661461.png [View same] [iqdb] [saucenao] [google]
11202990

Posting a meme a while back
>>>/wsg/5666442

>> No.11202993

I'm addicted to russian community megawads
>A.L.T.
>Sacrament
>Whitemare
>Whitemare 2
>Speed Master
>Bloodspeed
>30 Years With Doom
Absolutely great stuff. Love them. Is there more? Have I missed something.

>> No.11203000

>>11202993
There's Gift for Dron floating around somewhere, not sure if that's what you are looking for.

>> No.11203001

>>11202980
That’s the “Doom universe” for you. Maybe it got terraformed, or the setting just always had it like that.
>>11202993
It might not be what you’re looking for, but one day I’ll finish “The Experiment”.

>> No.11203013
File: 42 KB, 169x156, a60ba2c9d77d8a8e1850d436410c7603c8fb6222.png [View same] [iqdb] [saucenao] [google]
11203013

>>11202127
> He does the last two fights better than me.
Wow, I suck at Doom even more.
Oh hey, that's my map in the mod menu.
>>11202993
Not technically a megawad, but isn't Bloody Steel russian? I think it is.

>> No.11203025

>>11201159
DOOKIE CRAPEM SHIT-D

>> No.11203028

>>11202915
That should be useful. Thank you. Weird that it's an mbf21 flag but I guess that's good enough.

>> No.11203063

>>11202993
There's The Forgotten Sprites but you've got to be pretty desperate to track that down.

>> No.11203073

>>11202990
KEK

>> No.11203086
File: 389 KB, 849x783, wowitsfuckingnothing.jpg [View same] [iqdb] [saucenao] [google]
11203086

>>11202767
>>11202784
>>11202821
Waifulead here, quick recap:
- I died, and had to relocate quickly after losing my job and my place. I had already compiled the (mostly final) maps I was given, and put all that in the 3rd beta.
- After anons here reported was they found while playing (or testing their own maps), some other fixes were added and put in the 4th beta.
- Then, after nearly a fucking year (the fact that everybody else finished their map by August 2023 and that I couldn't get the wad out that year is insanely retarded), I came back, promised to get it out and if not, at least put every single file I had on catbox by July 2024. This obviously didn't happen.
- In the meantime, some anons put out some fixes for their maps, and I said I would test them out and put that in a 5th beta.
And this is where we stand now. Not only was I slow to test all that, I don't think I found anything more than some slime trails on the Fillia map that don't seem worth to fix, given that the geometry would probably brake elsewhere while fixing those.
That 5th beta will be uploaded to catbox and the link put on the rentry shortly after I post this.
If anybody is willing to test this 5th beta, you can post what you find in the thread, and I'll add anything that is needed to the wad, but if there's nothing to add, then I'll wrap it up and post a final version, and we can all go on our way to quicker projects with car-proof project leads.
>>11202808
I never posted my map barring a teaser, pic rel is as far as I got doing actual mapping, the rest of it will rot in my notes until I get the will to play or do anything that isn't related to job-hunting.
I'm genuinely sorry to everybody that made anything for this wad, from maps to graphics. Replaying some of them made me realize that all of them came from passion, and that this fun project should NOT have taken this long.

>> No.11203109

What is waifumod after all?
What's the idea?

>> No.11203110
File: 2.76 MB, 3840x2160, Screenshot_Doom_20240901_100518.png [View same] [iqdb] [saucenao] [google]
11203110

>>11199808
>gameplay mod: added
>renderer: vulkan
>jump/crouch: enabled
>readme: disregarded
Oh yeah, it's GZgaming time.
I will not be playing the map like this, because the Mad Machine MIDI looping for an hour would drive me completely mad.

>> No.11203115

>>11203109
tl;dr mappers made sector art of their "waifus"
yeah

>> No.11203120
File: 1.49 MB, 1798x1350, Screenshot 2024-09-01 101207.png [View same] [iqdb] [saucenao] [google]
11203120

>>11203086
>pic rel is as far as I got doing actual mapping
Hey, it's further than I got, I never made the jump from picking out the image in linedefs to actual mapping.

>>11203109
Make your waifu in level geometry.

>> No.11203124
File: 188 KB, 401x476, 1722703749959576.png [View same] [iqdb] [saucenao] [google]
11203124

>>11199808
I like to think I have a decent sense of direction, but I am hopelessly lost like a fifth of the way through this
Good job, the BLAME! experience to a tee
Now where the fuck was that red door

>> No.11203128

>>11203115
Is that it?
I mean...
Could've at least made is so that you "save" each waifu at the end of the level and they'll follow you around in the next levels, being cute and invulnerable to enemy damage or something...

>> No.11203135

>>11203128
It was a mapping project primarily, these things seldom have scripting

>> No.11203151

>>11203135
>>11203128
Not to mention that doing so would require every map to have a dedicated full movement spritesheet for said waifu.

>> No.11203152
File: 645 KB, 1280x720, Legacy_of_rust_doom_wiki_screen_shot_5.png [View same] [iqdb] [saucenao] [google]
11203152

>>11199734
With the Shocktroopers dropping their heads, does that affect the limit of "things" per map in the new ports?
Also, why do some people playing Legacy of Rust not have the intermission screens and PSX fire background?

>> No.11203158

>>11203151
Yeah and spriting 4 walk frames, 1 pain frame, and 2 attack frames with full rotations is aids and anyone with that talent to do that... wouldn't be contributing to this project lol

>> No.11203163

>>11203152
>With the Shocktroopers dropping their heads, does that affect the limit of "things" per map in the new ports?
Their heads are a separate thing, but I don't know if the new port has such a limit.
>Also, why do some people playing Legacy of Rust not have the intermission screens and PSX fire background?
Only the kex port supports that.

>> No.11203168

>>11203152
>why do some people playing Legacy of Rust not have the intermission screens and PSX fire background?
Because those require ID24 support, and the only port that current has such is the Kex port which nobody really likes.

>> No.11203170

>>11203158
Make them not have any attack or pain states, just invulnerable waifus that fallow around and not help in combat but also don't hinder you.

>> No.11203176

>>11201916
PS1 Q2 is a very different game. It doesn't even use the same engine.

>> No.11203181

>>11203110
Best of luck if you do get through it that way lol, everything has been balanced on pickups either holding more or less than usual.

>>11203124
Thanks anon, keep going. You'll get the lay of the land eventually I'm sure.

>> No.11203183

>>11203170
Still, that's quite an investment that most people would believe are better focused elsewhere, like personal projects.

>> No.11203191

>>11203176
>It doesn't even use the same engine.
What's Quake 2 64 using, the same engine as Quake 1 64?
>SSGJTS

>> No.11203192

>>11203086
Oh shit you're back.
I'm playing through beta 4 in Woof and on MAP15 on a continuous playthrough. It's a lot of fun as is even with the bugs.
>>11202821
>You can see the berserk/weapons through the floor on map01.
This is how the software rendering works unfortunately. I know this also happens with the dead imp in the grave in Ad Mortem's MAP01, and a tree in Eviternity's MAP18. I don't know if anon ever updated his map but I guess a workaround is to turn the little lifts with the items into small closets and give them enough room so they don't clip through the walls.
> Music reverted to vanilla Doom 2 music(in MAP06).
There's no D_THE_DA lump in the wad, so it's reverting to the the one in Doom 2

>> No.11203204

Speaking of the rentry, there's no mention of Fraggot even though that's a completed project. Gotta pull rentrybro out of his grave

>> No.11203218
File: 37 KB, 385x327, 1475729423728.jpg [View same] [iqdb] [saucenao] [google]
11203218

>>11202821
Haha what a fun roster-
>Rainbow Dash

>> No.11203225

>>11203218
Yet mancubus is alright with you?

>> No.11203227

>>11203225
https://www.doomworld.com/forum/topic/73912

>> No.11203229

>>11203192
Map06 never had a midi submitted with it, and the author never mentioned wanting a specific midi from Doom 2 to play, so I put a temporary midi in one of the earlier beta to make sure I would catch it if the Daina enjoyer changed his mind and submitted an update with a midi. It never happened, so I just took out the temp midi (that another anon took the time to fix, thanks for that and the other music patches).

As for Map01, it's been more than a year since it was done, and it indeed happens in other wads. I'm not gonna alter somebody else's map for a fix like that, it's quite benign.

>> No.11203230

>>11203225
*HDoom* Mancubus however.

>> No.11203235

>>11202821
>15
>shantae
>h-manc
>betty fuckin boop
erry noice

>> No.11203240

>>11203218
It's a great level.

>> No.11203241

>>11203240
no, not really

>> No.11203252

>>11203191
>What's Quake 2 64 using, the same engine as Quake 1 64?
Yes. And Quake 1 64 uses the same engine as PC version, pretty much.

>> No.11203262

Is the ZDoom wiki down? Wait, looks like the whole site is having problems on my end. Even the home page has some errors.

>> No.11203271

>>11203229
Oh, I didn't mean for you to edit the map for him I just giving a suggestion. I agree it isn't that big a deal

>> No.11203272

>>11203128
That's a massively different scope and would take extensive new assets and design work which would probably quadruple the dev time at the least.

>> No.11203273

>>11203218
Joe couldn't help himself.

>> No.11203276

>>11203273
Can anyone help him?

>> No.11203279

>>11203225
Yes.

>>11203276
Not even god.

>> No.11203282

>>11203086
godspeed waifu san

>> No.11203283

>>11203279
We better ask Satan then.
...
Nope, just got off the phone with him, says Hell is full now.

>> No.11203291

>>11203170
That's still shitloads of work. Making all new character sprites for a game like this is massively bothersome and time consuming even for someone who has the skill for it, which is why virtually all custom monsters ever made for Doom are edits of existing sprites.

>> No.11203296
File: 8 KB, 459x136, Screenshot 2024-08-31 193552.png [View same] [iqdb] [saucenao] [google]
11203296

I'm gonna feel like an idiot for asking this, but I've been trying to set a custom level up sound for Gun Bonsai since that's an option, but I have zero modding knowledge whatsoever, I have no idea what to do in the SNDINFO or CVARINFO or whatever, its forum topic isn't giving me much help, and I generally have no idea what the hell to do. What do I do?

>> No.11203297
File: 3.78 MB, 2667x1500, Screenshot_Doom_20240901_113437_squish.png [View same] [iqdb] [saucenao] [google]
11203297

>>11203181
>Best of luck if you do get through it that way
TELL ME, WHAT DO YOU WANT?
TELL ME, HOW DO YOU FEEL?
It's easier than normal because BGC Doom is mostly just a reskin, the only change is cranking up the number of bullets carried and the fire rate of the chaingun. Lots of funny visual bugs from the Eraser weapons having more frames than the Doom ones though.

>> No.11203320

>>11202821
>Outis
>Toph
>AK-15
>Merula
>Maka Albarn
>Madotsuki
Really liking a lot of these tastes.

>> No.11203374

>>11203297
At least it's not 4k upscaled 120 project brutalslop.

Jokes aside I forget that's a classic mod. Should play it someday. Hope you enjoyed Eraser (assuming you played it without mods too, you jabroni).

>> No.11203389

>>11202980
It does? I can't tell. At least the vegetation part. I guess fog cannot form without an atmosphere.

>> No.11203394

>>11203115
I should do my own some day.

>> No.11203404

what do yall think of Mt. Erebus as a map?

>> No.11203405

>>11203086
I didn't get too far in the 4th beta but feel free to post the 5th beta. I can't say I'm great at UV but I can test it and HMP out.

>> No.11203413
File: 455 KB, 552x484, 1722042354435111.png [View same] [iqdb] [saucenao] [google]
11203413

>>11203086
cheers m8

>> No.11203427

>>11203086
>spoilers
no worries m8, "not dying" is a pretty reasonable excuse to delay a project. Certainly stronger than whatever excuses other leads here might have

>> No.11203506
File: 90 KB, 468x420, 1704077576040602.jpg [View same] [iqdb] [saucenao] [google]
11203506

>36.5 gigabyte soundfont torrent
>can be swapped in and used for anything midi, including, obviously, the music in Doom
[Arachno SoundFont - Version 1.0.sf2] and [SC55_EmperorGrieferus.sf2] are good. But... damn, I need The Best for the Logitech Z906 5.1 speaker system

>> No.11203524

>>11203506
>5.1
>not 7.1

>> No.11203579
File: 33 KB, 418x499, 9bf039a2293e19695a2a7e836c04ba74.jpg [View same] [iqdb] [saucenao] [google]
11203579

>>11203405
Here's the 5th beta : https://files.catbox.moe/n6owe1.zip
You can also find the link and some info here : https://rentry.org/forevralone
Cheers to everyone here still interested in this. This should be the last beta, as no game breaking bugs remain, and I'm late enough already. I'll give it a week or two to get some feedback, but past that or if there's no feedback, I'll call it done. Maybe put it on idgames if I find out how to submit it, but wadsup and Catbox are good enough for me.
>>11203427
Yeah I guess, but I still feel that I should've rushed to finish it as soon as I had a stable enough situation instead of letting it nearly die out like that. Maybe next year I'll be able to get back on personal projects or even get a map done for something here.

Also, since I saw some 400min/sleepy sprites here : I nabbed the coffee cup sprite you posted back then and used it for the intermission. Hope that idea will become it's own thing someday.

>> No.11203621

>>11203404
The idea of an open map with different buildings in it is always going to come off as amateurish no matter how well executed it is.

>> No.11203648

>>11203621
>The idea of an open map with different buildings in it is always going to come off as amateurish no matter how well executed it is.
No

>> No.11203658

>>11203404
I think its a decent level, and quite unique for Doom 1. The use of fireblu is kinda odd, though.

>> No.11203661
File: 651 KB, 682x779, lcbmapped.jpg [View same] [iqdb] [saucenao] [google]
11203661

>>11201870
>>11201872
I think I'm done, gonna test some levels now.

>> No.11203671

Longshot but
To the guy with the Fireblu curtains down the street;
Your cat knocked over all my plants and shit in my opossum's food bowl. Please come pick him up and don't let him out after midnight in the future. Thank you.

>> No.11203672

>>11203404
Favorite Inferno map. It's more or less what I imagined hell levels in Doom would look like before I played past the first episode.
(I think I had a dream involving caged imps before I knew they were a thing outside of e1m9)

>> No.11203707
File: 23 KB, 1417x1559, tfw you finish with 3% health.png [View same] [iqdb] [saucenao] [google]
11203707

Well, I got all the kills on E4M1; now I just need to find the other secret. It's a bit of a shame the way they set up Hell Beneath with the enemies and items. I like the way the textures were used for the area; it's got a nice, consistent look to me.

>> No.11203784

>>11203579
So what's the plan with the final release? Gonna make a doomworld post? Idgames?

>> No.11203805
File: 709 KB, 1917x1080, starfuck.png [View same] [iqdb] [saucenao] [google]
11203805

Trying to chill but also challenge myself. I never really use the star texture set because I just kinda think it's hard to do much with it, so I've been trying to get a classic-ish map going that uses it pretty liberally. This is just what I have done so far, why the fuck is star so hard to use?

>> No.11203861
File: 784 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
11203861

>>11203579
Took so long my waifu died waiting. Good work, hope things get better for you soon. dang I'm not sure where I saved that cute sketch anon made of all the submission characters

>> No.11203880

>>11203805
Already back on it, huh?
Just be careful not to burn yourself out, especially before the next /vr/ project

>> No.11203882

>>11203880
Mostly so I don't forget vanilla maps don't need to be full of detail, anon. This thing gets just 20-30 minutes a day, when I remember it exists.

Which is two days in a row already.

Fuck.

>> No.11203887

any anons here map for mbf21 format?
Thinking of contributing to a potential /vt/ project that's aiming for that map format but I've never made an mbf21 map.
I don't think there's anything too radically different from base doom beyond the line specials (or any decohack shit) right?

>> No.11203908

>>11203707
Good luck on map 2 kek

>> No.11203912

>>11203887
It's just Boom with like 2 additions. Most of the MBF21 stuff is DeHackEd which mappers don't have to worry about.

>> No.11203913

>>11203648
Show an example or blow it out your ass.

>> No.11203935

>>11203621
Retard opinion.

>> No.11203941
File: 1.22 MB, 1914x1083, file.png [View same] [iqdb] [saucenao] [google]
11203941

Hmm, hit the red key switch in map04, I'm pretty sure this wall is supposed to come down but nothing's happening. Running in Zandronum atm.

>> No.11203946

>>11203579
based Mokou poster

>> No.11203947

>>11203935
You're an inspiration for birth control.

>> No.11203954
File: 374 KB, 1920x1080, doom04.png [View same] [iqdb] [saucenao] [google]
11203954

How the fuck did I miss 12 enemies

>> No.11203962

>>11203887
>spoiler
damn even those dregs play more video games than /v/ huh?
but yeah it's really not all that different from boom, the scripting stuff is the complicated part but I imagine the project lead will be handling that

>> No.11203964

>>11203962
It's just an excuse to contribute to a group project for once for me.
Also yeah the project lead has some ideas on custom sprites and sounds etc. So I'm just working on making a map that won't take ten years to make

>> No.11203998
File: 3.79 MB, 640x360, ds_eraserskins.webm [View same] [iqdb] [saucenao] [google]
11203998

>>11202217
>>11201860
I really liked how the hands looked. I hope it's okay if I test them for a bit..?

>> No.11204008

Mt Erebus is a good map
The Factory is a good map
Downtown is a good map
Industrial Zone is a good map
Suburbs is a good map

>> No.11204012
File: 715 KB, 512x512, 1416388502223.gif [View same] [iqdb] [saucenao] [google]
11204012

>>11204008
How dare you like things.

>> No.11204018

>>11199736
Dunno, if anyone cares, but there was a new BuildGDX version released a week ago.
https://m210.duke4.net/

>> No.11204021

>Terry Crews mod
Give this man the Cacowards

>> No.11204036
File: 379 KB, 560x720, guy fierblu.gif [View same] [iqdb] [saucenao] [google]
11204036

>>11203404
I've always considered it a highlight of Episode 3. It's visually striking and it being open is a relief after the tedium of Unholy Cathedral.

>> No.11204060

>>11203998
Impressive, very nice. I wish GZDoom had a sensible way of switching just the hand sprites. Overlays technically work, but doing the animations would be a nightmare.

>> No.11204070

>>11204008
The Factory is like Sandy's worst map, it's vastly inferior to Tricks & Traps, The Chasm, Barrels O' Fun, or Refueling Base, and it doesn't measure up to Downtown or Suburbs either.

>> No.11204083

>>11203913
There's no point. If you firmly believe the concept on the whole is amateurish, then no example would satisfy your snobby ego.

>> No.11204085

>>11202383
what mod is this? looks cool

>> No.11204089
File: 151 KB, 640x480, WheretheTwistFlops_0002.png [View same] [iqdb] [saucenao] [google]
11204089

At original resolution these guys and Doom's specters really do just turn completely fucking invisible far away/in the dark.

>> No.11204095

>>11204070
Factory genuinely feels like an unfinished map to me. Many areas that are empty. Key locations feel like they were an afterthought. Final area locks you in because the door behind you requires a key that doesn't exist in the level. Doesn't help that its paired with one of the boring midis of the game.

>> No.11204116

>>11204085
Deathstrider.

>> No.11204142

>>11204083
If there is no point then don't reply in the first place.

>> No.11204158
File: 290 KB, 2560x1440, 20240818200105_1.jpg [View same] [iqdb] [saucenao] [google]
11204158

>>11203661
I dream about the day when other ports adopt GZ brightmaps and bloom. The only graphical effects that in 99% cases look great with any map no matter its age.

>> No.11204161

>>11204070
>barrels o fun
nigga factory is unpolished but barrels is outright a shitpost

>> No.11204187

>>11204060
I worked on the wyvern and mortis. Not too happy with the mortis right now, will see about tomorrow due to super tired.
>>11204158
KMQuake2’s easy brightmap support is a big reason it’s my favorite Q2 port.

>> No.11204249

>>11204142
I wanted to let you know that you are not being agreed with. Don't like that? Don't care.
But if you genuinely wanted in good faith examples to go with that disagreement, don't put
>no matter how well executed it is.
In your post. You already told me that you wouldn't accept them as examples, so I didn't bother. Hope this helps!

>> No.11204254
File: 7 KB, 159x169, .png [View same] [iqdb] [saucenao] [google]
11204254

>> No.11204260

the chasm was okay

>> No.11204272

>>11199734
Anyone reading this, what are your favorite doom wads?

>> No.11204274

>>11204095
>Final area locks you in because the door behind you requires a key that doesn't exist in the level.
Surely there was a less stupid way to make a one-way door in the vanilla engine?

>> No.11204275

>>11204272
scythe 2 and demonsteele
Unironically, I promise I'm not term

>> No.11204287

>>11204272
I don't think I can pick a favorite, but I'd say Alien Vendetta is one of the wads I revisit the most.
>>11204275
Of course you're not, because if you were Term and Demonsteele was your favorite you would've finished it.
.. Just Kidding, of course.
I'm not Term but I almost never finish anything even though I love my own stuff.

>> No.11204295

>>11204274
Sure, you can make it not a door at all.

>> No.11204297
File: 9 KB, 199x254, chaindude.png [View same] [iqdb] [saucenao] [google]
11204297

>>11204254

>> No.11204306

>>11204249
You're still bothering a lot for a guy that doesn't bother. Is not having the last word that hard for you? Is it as hard as not having a shit opinion?

>> No.11204339

>>11204306
Did I give examples now?

>> No.11204341

>>11204272
I like to revisit Speed of Doom and Resurgence a lot.

>> No.11204352
File: 113 KB, 1920x1200, BOSSBACK.png [View same] [iqdb] [saucenao] [google]
11204352

>>11204254
>>11204297
What are they looking at?

Also just wanted to quickly thank the anons who played my map. I'm all gushy people like what I made and it feels great to know those 10 months (probably more like 7 of actual work) paid off.

Here's a picture of Eraserguy you might not have seen, it's the bossback of the weapons-only version. Kinda makes me want to pull off a Legacy of Rust style BFG but I'll live with the reskinned BFG still desu.

>> No.11204381

>>11204352
>Eraserguy
Thought it was a chick. Huh.

>> No.11204386

>>11202217
>i don't have to clean up my half assed attempt at isolating them
thank god

>> No.11204390

>>11204272
Going down is the pinnacle of WAD design

>> No.11204397
File: 78 KB, 747x629, A_LoadShotgun2.jpg [View same] [iqdb] [saucenao] [google]
11204397

>>11204272
the older version of extermination day goes crazy. the newer one however makes my eyes hurt.

>> No.11204398

>>11204089
Yeah, Doom's Spectres are unironically really hard to see in 320x240, their murky dark shimmer blends into the normal pixel grit and gradient darkness.

This makes me wonder what the best way is to achieve a comparable end result with hardware rendering,

>> No.11204406

>>11204398
Like, just barely visible. Is there some shader which can do a subtle fuzz and refraction look?

>> No.11204442

>>11204397
Older version? Hell on Earth Starter Pack?

>> No.11204446

>>11202531
There's a revolver with an internal cylinder now? Is that in the HDest pack?

>>11203998
Very cool. What's the map?

>> No.11204449

>>11202941
>I’m not onboard with most of Q4
Me neither. I was talking from the point of an ideal situation... whatever it would've been. And I won't call myself Quake 2 either, despite enjoying it more with its re-release.
>4 is not how I’d want Bitterman’s story continued
Well, yeah. Just placing Bitterman in place of Q4's protagonist with minimum changes isn't enough by itself.
>>11203086
>>11203579
You doing better now, Waifulead? How did resurrection went and all that?

>> No.11204465
File: 118 KB, 640x640, 1725188789958.jpg [View same] [iqdb] [saucenao] [google]
11204465

Been trying to map for at least an hour a day for the past month. All I can say is, fuck me mapping is hard, and it's even harder when Doom Builder crashes about three times an hour. How do you all do it lol? Does mapping ever become even remotely fun? Are there editors that crash less than ultimate Doom builder? I only want to map for limit removing

>> No.11204470

>>11204442
https://www.youtube.com/watch?v=9Mjf2pg4MFQ

>> No.11204473

>>11204465
It doesn't crash for me. I heard it has stability issues on Linux though. I think there's Eureka that is not crashing on Linux.

I usually just sit with an idea for months before grabbing the editor and mapping.

>> No.11204479

>>11204446
It's part of the HDWP, yes.

>> No.11204484

>>11204470
I liked HoESP more mainly because the vanilla edition of EDay cut some of the bosses and outright broke a secret or two. Should replay the older version at some point. I don't even remember what the difference is between the two; it's been that long.

>> No.11204535

>>11204306
>Is not having the last word that hard for you?
Not him, but I fucking hate anons that do that. The argument is over, nothing more can be said, but they MUST have the last word anyway because to them it means they "won". It's so fucking childish.

>> No.11204536

>>11204352
Also though Eraserguy was a chick. Well, until he started complaining about his lack of keys.

>> No.11204537

>>11202217
Neat. A good weaponset for Auger Zenith, because its fitting with the cyberpunk stuff.

>> No.11204546
File: 174 KB, 632x726, Blame_v05_c01_p016.jpg [View same] [iqdb] [saucenao] [google]
11204546

>>11204381
>>11204536
The mugshot is based on a female one so you're not wrong there. Because 90% of Doom mod protags are variations on Doomguy's mug and Eraser has some 90s anime vibes to it, I wanted to go with a less burly character. Skel was also trying to do something fresh, so win-win.

Not sure if Killy actually was part of her inspiration, but he does look kinda cute in some panels so it kinda lines up.

In other words: I wanted a twink protagonist because no one did it before. Not sure my voice lends itself well to that, though.

>> No.11204549

>>11204465
One of the most important steps is to "just map," even when you feel you're lacking inspiration or ideas, you gotta be putting down linedefs, forcing yourself. It can often make you start getting ideas
and how to implement them.

>> No.11204553
File: 1.51 MB, 1920x2018, eday.jpg [View same] [iqdb] [saucenao] [google]
11204553

>>11204484
the newer one expands the levels and has a fancier texture set.
and it bothers me because the attempts at atmosphere and scenery become overbearing and begin clashing with the blocky level geometry, and some textures are not picked/edited properly to fit the lower resolutions. gives me the vibes of those videos of people playing with thick post processing filters. could also be a nostalgia thing though.
it does have an earlier secret bfg spawn, in bio labs, so there's that.

>> No.11204557

>>11204465
I just started mapping and I'm having fun, why even do it if you don't like it?

>> No.11204558

>>11202993
Have you checked out Russian Random Speedmap Pack? It's not a megawad per se, it's a pack of maps for several source ports. The third installment even has a website made for it: https://rrsp3.github.io/en/

>> No.11204568
File: 1.14 MB, 1917x1080, nugg0048-1.png [View same] [iqdb] [saucenao] [google]
11204568

I kinda forgot I started this 3x3 slaughterlite map like two months ago. Eraser ate up most of my mapping time.

I should go back to it.

>> No.11204571

>>11204568
Pretty.

>> No.11204576

>>11204557
Noone makes the maps I'd really want to play, that's why I want to map.
I find the process of mapping ITSELF painful but I do like when I get something looking decent in the game. I just hope I can find some fun in the drawing lines / texturing / lighting part

>> No.11204626

>>11204576
>Noone makes the maps I'd really want to play, that's why I want to map.
Same.
I want to make something that looks pretty but isn't some Ribbiks FUCK YOU intended for the best players. Something that's just easy and relaxing for a chill Doom session. I've got nothing to prove, so I don't need everything to be cranked to 11 at all times.

>> No.11204695

>>11204626
That's me with Sunder desu. I have an episode in mind with Sunder and vague WW1 eldritch vibes, got the titles ready.

>Seance
>Invitation to Styx
>Umbral shores
>No man's land
>The bunker

Probably gonna use Otex too.

>> No.11204703

What are the best WADs of 2024 so far?

>> No.11204704

>>11204703
Gnome Hunter.

>> No.11204715
File: 837 KB, 1920x1080, Eday.jpg [View same] [iqdb] [saucenao] [google]
11204715

>>11204446
>Very cool. What's the map?
That's the second map to Lost Civilization, quite a cozy time. I'm testing these brightmaps with it if you want to try them out too: https://www.mediafire.com/file/86azlubikkzxu61/LostCivBmaps.zip/file
There might be a lamp I missed.
>>11204553
Is this from the newer one? I saw it linked on here awhile ago and grabbed it. I quite liked it.

>> No.11204725
File: 77 KB, 600x600, Gnome it.jpg [View same] [iqdb] [saucenao] [google]
11204725

>>11204704
Damn gnomes

>> No.11204732

>>11204715
Nice, thanks. Can you post the Auger;Zenith ones too?

And yeah, that's map05.

>> No.11204748
File: 977 KB, 2560x1440, Lost Civ lakeside.jpg [View same] [iqdb] [saucenao] [google]
11204748

>>11204732
>Can you post the Auger;Zenith ones too?
Absolutely https://www.mediafire.com/file/1dmt5q3444r4y53/sbmsAZ.zip/file

It was my first 'brightmap' thing so the .bm files are messier and not as organized as the GLDEFS.Brightmaps for Lost Civ. All looks fun in-game though, all save for maybe the dark parts of the final level.

>> No.11204756

>>11203273
What did you expect me to do? Not make a Rainbow Dash map? Be realistic.

>> No.11204758
File: 387 KB, 1688x2562, 1702295467048857.jpg [View same] [iqdb] [saucenao] [google]
11204758

>>11204725
Fat fuck squashed Daisy! I guess Gnomes are next on Doomguy's hitlist.

>> No.11204780
File: 175 KB, 462x527, 700177f333c03354789c3592a7e3f2a1.jpg [View same] [iqdb] [saucenao] [google]
11204780

>>11203784
I haven't checked yet but idgames should be ok with the content of the wad. As for a Doomworld post, I don't know if I will bother making an account for that.
>>11203861
If you are talking about the truck picture, it is used as the bossback graphic. It has been saved.
>>11203941
I can't reproduce that bug on Zandro, even ignoring the complevel, but it is indeed supposed to go down.
>>11204449
Kinda blogposting : I was/am searching for any job to get a place, and while I found something that could've been long term, it was too painful (won't elaborate, but my hips/leg will hurt for the foreseeable future) and I'm still stuck taking care of kids in exchange for a place to live. I didn't do anything but fill out forms and get ghosted since then, and I think if not for having to fix some consoles for my sibling and seeing >>11202784 pic I don't think I would have posted anything, and would still be applying to frauds 24/7.

>> No.11204797

>>11204158
>I dream about the day when other ports adopt GZ brightmaps
Do they work in K8Vavoom?

>> No.11204818
File: 451 KB, 1363x768, nugg0209.png [View same] [iqdb] [saucenao] [google]
11204818

>>11204352
No worries, anon. I really liked you map, and now I'm using Skelegant's Eraser weapons >>11202217 to continue playing as not-Killy through Auger Zenith with the gore mod in the same itch.io. Having all enemies now gibbable makes using the SSG in nugget extra fun. Kind of weird how much gore is in a revenant when they die though, I was expecting bone dust or something.

>> No.11204848

>>11204780
>me being an absolute stupidhead and implying mokou fucking died in a car accident at least partially inspired your return
uhhhh you're welcome? I honestly didn't think you would see that and that's why I posted it

>> No.11204872
File: 351 KB, 1282x758, black.png [View same] [iqdb] [saucenao] [google]
11204872

Can someone please help me with this texture issue? This map is part of the waifu wad so it uses otex + one custom texture that i made. Here is the fun part: if i load the wad with otex my custom texture just looks pure black like picrel but if i load only my wad without otex then it loads just fine (but everything else will be a hall of mirrors now).
I assume its some fuckery with TEXTURE1 and patch names but i have no idea how to fix it.

>> No.11204878

>>11204872
>That kills items and secrets HUD
A lot of kids trying to be Decino lately. Let me guess, you think mid level saves are scumming and you'll just die to a map for weeks on end that's beyond your single segment skill level?

>> No.11204881

>>11204878
Look at lil' Will Hunting over here thinking he's some master psychoanalyst lmao

>> No.11204884

>>11204878
>Let me guess,
This is how you can tell a statement will not be worth reading.

>> No.11204886

>>11204881
>>11204884
Looks like I struck a nerve, lol.

>> No.11204890

>>11204886
Epic canned response fellow gamer. Red and based pilled.
No, you're just sperging out at some anon because uhhhhh his hud looks weird!

>> No.11204906

>>11203579
Cool, Welcome back!
I did the Mikazuki Map {MAP20? its been a long time, I forget) and one thing I noticed was that the skybox changed to SKY2 due to it's 20th map slot, (the burning city skybox just doesn't fit a water/ocean map and it was made with SKY1 in mind.) Anyway I am still confused about this, (never made a wad that went past 11 maps and had to deal with changing skys,) But is this something that you change with the MAPINFO file or something that I have to change in doombuilder? Either way it would be cool if you could change it to SKY1, if it is something on myside, I can reupload the fixed map later today, let me know.

We maybe got there, maybe.

>> No.11204908

>>11204872
In interest of actually helping, just go ahead and post your texture wad and I'll see if I can fix it myself, I'll be sure to let you know the process too so

>> No.11204909

>>11204890
Fine, I'll admit it. I was shitposting due to boredom and mimicking the average /v/ troll. You guys playing any good wads?

>> No.11204913

>>11204878
People who are dead set on pistol starting and going saveless I find don't tend to get hopelessly stuck on very many levels for even one week.
You seem like you're very defensive for no real reason.

>> No.11204914

>>11204909
https://youtube.com/watch?v=zn5mx2NRBS8
I'm playing Mayhem 2019 now that it's seasonal. Highlight is probably "Necropolis Under Papa John's" simply for how absurd that title is

>> No.11204919

>>11204914
I ate a Papa Johns last night and spent the early hours throwing up. It's believable.

>> No.11204923

>>11204872
I suspect PNAMES conflict. There can be only one.

>> No.11204924
File: 2.50 MB, 498x281, nastyhabit.gif [View same] [iqdb] [saucenao] [google]
11204924

>>11204909
I am, actually, but now I'm not sharing. Rethink your life.

>> No.11204925

>>11204908
Here you go https://files.catbox.moe/q4dtag.wad
It has everything except otex.wad there so you will have to get that yourself. Also, i drew an arrow on the map to show where the texture is.

>> No.11204929

>>11204924
Kinda overreacting there, but I get you.

>> No.11204932

>>11204919
Oh yeah that's actually a movie, haunted fast food place giving people food poisoning. Great for a drunken movie night with friends, just be warned it's gross as hell
https://youtube.com/watch?v=yzEA5R0XHOQ

>> No.11204978
File: 1.13 MB, 1363x768, nugg0211.png [View same] [iqdb] [saucenao] [google]
11204978

>>11204818
Playing continuous feels dirty, but it's not vanilla Doom and I'm having a good time, even if map 4 vomits rocket ammo at you. I'll give points to Joe-Ilya for creativity but it didn't translate well into a Doom level. Pic not related. Pic was a good level.

>> No.11204989

>>11204925
Got it to work https://litter.catbox.moe/x4c4eh.zip
What I did was I imported OTEX's texture2 lump and appended FLORA to the end of it rather than using Doom 2's texture1 lump. OTEX still needs to be loaded of course, the load order I used was OTEX first then your WAD.
If this isn't in the WAD already, project lead just has to do the same process, except using the texture2 lump in the fore/vr/alone WAD.

>> No.11205018

I know Doom lore is a meme, especially for the classic games, but I just had a shower thought about the Shocktroopers of all things.
>Whereas the other "zombies" are actually just possessed humans, the Shocktroopers are the reanimated corpses of helmeted space marines (the marine corpse sprite), and are truer to the definition as zombies.
>This explains their different breathing sound, and their increased resistance to damage could be attributed to a lack of pain receptors.
>However, since they were partially in the decomposition phase when reanimated, some of their joints, muscles, sinew, etc. aren't exactly as "secure" than they were alive, which explains their head popping off on death.
>Alternatively, that last point could also be interpreted as Doomguy knowing they can't feel pain, so he shoots their heads off to kill them like vampires.

>> No.11205042

>>11204989
Awesome, thanks man!

>> No.11205069
File: 135 KB, 446x557, 0c261fad23afa08718d0fc45d3581b07.jpg [View same] [iqdb] [saucenao] [google]
11205069

>>11204872
I'm sure it worked at some point during a beta, I'll check the TEXTURE lump, and try out this solution >>11204989

>>11204906
I'll change it back to DOOM 2 Sky1 via MAPINFO, you don't need to edit the map.

>> No.11205119

>>11204909
Never do this again.

>> No.11205120

>>11204748
Thank you again.

>> No.11205121

>>11205119
I love me a good troll, but there's more to it, you know? 94 Protons being "released?" That was a good one

>> No.11205127

>>11205121
Was that the one that faked up Cockblock releasing it on Doomworld as his own work?

>> No.11205132

>>11205121
94 protons turning into vaporware will never stop hurting.

>> No.11205135

>>11205127
Wasn't even a thread, just a made up URL.

>> No.11205175

>>11205132
Maybe I should photoshop chopblock in the hospital after getting hit by a car too

>> No.11205192

>>11205018
>especially for the classic games
Especially for the new games you mean, but this is hardly a worthwhile discussion.

>> No.11205201
File: 686 KB, 1920x1080, 1724553551892757.png [View same] [iqdb] [saucenao] [google]
11205201

i saw this pic a couple threads ago and i was wondering if anyone could identify what mod it is or if its just a mockup.

>> No.11205215

>>11205201
D Radys, it's some weird japanese mod.

If L and R are frequently conflated in the language, is the actual title supposed to be D Ladys?

>> No.11205237

>>11205201
It's some edit or unreleased version of D-Radys that anon likes to parade around just to get these posts.

>> No.11205254

>>11205201
I like knowing there are weird Japanese Doom mods out there. Few people in the grand scale of things play the western ones, and nobody over in Japan gives a flying fuck about Doom, so the number of players for these mods must be extremely low.

>> No.11205259
File: 3.67 MB, 640x360, ds_eraserskinsagain.webm [View same] [iqdb] [saucenao] [google]
11205259

>>11205120
Anytime. I also got the mortis and raptor looking acceptable for my needs.
>shell circus at the range

>> No.11205274

>>11205215
>>11205237
thanks guys! youre awesome! shame its unreleased, but eh
>>11205254
yeah, theres very few Japanese doom players. from what I understood, they don't much like fps, which is why theres very few jap mods and fps like cod and metroid prime have sold poorly there even.

>> No.11205291

Where can i get the legacy of rust expansion? And how is the new official port compared to what we have?

>> No.11205312

>>11204397
Is there mod for this nerf gun?

>> No.11205327

>>11205274
>they don't much like fps
They do, to an extent. They just were very late to the party with their PC scene and console FPS didn't become mainstream until Halo. They had some arcade stuff, like Outtrigger from Sega or CS Neo and HL2: Survivor from Namco and Taito respectively. Later one went on to also port Left 4 Dead and make their own HL2S MP mod.
In a relatively recent time, they got addicted to Overwatch and Apex Legends.

>> No.11205330

>>11205327
>In a relatively recent time, they got addicted to Overwatch and Apex Legends.
Ah, the winning formula for Japan - shit gameplay and cartoon women

>> No.11205336
File: 77 KB, 640x400, e4m2.gif [View same] [iqdb] [saucenao] [google]
11205336

It's crazy how shitty the level design becomes in episode 4. You can really see the influence Doom 2 had.
Romero said E4M2 took him 6 hours to make and it shows

question: are the Quake I + II remasters worth getting on PS4? It's just $15 and I've been having a lot of fun playing Doom on a big TV from my couch rather than hunched over my desk as I usually do

>> No.11205341

>>11205336
>Romero said E4M2 took him 6 hours to make and it shows
Diamonds are formed under the most intense pressure

>> No.11205364

>>11205259
Man, that has no right looking so fucking good. I'm actually bummed that I can't add it to the mod. Would fit Wraith perfectly. Ah well.

>> No.11205375

>>11205336
>are the Quake I + II remasters worth getting on PS4?
They're pretty good. They even have keyboard/mouse support.

>> No.11205394

>>11205336
>It's crazy how shitty the level design becomes in episode 4.
Unironically prefer TFC to Doom II and Inferno.
It's probably better than Shores too.

>> No.11205413

>>11205259
What Half-Life mod is that?

>> No.11205419
File: 228 KB, 640x480, Screenshot_Doom_20240831_105355.png [View same] [iqdb] [saucenao] [google]
11205419

Pet the cube.

>>11205364
>>11205259
I was thinking the same.

>> No.11205435
File: 434 KB, 1920x1080, Screenshot_Doom_20240901_213531.png [View same] [iqdb] [saucenao] [google]
11205435

a

>> No.11205440

>>11205259
Hey, anon, if you ever release this to the public, I could link it on the addons page on the site if you and the Eraser guy are okay with that.

>> No.11205441

>>11205364
>>11205419
Are you anons talking about the sleeves which I think are from Eraser? I can arrange free use on those if you like.

>> No.11205443

>>11204978
>>11202284
sorry for being a newfag, what's that wad?

>> No.11205452

>>11205443
>sorry for being a newfag
That has nothing do with being a newfag, but being a retard too retarded to read the thread

>> No.11205459
File: 699 KB, 1363x768, nugg0215.png [View same] [iqdb] [saucenao] [google]
11205459

>>11205443
Hey, no worries.
The wad itself is Auger;Zenith, but we're both using the Eraser weapons pack since it's a Cyberpunk themed wad anyway.

>> No.11205476

>>11205452
>but being a retard too retarded to read the thread
fuck i guess i'm retarded after all, or at least an intoxicated esl, because i read the thread yet didn't connect that it was >>11205459 thank you guys, i'll try it once i beat post mortem

>> No.11205482

>>11205459
Has any wad come close to Auger;Zenith since it was made?

>> No.11205513
File: 423 KB, 973x678, maka.png [View same] [iqdb] [saucenao] [google]
11205513

>>11205069
I made some very small changes to map15, its mostly just texture touch ups here and there, the only real gameplay change is how to get the second secret. https://files.catbox.moe/hwqszp.wad
And also, jesus, this map did not age well. It held a special place in my heart as my first real map but coming back to it after an year its much easier to see its flaws. Its still an "usable" map i guess but i am no longer satisfied with it.

>> No.11205538

>>11205419
that looks sick. what mod is that?

>> No.11205540

>>11205441
Yeah. That's for the anon making the patch for the DS weapons to decide. I personally can't use them. Best I can do is link the reskin on the mod's addons page, assuming all involved parties are gucci with it and it is released in the first place.

>> No.11205542
File: 220 KB, 640x480, Screenshot_Doom_20240831_114301.png [View same] [iqdb] [saucenao] [google]
11205542

Pet the succubus.

>>11205441
Oh, I was agreeing that they'd suit Wraith, but I don't play him.

>> No.11205545
File: 208 KB, 640x480, Screenshot_Doom_20240901_100726.png [View same] [iqdb] [saucenao] [google]
11205545

Have I mentioned that I love the Venom? Because I love the Venom. Best minigun.

>>11205538
Deathstrider, with the Loth's Arbalest add-on. But my version is outdated by around a year.

>> No.11205550

>>11205542
Petting the succubus on the newer versions as Wraith has a very low chance to be detrimental to the integrity of your Twitch account, so don't do it on stream.

>>11205545
>Have I mentioned that I love the Venom? Because I love the Venom.
I blame RTCW. It brought the love of BRRRRRRRRRT into my life.

>> No.11205554
File: 1.16 MB, 2560x1440, ds_lostcivendof3.jpg [View same] [iqdb] [saucenao] [google]
11205554

>>11205364
>>11205441
I had to look elsewhere for some of those hands though, Eraser doesn't have a pump shotgun like that and GD_Echidna had some that looked great so I'm trying those for now.
>>11205440
>I could link it on the addons page on the site if you and the Eraser guy are okay with that.
Absolutely. I'm on board if everyone else is.

>> No.11205564

>>11205554
Epic. Is this patch going to be only for vanilla weapons?

>> No.11205578

>>11205540
I have a bit of a headache so I didn't catch who that was. Regardless, I asked Skelegant and she'll likely say yes - will keep you Deathstrider folks posted.

>> No.11205592

>>11205513
If it's any consolation, everyone's first maps suck, but still you really aced the map art, it looks phenomenal.

>> No.11205606

>>11205550
>spoiler
WHAT WAD?

>> No.11205650
File: 32 KB, 413x493, 0837be5ac113f0effc08691b291f2915.jpg [View same] [iqdb] [saucenao] [google]
11205650

>>11205513
Noted, will add it to the next beta/release.
The map could be better detailed or shaped (if not for the rules of the project), but I like it as-is, it's a good layered fight and a very good use of the layout to make a drawing feel like a map.

>> No.11205659

>>11205606
Whatcha mean? She's part of a mod called Deathstrider. There's a super rare headpat interaction where she'd undress just for Wraith for the duration of the level (or until she dies). It's one of those things literally nobody who isn't strictly following the commit log would even know about since my stance on lewd stuff is and always will be "keep it EXTREMELY rare, very specific, and always thematic". Almost like an easter egg of sorts, but 100% lore-friendly so it doesn't come across as utterly fucking cringe and nonsensical.

There is a marginally less rare, arguably more wholesome interaction, where she'd do the same if you pet her while her Ohana bar is low (i.e. close to death), which would reset the bar. Solomon headpats can comfort Anastasia, while Wraith can do that for both Anastasia and Visse.

>> No.11205664

>>11204780
>Kinda blogposting
Oh... Well, it could always be worse and at least it sounds like that mentally you're doing (more-or-less) okay and that is already good. Job searching can be a total nightmare: been there, done that and got exploited by frauds too. Thankfully, I got really-really lucky with my current jobs (yes, jobs; I won't elaborate either) and wish you the same. You'll get there, that's just a matter of time. Good luck with fixing consoles and sitting with kids as well.

>> No.11205667
File: 337 KB, 640x480, Screenshot_Doom_20240901_123457.png [View same] [iqdb] [saucenao] [google]
11205667

I can see the intent here is to let the cyberdemon out and have him take care of the archviles and all the minions, but. lol. lmao. No.

>>11205550
Ahh, I see what you mean. Saw Niven's armor, that's pretty cool.

>> No.11205713
File: 291 KB, 644x644, violence.png [View same] [iqdb] [saucenao] [google]
11205713

>>11205667
>Saw Niven's armor, that's pretty cool.
Shhhhh. :)

>> No.11205714

>>11205482
I'm honestly not that impressed with it. Too many bad or mediocre levels. Zeppelin Armada was better as a DBP in my opinion.

>> No.11205715
File: 104 KB, 701x491, ds_wyvernerase_progress.jpg [View same] [iqdb] [saucenao] [google]
11205715

>>11205564
That's where I'll be starting, I've only really used the blackjack as a custom weapon. I need to check out the HD pack sometime.

>> No.11205724

>>11205713
Oh. I was assuming it was just a fixture in her room, but it seems you've got plans.

>> No.11205732

>>11205715
I'm personally a really huge fan of the Spike Driver. It's a lever action that shoots .500 rounds and you can slamfire it like the Mortis.

>> No.11205763

Starting to really like Abysm 2. It's def better than Abysm 1 which I think was dragged down by the start & constant darkness everywhere - I did start to like that more once I got a few dungeons in. Feels ez tho - def easier than the first. I'm not sure joining that covenant of heck would even solve the difficulty issue with how many resources the game has given me so far. I do prefer that they give you most of the doom arsenal sooner than in Abysm 1 so I have more options in how I approach fights. Seems like you really just want to go Dex/Int as far as 'builds' go. Strength is more to conserve ammo with melee - very few things scale off it. The bow actually should scale off strength far more than dex - that would prob balance the weapon stats a bit better.

>> No.11205782

>>11205724
I refrain from talking about it less for spoiler reasons and more because my plans are currently completely out of my control, so I don't want to promise anything if I can't deliver, even though I would rather have my excuse be that I died, if anything. Due to IRL reasons, things have fallen literally into the hands of God, so to speak. I sincerely hope things turn out alright so I can finalize this project and eject my ass out of GZDoom space for good. I'm okay, don't worry, this isn't a me problem.

>> No.11205783

>>11204703
Shiver me timbers! 2

>> No.11205809

>>11205763
The one thing I found myself doing in Abysm 2 is giving myself bindings to equip the various rings, though I was playing it hard magic.

>It's def better than Abysm 1 which I think was dragged down by the start & constant darkness everywhere
I think it didn't help that so much of it was a dark green, including some of the monsters like the recoloured Heretic imps.

>> No.11205816
File: 1.45 MB, 1920x1080, 1697341190371360.png [View same] [iqdb] [saucenao] [google]
11205816

>>11199808
>turn around corner
>giant spiky ball
>reflex punch it

>> No.11205828

https://www.youtube.com/watch?v=na7pvihXhYs

>> No.11205832

Does Zandronum support coop saves like zdoom? Can't find anything about it online.

>> No.11205835

>>11205809
Yeah the dark skies with the dark green & the dark hills, and the dark dirt, and the dark this and the dark that. It really needed a change in brightness and a different color palletes. Looking at screen shots of the two expansions + Frozen Hadria - author really stepped away from darkness everywhere & it was a big improvement. I think if the next Abysm went with a more build engine aesthetic - smaller rooms/maps that feel more lived in - it would look really good.

>> No.11205851

>>11205832
no

>> No.11205861

>>11205782
I hope it works out. Super curious how it's gonna work lore and gameplay-wise.

>> No.11205901

>>11205861
But, anon, you'd have to update to see! Lore-wise it's... interesting. Just in case you didn't see it in the commits or read the devblog from about 10 months ago, the entire lore got redone because the old one I was just outright embarrassed with. The new one still gets the occasional touch-up, but I am infinitely more satisfied with it. Fuck shoddy writing, man, even if mine is FAR from the best. At least it doesn't keep me wide awake at night anymore.

>> No.11205918
File: 96 KB, 898x1080, crash arms by tesefy (sonikofan).png [View same] [iqdb] [saucenao] [google]
11205918

>>11205554
>>11205440
>>11205715

Hey, Eraser guy here again. I kinda forgot you don't really need *my* permission given the spritework for the sleeves in Eraser is based on Tesefy's Crash arms, which is a WIP until today. It's not the same color or detailed like the ones you see in Eraser - which is fine, I was gonna suggest you guys recolor the armor bits to differentiate the two projects a little more. I haven't really played Deathstrider because I have the mental capacity of a raisin but it seems fun.

Still waiting on Skelegant's input, maybe she can cook up a pumping frame for you guys at least.

Just recolor the flesh/skin parts and you're golden.

>> No.11205935

>>11205816
You fell victim to one of the classic blunders, I see.

>>11205459
>>11204978

It's a genuinely good combination if you ask me. Only downside is the palette really makes most wads with palettes look weird and odd now that I know what they're supposed to look like, I'm not sure how Eraser's graphics look in the default Doom palette but I don't think they're great.

>>11204818
Thanks, I'm happy it got such a reception. Not sure I want to make more like it, but it was fun to finally check a partial conversion of my Doom to-do lists.

Up next: episode-length wad, MBF21/DSDHACKED mod, GZ total conversion a la Strange Aeons and maybe even a megaWAD.

>> No.11205964
File: 226 KB, 872x752, 1709696082011620.png [View same] [iqdb] [saucenao] [google]
11205964

>>11202638
T-thanks! I feel like I'm getting the hang of it.

>> No.11205975
File: 771 KB, 1920x1080, Screenshot_Doom_20240901_183322.png [View same] [iqdb] [saucenao] [google]
11205975

>>11199736
Dr_Cosmobyte releases Codename Nomad, a simple vanilla+ style weaponset. [09/01]

>https://dr-cosmobyte.itch.io/codename-nomad

>> No.11206018
File: 1.32 MB, 2560x1440, Screenshot_Doom_20240901_172028.png [View same] [iqdb] [saucenao] [google]
11206018

>>11205809
>The one thing I found myself doing in Abysm 2 is giving myself bindings to equip the various rings, though I was playing it hard magic.
Yeah I wish there was bindings options for all the potions/infusions/spells I could set up in advance - even if there was tho- there is a lot of items in this one. I'm not a fan of inventory management amidst battle. Hedon had this issue too with a ridiculous number of items to scroll through.

I liked the manor side quest.

>> No.11206024

>>11204272
Voting for Going Down, I wish to make maps as fun as Cyriak

>> No.11206025

>>11205667
what wad is this? looks vaguely familiar

>> No.11206032
File: 935 KB, 1280x720, SUNDAY NIGHT SHITSHOW 108 MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
11206032

May the dead be living, SUNDAY NIGHT SHITSHOW IS BACK BAY-BEE!!! For our first night back we're gonna be playing something we've never hosted before!
HOLD ON TO YOUR BUTTS AND CONNECT WITH ZANDRONUM 3.2 AND LET'S GET THIS SHITSHOW ON THE ROAD!!
104.128.58.120:10730
104.128.58.120:10730
104.128.58.120:10730

>> No.11206036

>>11206018
You'd have to dig through the list of inventory objects for that, it's kind of what I ended up doing and using the console to bind using the object to a key, which is also how equipping rings worked.

It's not the best but it beats scrolling back and forth all the time.

>> No.11206084

>>11206032
should have said earlier

>> No.11206098

>>11206032
did doomseeker remove the ip connect feature? i swear to god it used to have one and now i cant find it.

>> No.11206101

>walk 10 feet
>quicksave
This is getting to be a problem
I don't even reload a lot, it's like a comfort thing

>> No.11206108

>>11206032
>uacmn.wad
Who the fuck are you?

>> No.11206113

>>11206108
Read the server title

>> No.11206119
File: 845 KB, 1500x1126, file.png [View same] [iqdb] [saucenao] [google]
11206119

Is it me or some wads in the Doom + Doom 2 collection just work wrong?
Like, wads with custom level names show the default Doom or Doom 2 level name no the map or custom sounds won't work.

Tried to play Army of Darkness TC and all of these things happen besides random decoration objects blocking my path.

>> No.11206120

>>11206032
>nword status: not enabled

>> No.11206137

>>11206119
Yeah, the Keks port is fucked. Any dehacked (or no dehacked at all) makes it shit the bed.

Use a sourceport if you can.

>> No.11206142

>>11206137
Yeah, was thinking that too. Also, even outside D+D2, the problems I mentioned with AoD still happen in sourceports and I have no idea why. Watchign some youtube videos makes it seem like I'm the only one with this problem.

>> No.11206147

>>11206032
>no password
we getting raided again?

>> No.11206148

Where does Doom + Doom 2 store fan wads?

>> No.11206150

>>11206142
I haven't played that TC in a while, but it might be an issue with how Dehacked files worked in the 90s? No clue.

Checking the entry in the Doom does say it's got a whole bunch of steps to get running, so read those:

>https://doomwiki.org/wiki/Army_of_Darkness_TC

>> No.11206161

>>11204546
I am going to edit your sprites to make them more twinkish. Way too femme.

>> No.11206169

>>11206161
Go ahead, anon. You have my blessings.

>> No.11206186

>>11206150
That was it, I just had to drag the two wad and deh files together into GZDoom. For some reason I thought the program would also load the deh file if they both had the same filename.

Sucks that D+D2 can't load deh files.

>> No.11206208

>>11206186
Getting wads to play nice in the re-release has quite a few steps too. I'm not sure it's ultimately worth it given user-made maps can crash despite being vanilla. Anyway, this has some info on the process if you're curious:

>https://www.doomworld.com/forum/topic/147219-nightdives-doom-curated-community-list-of-classic-doom-mods/

FWIW, if you get Slade you can use that to add the dehacked file directly to the wad. Maybe that'll make it work on the re-release, but it'll definitely make it easier to play it through sourceports.

>> No.11206225
File: 1 KB, 224x208, 224208.png [View same] [iqdb] [saucenao] [google]
11206225

>>11205664
This is mostly an anon board so I can say this: I was not doing ok, and ended up breaking down in tears after I was done soldering, I truly missed troubleshooting and tinkering with something quite well documented like a game console. I forgot that feeling of working on something you like and getting something done all at once, and it hit hard when I got done setting up those consoles and had to go back to filling forms. Don't think I could work multiple jobs like you do after working nights for so long, respect to you for making it work.
But enough blogposts. Back to dreaming about dumb sharks in karts.

>> No.11206232

>>11206101
just get autoautosave

>> No.11206239
File: 53 KB, 197x190, 1706575063389017.png [View same] [iqdb] [saucenao] [google]
11206239

There's SO MUCH Doom to like! So many MODS I haven't played! AHHHH!!!! DECADES UPON DECADES BUILT ON A PILES OF CORPSES!!!
RIP n TEAR! RIP n TEAR! WHAT MAKES THE GRASS GROW? BLOOD BLOOD BLOOD! AND GUTS! IM GOONA COOM BLOOD! Thank you for reading my blog

>> No.11206253

>>11206119
It was released extremely unfinished.
Blame Bethesda.

>> No.11206263

>>11206253
Bethesda fucked it up bad. Like, it's cool to have this repository of classic and great wads and TCs but when you don't add the option to add a deh file most of these just won't work.

It's idiotic. Is there some way to let them know of htis oversight?

>> No.11206273

>>11206263
It does support dehacked though, even though it's not great.

>> No.11206275
File: 621 KB, 1440x900, Screenshot_Doom_20240901_192458.png [View same] [iqdb] [saucenao] [google]
11206275

Even when what we love is not only taken from us, but we are also mocked for it, we still find light in our darkest hour. ggs /vr/

>> No.11206278
File: 647 KB, 1576x858, 1723515651323007.webm [View same] [iqdb] [saucenao] [google]
11206278

CACO HOLES

>> No.11206296

>>11206032
where's mac where's babby where's orange bomb
those were the bros

>> No.11206303

>>11206296
I don't know about the other two, but Mac stepped away from a lot of more community stuff as a whole from being sick of dealing with people and the whole ZDoom forums shittaree last year.
I think he lurks around still, but remains Anonymous.

>> No.11206343
File: 175 KB, 640x480, Screenshot_Doom_20240901_155642.png [View same] [iqdb] [saucenao] [google]
11206343

Well, that was fun. I am 100% making High Noon Drifter and Treasure Tech patches for this, probably more.

>>11205901
At that point I probably will. Mostly I'm reluctant to update GZDoom because I'm still not sure what all the sector lighting options actually are and if there's a Standard equivalent and also because Project Malice is apparently fucky on it. I did take a look at the new stuff, but not super recently, so if there's anything in there that explains how she gets out, I haven't seen it yet.

As for gameplay, I'm primarily wondering about how alignment would work with her. Like if she'd be locked to -1000.

>>11205918
What the. Those are cool, is there gonna be a Crash mod?

>>11206025
That's Pirate Doom 2.

>> No.11206353

>>11206225
Waifuman have you been playing kartan with us all this time? Those sprites look great by the way

>> No.11206360

>>11206343
Not yet, Tesefy just made these cool ass arms because he wanted to practice, I guess? The lad is very talented and quite chill, if he posts something publically it's free to use. Very cool guy.

>> No.11206363

>>11206360
I admire the hell out of Tesefy. The man's a beast when it comes to art, and I've frequently used his work as a foundation for a lot of my sprites.

>> No.11206372

>>11206343
>I am 100% making High Noon Drifter and Treasure Tech patches for this, probably more.
I find it easier to do a sort of generalized setting shit back to Doom's stuff patch or edited version to run stuff with.

>> No.11206384
File: 32 KB, 333x369, ds_wraithplayer.jpg [View same] [iqdb] [saucenao] [google]
11206384

>>11205918
Wow nice. That's them right there. I checked the credits awhile ago and yeah, that sonikofan's made a lot. Groovy.
>Just recolor the flesh/skin parts and you're golden.
I wonder what would look best, maybe something greener in hue to match something like DS' light armor. It's funny because the Wraith for the mod is a nice match with his brown/tan sleeves.
Maybe I should consider updating his sprite for more player color. Thoughts >>11206343 >>11205364 ?

>> No.11206391

>>11199734
Where can I (safely) download No Rest For The Living and Legacy of Rust?

>> No.11206403
File: 3.94 MB, 1280x720, dhewm3.webm [View same] [iqdb] [saucenao] [google]
11206403

Playing through the Doom remake at steady pace, pistol from WMD mod is pretty satisfying. I also like when visuals get a bit more "fleshy".

>> No.11206409
File: 762 B, 63x46, WWSHA1.png [View same] [iqdb] [saucenao] [google]
11206409

>>11206353
I have not been karting since I got hit, maybe a single post-moving session, but it has been a long while. Those Razer sprites aren't really mine, I just edited Wacky Wheels sprites to make them fit the SRB2K template. I haven't really followed all the chaos around the new kart version, but I don't think it should be hard to edit this guy quickly to make him fit a new template.

>> No.11206420

>>11206391
https://store.steampowered.com/app/2280/DOOM__DOOM_II/

>> No.11206435

I am not mellowing with age.

>> No.11206441

>>11206435
Are you curdling instead?

>> No.11206449

>>11206441
Fermenting. Pungently.

>> No.11206452

>>11206441
Curdled rage goes well on toast.

>> No.11206463

>>11206296
I have 2 of their steam IDs if you wanna shoot them an fr
>>11206409
Oh snap you made that graphical roster picture too, that was dope.

>> No.11206469

>>11206148
C:\Users\(You)\Saved Games\Nightdive Studios\DOOM\bnetwads
they are renamed when they are uploaded, you can use either the index.json to see which mod is which, or use bethesda's website since the wad's id is part of the URL
>>11206263
The deh file has to be embedded into the wad for it to load, fine if you're only downloading the wad from the mod browser, annoying if you downloaded the wad from somewhere else. Mod support needs more work really.

>> No.11206490

>>11206463
I appreciate it but we cant share steam ids privately here
I will try searching their zandy nicknames

>> No.11206514

>>11205121
Where the hell is it? I want to separate the weapons for a mod and play through all these plutonia knock-offs with it.

>> No.11206516

>>11206360
Sick. I could use the punching ones for my HDest Crash skin.

>>11206372
Yeah, but not everyone wants to do that, and I was gonna share them. Plus I was thinking, not too seriously, about making an attempt at editing the sprites for the stun and bulgy eye death states for the TT one. Maybe.

>>11206384
Hm. Maybe recolor the tan bracer to match his other arm, and then the brown parts could be the player-chosen color.

>> No.11206550

Bump

>> No.11206551

>>11206550
Anon. We're at bump limit.

>> No.11206574

>>11206551
uhhhhh
bump

>> No.11206579
File: 3.69 MB, 640x360, ds_eraserskins3rd.webm [View same] [iqdb] [saucenao] [google]
11206579

>>11206403
The WMD chainsaw is great as well. I love the alt-fire.
>>11206516
>Hm. Maybe recolor the tan bracer to match his other arm, and then the brown parts could be the player-chosen color.
Colored pants and steel-looking bracers might work, actually...

>> No.11206589

>>11206579
How about that line on his chest, too?

>> No.11206620

>>11206551
Bump is obviously slang for cocaine my guy

>> No.11206629

>>11206490
2nd result 10th result

>> No.11206673

>>11206469
Thanks mate, you da man

>> No.11206712
File: 1 KB, 24x30, Head 1.png [View same] [iqdb] [saucenao] [google]
11206712

>>11206169
Not totally happy with it, I think the original's round face was what bothered me the most.

You did a great job with detail the features, I feel like I botched the hair a bit.

>> No.11206715
File: 46 KB, 554x692, Head 1 again.png [View same] [iqdb] [saucenao] [google]
11206715

>>11206712
Oh god its for ants

>> No.11206748
File: 490 KB, 1170x853, live_lalo_reaction.png [View same] [iqdb] [saucenao] [google]
11206748

>>11202127
>Final Fantasy Doom
>mfw poorly-edited pixel titties in the Bethesda mod list

>> No.11206749
File: 4 KB, 845x576, STFST01.png [View same] [iqdb] [saucenao] [google]
11206749

>>11206712
While depending on the source port settings, mugshot isn't supposed to be round. I remember that both PrBoom and DSDA had them squished by default, GZDoom maybe too. Ironically, you made the face less prolonged with the trimmed hair.
>Not Eraser anon.

>> No.11206761

>>11206749
I see it now that you mention it. Tempted to tweak it again.

>> No.11206801

>>11206761
If you do any art for Doom, like textures and sprites, changing the image height to 120% gives you a sneek-peak on how it will look in the game. Do not forget to reverse the change back before putting images into the wad. SLADE has "aspect ratio correction" preview button too.

There's a context as to why some source ports have these weird 640x400 resolution presets, when they in fact extend them to 480. Such option solutions lead to unnecessary confusion though.

>> No.11206843

Would it theoretically be possible to make a Decohack weapon that's like the Calamity Blade, but if you tapfire without charging it fires a high damage hitscan instead of the ripper projectiles?

>> No.11206863

>>11206843
I'm just learning Decohack but that sounds possible. Note that I haven't seen any way to have different hitscan puff sprites, just the regular bullet puff every other hitscan attack uses.

>> No.11206872

>>11206343
>because I'm still not sure what all the sector lighting options actually are and if there's a Standard equivalent .
There isn't, but Standard isn't gone and it turns out you can force it anyway. gl_maplightmode 0, as long as the map doesn't force it, which is only applicable to gzdoom maps. Put that in an autoexec though. It's a noarchive cvar.

>As for gameplay, I'm primarily wondering about how alignment would work with her. Like if she'd be locked to -1000.
Yes. But that wouldn't be impairing in the slightest. The gameplay would focus entirely on carnage and player resource management. I want to break away from heavy tactics with this character and provide a third, radically different style of play. That way you have Wraith for ye olde pain and suffering, Solomon for a more action-oriented experience, and Niven for "I want this room to fear me". You will still need to plan ahead though because if you let loose and don't watch your resources, you could screw yourself over. I don't want to go too much into details since I haven't quite ironed them out myself. That's something that'd need to happen during the process of development.

>so if there's anything in there that explains how she gets out, I haven't seen it yet.
There isn't. That lore will be added alongside the class. Already have it written down and polished, along with a few other entries, but I need the rest of the content first.

>> No.11206879

>>11206384
Wraith's sprites are a placeholder, but replacing them is currently low on the priority list. Keep that in mind if you plan to do recolors.

>> No.11206883

new thread
>>11206881
>>11206881
>>11206881

>> No.11206884

>>11206263
It'll probably be like last time, where the official port was a disaster on launch, but then they fixed it up. We'll see if it'll be as good though.

>> No.11207119

>>11206872
Thanks. Those people make baffling decisions.

Evil playthroughs were some of the more fun ones, so it'd be cool to get a dedicated character for that. And she's also the only character I would use that secret spell on. Will her knife work any differently when she's using it?

Nice. Looking forward to it.

>> No.11207194

>>11199808
Just recorded a single stretch demo clocking 1:37 hours with all secrets and monsters, for no particular reason at all. It's all me skulking around, humping walls, backtracking and being overwhelmed by visual complexity. Hopefully author isn't that much of a weirdo to even attempt to watch it. My first and only death is at 7 minutes mark.

Supposedly, I could turn it into a video upload with timestamps and highlights or brainstorm a speedrun route, even if I did neither of that, ever. We'll see. https://file.io/xC0xtS3IEGkG

Some hasty sidenotes:
>Purpose of the secret skull switches remains a mystery to me
>Stepping into silent teleporter traps and fake-outs, over and over again, was a little too agonizing
>Finding a way for the exit requisite red key was a product of the pure epiphany on my end. I wouldn't have missed the needed teleporter if I hadn't gotten sidetracked by the secret passage nearby.
>Killing respawning arachnotrons with indistinct switch, to me seemed pretty unintuitive. Felt like I wasted rockets on a few of them beforehand. Maybe setting an exclusive to the location unique turret monster and giving him more imposing presence would've lessened the problem, otherwise I see no reasons for the awkward killswitch setup.
>Whether it's because of a vast magnitude or a foreboding warning, both of the final areas left me feeling somewhat dismayed as I was fully expecting something much more grand in either case. Honestly, the secret plasma weapon area was more successful and memorable in this regard, not to mention that it's the only place where you could encounter black baron enemies.

Some minor discontent, however, does not undermine it being an engrossing journey. Overall, very impressive job of you with way more hits than misses, thanks for making it. Wish I had been more elaborate and constructive, there should be something more to expand upon considering the carried scope.

>> No.11207395 [DELETED] 
File: 321 KB, 441x603, DoomCartCarnage.png [View same] [iqdb] [saucenao] [google]
11207395

>>11206225
While I'm as far as tinkering as you can probably get, I do miss the "working on something you like and getting something done all at once" feeling from hobbies. Having a hard time with revisiting old ones and trying something new too, but maybe I'll get there soon-ish. Again, I got really lucky with jobs and it's what you would typically assume. I'm not some tough guy who can just handle night shifts and such. lol
That being said, yeah. Time to dream of karts. Godspeed, Waifulead.
>>11206119
>>11206263
Will be the devil's advocate here by asking this: is there enough info out there to put the blame fully on Bethesda or id Software, considering that Nightdive had visible been taking on a lot of projects in recent years? Not saying it wasn't rushed (mod browser is a good example of that), but it could've played out in different ways.
For example, publisher could've set a strict deadline with a relatively short development time. It's one thing if developer had more time initially and then were suddenly robbed of it. It's totally different if developer knew there wasn't that much time and took on the job anyway. In latter case, both are to blame.