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/vr/ - Retro Games


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11224590 No.11224590 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>11214983

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.11224593
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11224593

=== CURRENT PROJECT ===
/Vertex Relocation/ PHASE 2
IWAD : Doom 2 | Format : Boom
RULES AND CLAIMED SLOTS : https://pastebin.com/CrVTqGvr
BETA V2 : https://files.catbox.moe/tc0rgk.wad

=== NEWS ===
[9-8] Eviternity 2 RC6, supports co-op and a new difficulty
https://www.doomworld.com/forum/topic/142015

[9-5] Tei Tenga, a simple weapons mod using Id Vault assets

[9-2] Constriction 1024 had RC1 update
https://doomworld.com/forum/topic/147591

[9-2] Mindprison Project, a limit-removing megawad
https://jmaa.tv/mindprison-project

[9-1] Dr_Cosmobyte releases Codename Nomad, a vanilla+ weaponset
https://dr-cosmobyte.itch.io/codename-nomad

[8-31] Skelegant releases DEHEXTRA Eraser weapons mod
https://skelegant.itch.io/eraser-weapons

[8-30] Anon shares Eraser 3.0, a single-level partial conversion
https://doomworld.com/forum/topic/147486

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

[8-26] Abysm 2 + Expansions Receive Anniversary Update
https://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

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

>> No.11224621

In 2291, in an attempt to control violence among deep space miners
the New Earth Government legalized no-holds-bared fighting.

Liandri Mining Corporation, working with the NEG,
established a series of leagues and bloody public exhibitions.

The fight's popularity grew with their brutality.
Soon, Liandri discovered that the public matches were their most profitable enterprise.

The professional league was formed;
a cabal of the most violent and skilled warriors in known space,
selected to fight in a Grand Tournament.

Now it is 2341, 50 years have passed since founding of DeathMatch.
Profits from the Tournament number in the hundreds of billions.

You have been selected to fight in the professional league
by the Liandri Rules Board. Your strength and brutality are legendary.

The time has come to prove you are the best-
to crush your enemies-
to win the Tournament.

>> No.11224623
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11224623

>> No.11224635

>>11224593
Nice Tei Tenga link
https://lossforwords-atmo69.itch.io/tei-tenga

>> No.11224652 [DELETED] 
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>> No.11224658
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>>11224621

>> No.11224663
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11224663

>>11217908
E1M9 Excavation Site
When this began I had a bad feeling. The beginning's hallways felt so tight and the combat very bland. And while there definitely isn't much sophistication in the combat or map design as it continues on, Late Night Person knows how to use gibs to enhance the fun.

The combat setpiece is basically just rocketing and chaingunning a big monster teleporter. But it feels so satisfying because of the inherent gibbitude of Knee Deep in the Deadites.

Kind of a neat little romp.

E1M4 Mineral Processing
Nice and open map, progression is not totally clear without some exploration. Pretty standard Ultimate Doom fare. I did the exit switch fight without the rocket launcher and it was really easy. So, its a little too easy to miss and theres way too much chaingun ammo.

E1M5 Mining Complex
This is not a winner. The combat is tougher, which is nice (this was my first death) but the spectre use is a little dickish and the chaingun is withheld for too long. Also, I found a way to get to the red keycard in an unintended way really early on. So the design feels much sloppier than each of the previous maps.

>> No.11224664
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11224664

>>11224590

>> No.11224676
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>> No.11224678
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11224678

Citadel progress
I hope you like punching imps/pinkies

>> No.11224681

>>11224678
Normal punching or berserk punching?

>> No.11224682

>>11224663
I liked Solar Struggle when I played it, though I think I had more fun with Stickney Installation.
>>11224676
https://www.youtube.com/watch?v=65uNCLBTje0

>> No.11224684
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11224684

>>11224676

>> No.11224689

>>11224682
I'm enjoying it so far. But the slightly longer maps are starting to drag on me.

I know the combat gets more interesting later on, so I'm hoping that will sustain me in the later episodes.

>> No.11224692
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11224692

>>11224682
>tfw no Build game with a Lou Albano style protag, putting enemies in wrestling holds and cranking them in the back of the head with a big pipewrench

>> No.11224703
File: 2.83 MB, 1920x1080, Redeem your Space library.png [View same] [iqdb] [saucenao] [google]
11224703

>>11224621
Sorry I’m hanging out on Na Pali forever. I love this place.
>mod’s planet is technically not Na Pali

>> No.11224708

>>11224681
Berserk, I'm not that evil

>> No.11224712

>>11224708
Then yes. Beating up pinkies and imps is fun.

>> No.11224737

https://www.youtube.com/watch?v=-mZp5_xN1xU

>> No.11224778

>>11224737
You sure can't mistake his wads for being anybody else's wads with the music he does for them.

>> No.11224779

I liked that one joke in Duke Nukem Forever where this scientist lady mentions the Planck length and Duke goes "I got your plank length right here, baby" and he's too dumb to realize he just said he has the smallest dick in the universe.

>> No.11224787

Fisting Imp is fucking fun.

>> No.11224789
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11224789

I wish I had sources for all the sexy girls in old fps games

>> No.11224825

>>11224779
Relative to its size, the gorilla has the second smallest penis of any animal. Duke has the first.

>> No.11224827

Is SNS over again?

>> No.11224841
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11224841

I finally got that fucking custom berserk punch noise to work, it took about a full day & a half to figure out how to get the bitch working, but here it is. Shoutout to >>11218603 in the last thread, he told me I had to make a custom actor to replace Doomguy so he could have the custom fist. Here is a PK3 with the coding I did to create the custom berserk punch noise.

https://files.catbox.moe/o5s2e5.pk3

The noise I used is the BRSKHT.WAV file from the id vault. I think it was supposed to be an unused noise for punching when you picked up a berserk pack. I put the wav file through the Audacity program, changed the wav file's Hz from 44100 to 11025 Hz, which is the Hz that most of the Doom sound effects are at. As for the BRSKHT.WAV itself, I think it is kind of lackluster sounding for a punch. I kind of prefer the more meaty thunking base noise Doom punching noise. I think I will use the unused berserk punch noise to see if the noise will grow on me, I am just fucking glad I finally got it working, thank you guys in the last thread for telling me what I needed to do, It saved me from having to make a stupid thread on faggot ass Doom world.

>> No.11224842
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11224842

>>11224827
Double Prank'd

>> No.11224843
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11224843

https://www.youtube.com/watch?v=pIeUFnmpHJk
https://vocaroo.com/1l0OHlS5ypAF
https://vocaroo.com/1d8uwvEwMvW4

>> No.11224846

Anything I know about the classic AvP game before I start it?

>> No.11224849

>>11224692
>Build game with a Lou Albano
>SWING YOUR ARMS FROM SKULL TO SKULL

>> No.11224862
File: 1.15 MB, 1920x1009, forlornfuture augzen.png [View same] [iqdb] [saucenao] [google]
11224862

can niggas stop replacing fucking decorations with no option to turn them off
when was it a good idea to do that ever

>> No.11224876

>>11224862
Just open it in slade and comment them out.

>> No.11224879
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11224879

Fuggedabbout Freeman, we're pulling out.

>> No.11224894

>>11224879
coop opfor night when

>> No.11224901
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11224901

>>11224876
i did. i'm just appalled that it's still an active practice

>> No.11224910

>>11224862
What is that decoration normally?

>> No.11224919

>>11224901
You've probably got bigger issues running custom monsters on a DBP wad anyway, nine times out of ten they use the WolfensteinSS and Keen for environmental effects and stuff via dehacked.

>> No.11224925

>>11224910
If I remember my DBP37 right, it should be some fire that you can walk through.

>> No.11224929

>>11224910
fire you can pass through
>>11224919
true, but this time that issue got solved by me loading augzen after the mod. besides, decorations aren't as crucial to the experience as monsters can be.

>> No.11224936

>>11224879
How did you do that?

>> No.11224953

>>11224623
>needs 90s feels

>> No.11224992

>>11224841
i highly doubt you'll learn much modding in /doom/ alone, so if you do want to get further into it, imo it's best you try and calm your hate boner for the forums a bit.

>> No.11225007

Zdoom should've never happened.

>> No.11225034

>doom
more like GOON

>> No.11225041
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11225041

Hmmm...I wonder who could've done this.
>>11224936
A lot of quicksaving and loading when someone died.

>> No.11225117

>>11225041
>that pic
Oh my god, is he okay?

>> No.11225118

>>11224623
>id24 usually release whatever ports

>> No.11225124
File: 2.03 MB, 1920x1080, Redeem your Space knife guy.png [View same] [iqdb] [saucenao] [google]
11225124

>>11225041
Poor dude.

>> No.11225257

>>11224789
wat gam?

>> No.11225265

>>11225257
It might be the D3 Phobos mod based on that hud.

>> No.11225297

Gonna get an automated zandy server set up with a variety of mods picked at random. I got Push, Doomware, and (good) deathmatch WADs in mind. What should I add? What do you dudes like to play?

>> No.11225332
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11225332

I like this map pack. Its vibes are cozy and at 8 levels it doesn't overstay its welcome. I swear some of the soundtrack was pulled from Metroid Prime though, but was *just* a bit different. Now to decide which to play next.

>> No.11225382
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>> No.11225397
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11225397

>>11225382
What is he playing?

>> No.11225417

is there still no coop for pwads on that updated steam release?

>> No.11225420

>>11225397
Looks almost like Super Mario Bros. 3

>> No.11225434

>>11225420
How is he playing it on the computer? This photo must of been around 1993 - 1994, were NES emulators a thing back then?

>> No.11225436

>>11225434
>>11225420
Fuck, I missed reading the part where you said "almost".

>> No.11225439

>>11224992
>calm your hate boner for the forums
Shit advice desu, the best way to learn is to find other people's mods who did things you want to do and open them up to see how they did it, until you finally know enough to figure shit out on your own. Forumfags will not help you in the long run, especially not if you aren't into sucking the right dicks to fit in.
A decompressed gzdoom.pk3 and entry level programming knowledge to search through is the absolute bare minimum for any serious modding. If using DeHackEd, there are resources for that too.
>t. Taught myself modding with near-zero forum use

>> No.11225440

>>11225434
Weren't they doing a mario clone for pc to impress nintendo with though?

>> No.11225442

>>11225434
https://www.youtube.com/watch?v=1YWD6Y9FUuw

>> No.11225460

>>11225442
Mario... easy on the mushrooms.

>> No.11225470

>>11225439
>Shit advice desu
No, that's still good advice. You shouldn't waste time and energy getting angry over a shitty forum. I learned same as you: Cracking open other mods, though I had the added benefit of having direct contact with people smarter than me as well.

>> No.11225474

>>11225434
Id Software was developing a SMB 3 version for PC and showed a prototype to Nintendo. But in the end Nintendo didn't want it, so Id started to make Commander Keen with the same code.

https://youtu.be/1YWD6Y9FUuw

>> No.11225475

>>11225470
DW has a forum called "editing questions" and there's a few people there who basically answer questions as a hobby. I agree that having an understanding on your own is more valuable, but it's fine to learn from somebody else now and then.
Though I must wonder how socially dissonant one must be to think you need to "suck the right dicks" to get advice from there.

>> No.11225483

>>11225041
I was asking what mods you're using actually sorry.
>>11225124
That's a bad guy so it's ok. Less so in your image I guess.

>> No.11225486

>>11225475
Hard to say, I just assume he's an angry guy with a chip on his shoulder.

>> No.11225487

>>11225486
I almost want to make an alt and ask a really dumb question to see the results

>> No.11225491

>>11225487
Now when you say "dumb" are you talking about just asking something genuinely unanswerable just to be a cheeky piece of shit, or a dumb question that's common knowledge?
Because fuck man, I've asked some real stupid questions during my early days of modding.

>> No.11225492

>>11225491
Just something I already know how to do, like a self-referencing sector or a 3D floor in UDMF, nothing full-on retarded. Also finish kustam

>> No.11225495
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11225495

And talking about stupid question, where can I download the quake drake source code? It's supposed to be open source now.

>> No.11225496
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11225496

>>11225492
I just got home. I was supposed to a dev stream and totally missed it as I kept a word to a friend to take him grocery shopping.
But here, I posted this yesterday.

>> No.11225502

>>11225496
https://youtube.com/watch?v=CCg99EPJhdU

>> No.11225504
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11225504

>>11225483
Field Intensity. Breddy gud, feels like an official expansion, if you ignore the amateur voice acting.

>> No.11225521
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11225521

jesus christ

>> No.11225548

>>11225504
>Amateur voice acting
There's a solution for that, if you don't mind a little AI voice cloning. Only replaces custom voices for non-original characters.
https://www.moddb.com/mods/field-intensity/addons/fanmade-patch-half-life-field-intensity-ai-voice-remake

>> No.11225612
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11225612

I'm trying to play Ancient Aliens in dsda-doom but its lacking the cool wolf sfx in the beginning- I'm only getting standard teleport sound. I know this because gzdoom works fine, but I don't wanna use gzdoom for this playthrough. Im a dummy using Windows 10. It starts exactly like Decinos play here in dsda-doom: https://youtu.be/as3X5VIiG1c?t=607 time stamp 608s or 10:08

>> No.11225639

>>11225612
You need GZDoom or Eternity for the sound effects.

>> No.11225642

>>11225612
The wolf sound effects and various other relatively unimportant features in that wad were originally exclusive to zdoom derivatives and the Eternity. Lucky for you, Skillsaw recently released an update for all his major wads that adds this functionality to dsda-doom and other mbf21 compatible ports. The news post mentions this.
https://www.doomworld.com/profile/8877-skillsaw/?status=1747176&type=status

>> No.11225652
File: 1.07 MB, 1232x637, Hugyen Ship.png [View same] [iqdb] [saucenao] [google]
11225652

>>11224663
E1M6
Visitor Center
Ehhhhhhh. The doomcute is nice, but there are some weird design choices like placing a switch to lower a key in a room unconnected to it and is not visible from activating that switch.

I dunno, I won't remember this one very well.

E1M7
Traffic Control
Lots of big groups of former humans to feed to your rocket launcher and some nice open space to run around in. A little too easy defang by pulling a Decino and just leaving though.

Nice interconnectivity by being able to go around the main buildings onto the cliffs at the beginning of the map. Not a bad map at all.

E1M8
Huygens Spaceport
I have never played Plutonia 2, so the midi selection cannot bother me like it did MtPain27. And I am glad that is the case because it so perfect for this level.

From the very start, the tram you are on destroyed and appears to be filled with viscera. The doors are only partially ajar as shotgunners pot shot you and lost souls clog up the vents. Its a short but tense and dark crawl that leads into a rocket fiesta with a ton of Barons. The damaging floor and sheer space the Barons take up make this so precarious.

Its so moody and just a goddamn joy. This is for me close to peak Ultimate Doom.

It makes me very excited to see What Lies Beneath by Violentbeetle.

(Screenshot taken from Sandwedge's playthrough because I never learned how to screencap in game)

>> No.11225658

>>11225652
Slight correction, it is visible from the room with the switch in it but if you press it, it becomes easy to not notice lowering or not connect it to the lowering action.

I think the area is a little visually noisy (especially with the action) and that obfuscates it.

Sandwedge had a similar issue in his playthrough.

>> No.11225665

>>11224992
>i highly doubt you'll learn much modding in /doom/ alone
Certainly not in 2024 because there aren't many people left who know shit.
When I took up Doom modding in 2016 I could basically ask everything here. One anon even helped me by putting together an ACS script for a weapon mod I made.
I try to help everyone who asks questions, if I can, but I also don't lurk daily.

>> No.11225731

>>11224623
>Author possible entire retarded
Far too many wads I have played suit this

>> No.11225740
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11225740

>>11225642
That link was more than I hoped for. Wolves are a howlin. Luck had nothing to do with it-- Ancient Aliems.

>> No.11225762
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11225762

Attempting to make Kleer sprites from scratch. Probably gonna base it mostly on the classic ss1 design.

>> No.11225764

>>11225762
Godspeed, Anon. This is a good start thus far.

>> No.11225820
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11225820

>>11225762
It might be easier to use the modeler to get screenshots then tweak them but I have no idea how to load a Kleer into this thing.

>> No.11225826

>A_Explode
>XF_HURTSOURCE — This flag is set by default. Hurts the source: if set, the source can be damaged by the explosion. Note that the source is not necessarily the calling actor. To unset the flag, either use 0 for the flags argument, or pass other flags to it without passing this one.
>or pass other flags to it without passing this one

What is this trying to say? I gave Walpurgis' Firestorm attacks XF_NOSPLASH so the fire spiral tertiary wouldn't eat my frames when I use it on liquid and I'm going to put it on more things, but now it's doing damage to me.

>> No.11225881

>>11224879
Too bad you lose them all like 2 rooms into the next building.

>> No.11225906

>>11225652
>(Screenshot taken from Sandwedge's playthrough because I never learned how to screencap in game)
You can always press Print Screen button and paste it into a graphical editor. Most ports also have bindable screenshot keys, at least DSDA does. I think gzDoom just dumps screenshots into one of its internal folders when you pres PrntScr.

>> No.11225912

>>11225906
>PrntScr
Warning for this on the latest Windows: Windows' inbuilt Snipping Tool tends to override the program's usage of the Print Screen key, which depending on your port can cause the game to go black. In GZD I had to create an alias function that takes delayed screenshots so I could trigger it and hurriedly close the console.

>> No.11225941

>>11224593
Legendoom 3.0 released
https://forum.zdoom.org/viewtopic.php?f=19&t=51035

>> No.11226029

>>11225941
>completely overhauling items internally, adding synergies and fixing a buncha stuff
Oh fuck, Yholl is an absolute madlad.

>> No.11226069

>>11225439
>>11225475
Cracking open mods and just looking at their code and assets, tinkering with them, and referencing wikis to learn what this or that thing might do, is actually a fantastic way to learn, but as much as you can talk shit about the various problems of Doomworld, I have to agree and say that there really is lots of people there who really know their shit and they are eager to help you solve a problem and teach you.

I don't know if ZDoom Forums is the same these days, it seems to have become a ghost town after everyone fled it to various Discords after the big fuckening.

>>11225486
If he's talking about sucking the right dicks, he's more likely an angry guy with a cock on his shoulder, waiting to be sucked. He's been sucking a lot of cocks now, and he's starting to get really tired of it.

>> No.11226076
File: 161 KB, 757x685, 15811793005300.jpg [View same] [iqdb] [saucenao] [google]
11226076

>>11224593
>/Vertex Relocation/
I read the rules and the very first idea I had is to encapsulate all the monsters into teleport boxes and do the actual map somewhere away from the initial area.
The project sounds fun, but I don't really get the rules yet. Definitely gonna jump on the train if you will be short of maps though, just how I did with last three levels for 512 linedefs of /vr/.
t.guywithteacup

>> No.11226083

>>11226076
>I read the rules and the very first idea I had is to encapsulate all the monsters into teleport boxes and do the actual map somewhere away from the initial area.
That's kind of not going with the spirit of the rules, I feel.

>> No.11226087
File: 49 KB, 500x394, agitation.png [View same] [iqdb] [saucenao] [google]
11226087

>>11225941
>Agitating has been improved, thanks to Combine_Kegan.

>> No.11226089

>>11226076
I used teleporting monsters and nobody complained, but I used the original teleport destinations.

>> No.11226108

>>11226089
I feel there is a difference to do so with some of the monsters against doing it with all of them.

>> No.11226193

>>11225820
You have to extract the model files from SE1_00.gro first. These are basically zip files so use whatever zip tool you have like 7zip to open it. It'll be under "Models\Enemies\Boneman" I believe. You could just extract that folder and open the model file I believe.

>> No.11226249

>>11225007
ZDoom was the major force that kept Doom community alive in the 00s. Be glad that ZDoom happened.

>> No.11226264

>>11226076
Kek, I actually took a look at the maps that were still left and kinda came to the same conclusion, because they're all already clustered in such a fashion that you can't do THAT much more, or at least not without an effort I currently don't have enough energy for.

>> No.11226274

>>11226076
>t.guywithteacup
I don't get why you do this all the time when you could just namefag

>> No.11226371

Does anyone have any Eternity Engine exclusive wads they recommend? Playing through Heartland and I am floored. Usually I use gzdoom because its compatible with everything but I grew up playing Doom with no mouse.

>> No.11226442
File: 517 KB, 1505x2125, 1708642562914941.jpg [View same] [iqdb] [saucenao] [google]
11226442

I don't like Quake 2, I simply don't, it's slow, ugly and boring. I would unironically rather play Quake 4

>> No.11226469 [DELETED] 

>>11226442
Nobody cares about your two sentence opinion mate. This isn't Twitter, go focus on something fun if you don't like it. Simple as.

>> No.11226475

>>11226442
That's fair. I feel that way about Quake 1 for the most part.

>> No.11226481 [DELETED] 

>>11226469
Seconding this, even though I’m marginally curious if they played original or the new port.

>> No.11226485 [DELETED] 

>>11226469
Translation: I want to post my shitty anime waifus on /vr/ for some reason so I added a boring milquetoast opinion to make it slightly on topic

>> No.11226507
File: 558 KB, 2560x1440, 20240818200929_1.jpg [View same] [iqdb] [saucenao] [google]
11226507

>>11226442
Playing through Q2 right now.
The base game is okay, almost good, a bit too padded. PS1 version was better.
The Reckoning is a bit worse, new shit weapons, all these cave levels with green lizzard monsters make it feel like Unreal and not in a good way.
Ground Zero is even worse, shit weapons again, so far I don't like it.

The only really good things are soundtrack and weapons design. Best railgun ever. and remaster brightmaps

>> No.11226509

>>11226442
This used to be me but I've come to appreciate it way more. Maybe even more than Q1.

>> No.11226517

>>11226507
>Reckoning
>new shit weapons
The pizza launcher is OP.
>>11226509
Same for me, though it’s also been the most they’ve felt to “change” compared to Quake 1 and both Unity and KexDoom.

>> No.11226523

>>11226517
>The pizza launcher is OP.
That doesn't contradicts what I said.

>> No.11226531

>>11226523
Then you should specify better anon. Do you not like it being OP, or just don’t like it?

>> No.11226549

>>11226507
>Best railgun ever.
*nerfs ur railgun damage for no reason*

>> No.11226604
File: 1.95 MB, 1280x1024, unknown_2024.09.08-21.41.png [View same] [iqdb] [saucenao] [google]
11226604

Why didn't you fags tell me how much the original Unreal kicks ass? Fucking Alexander Brandon soundtrack and I never knew

>> No.11226624

>>11225439
If I, as a retarded young teen like a decade ago now, could have learned Doom modding entirely through the community on Doomworld while having literally zero prior experience with anything similar, I think a retarded young adult such as yourself should be able to do the same.

To be completely honest I can only imagine you're just a fucking asshole because I think it's one of the only centralized community spaces I've ever seen with such a storied history that ISN'T a massive cocksucking circle. Like that IS a problem you'll run into in almost any community space this old except for Doom's, I imagine because of the constant influx of new autists actually.

I waltzed in there like 13 years ago posting a map that couldn't have been any better than wow.wad and the thread was EXCLUSIVELY just actual honest to god friendly advice on level design and visuals, editor tips, and how to pace enemy encounters.

You're not cooler for disavowing other sources of community and advice. Just because they have usernames doesn't mean they're fucking Reddit or whatever inane /v/-brained contrarian opinion I imagine is rattling around in your cranium.

Either get your head out of your ass and try to genuinely engage with people who are probably really excited to teach someone like you, or accept that you're gonna get stuck in ruts for way longer than you should.
Because with how volatile you act I can't even imagine you finding a lot of people willing to deal with your bullshit here, let alone an actual forum.

>> No.11226638 [DELETED] 

>>11225475
Oh look, the usual suspects act out in the expected way. Yeah, so, this is exactly what happened whenever I asked for help on any doom forum. Not only did I not get help, but then about five or six cocksuckers would wait until they thought I wasn't paying attention anymore and talk as much shit as physically possible, making up stuff about me and basically playing me out to be the villain because I did something like go "okay I'm glad you're really good at modding and stuff but the topic of my thread was X and you just spent four posts flexing about Y and then got upset when I asked you about X".
It is absolutely a game of sucking the right fucking dicks to get anything done when you are dealing with forumfags like yourself. This is why the zdoom forums are a fucking graveyard these days, this is why places like doomer boards (not that it's any fucking different) end up being created, and this is why I will never, ever interact with the wider doom community outside of an anonymous setting where I can tell you dipshits exactly what retarded, autistic, narcissistic pieces of shit you are. You are not fucking special for understanding basic programming, you are not special for withholding information from people who ask for help on forums specifically designed to help people, you are not smart because you have the ability to lord things over people. Your existence is fucking sad when you have to play power games over mods for a 30-year-old video game. I sincerely hope you piss out the largest kidney stone in history, fuck you.

>> No.11226640 [DELETED] 

>>11226638
>2/3 of the post just dedicated to insulting me
You're just proving me right lol. God I'm so good at this.

>> No.11226650 [DELETED] 

>>11226640
Kill yourself. This is life advice. You're going to anyway you fucking eunuch.

>> No.11226656

>>11226604
>Why didn't you fags tell me how much the original Unreal kicks ass?
I’ve been doing that for awhile now.
Probably my favorite “90s FPS” soundtrack.

>> No.11226657
File: 213 KB, 865x643, 532.png [View same] [iqdb] [saucenao] [google]
11226657

>>11225397
Dangerous Dave in Copyright Infringement

>> No.11226659 [DELETED] 

>>11226650
By the way I'm using reverse psychology to convince you broadcast your true colors. I can even tell you I'm doing it and it will make you want to do it even more. Funny how it works.

>> No.11226663 [DELETED] 

>>11226638
>It is absolutely a game of sucking the right fucking dicks to get anything done when you are dealing with forumfags like yourself
They don't particularly like me, yet I still get help.

>> No.11226670

>>11226371
Vaporware

Then there's Tarnsman's Projectile Hell and The Lost Episode, but they also work on zdoom.

>> No.11226673 [DELETED] 

>>11226663
It's amazing what not lacing your posts with weird unhinged rants can do huh

>> No.11226675 [DELETED] 

>>11226659
I'm very glad that you think you're smart, but you're not. You're so used to playing reputation power games that you can't even comprehend the notion that I don't give a shit about "true colors" because not only do I not have a name here, I don't interact with your pedo/faggot infested community at all.
What you dislike about my post is not that I take issue with you and the behavior of people like you, but that the very idea that someone might be able to learn modding and mapping without having to suck your fucking digital dick lessens the narcissistic supply you get, which is hilariously the only way you can enjoy yourself likely because you've hormonally and maybe even physically castrated your body, or you were just born wrong. It's sad and pathetic that you place this much importance on a hobby, and letting you know that makes you angry.
>>11226663
The only motherfucker who ever helped me was a crossposter here, and he left the community over half a decade ago. Every single other one either posted non-answers to shit I didn't ask or just openly mocked me. I was polite, I was cordial, didn't matter, which is why I have no use for politeness when dealing with them now. Hell, one time I almost got banned for asking Edward850 why he was calling me a fucking retard (or something similar, it's been a decade) in a thread where I was openly admitting that I didn't know about the topic and needed help. That's the kind of community the ZDoom forums and Doomworld have.

>> No.11226682

>>11226442
I like it, the expansions and mod campaigns too. But I'm glad there's not so much custom content as Doom has. Q2 is fun, but too much would be too much. Doom has no such a problem. I think it's an only game I can play almost exclusively without burning out.

>> No.11226684 [DELETED] 

>>11226675
I mean, you come across like a turbowhining faggot right now, so are you sure you weren't also doing that back then and people didn't have the energy to deal with you?

Again, the Doomworld people don't fucking like me, but I've gotten plenty of help from people there who know their shit.

>> No.11226685 [DELETED] 

>>11226675
And now we're into schizo territory. Amazing. Good job.

>> No.11226687 [DELETED] 

>>11226481
>they
No girl would come to /vr/ to post shitty baits with anime waifus. We all can assume that it's a dude.

>> No.11226695 [DELETED] 

>>11226684
>>11226685
>hurr you're just whining it's not like every experience you ever had told you that the forums where useless, chizo
>stop telling people about your experience and stop recommending better ways to learn
No, and fuck off. The best way to learn is solo, period. There is no drama, there is no bullshit, you don't get harassed for asking questions, you don't have to interact with people who belong in a mental asylum.
If anything, this exchange should be more than enough to justify my viewpoint here. I say one thing (Don't use the forums because they're filled with dickheads, find your own resources and learn solo) and a bunch of those exact dickheads jump down my throat about it with exact the kind of stupid powergaming forumfag bullshit that caused that viewpoint in the first place. Fucking classic.
If you love those forums so much, go back.

>> No.11226701 [DELETED] 

>>11226687
It's called Singular They, you zoomer fuckhead, it doesn't have to have anything at all to do with gender, especially not modern day gender warrior cancer.

>> No.11226714 [DELETED] 

>>11226695
Yes anon I'm obviously from those evil cabals that tormented you oh so many moons ago because I think you're not very social, you got me.

>> No.11226715 [DELETED] 

>>11226695
>No, and fuck off. The best way to learn is solo, period.
You can, sure, but there's no actual need to. Whenever people ask for help here, and if it's something I know how to help with, I'll try to assist them and teach them, and there's nothing you can do about it.

>There is no drama, there is no bullshit, you don't get harassed for asking questions,
I have never endured any drama or gotten sat down with the Forum Commissars for asking "Why doesn't this UMAPINFO thing work, can someone help me?"

>you don't have to interact with people who belong in a mental asylum.
Like I don't do that here too? We've had our share of absolute lunatics right here.

>If anything, this exchange should be more than enough to justify my viewpoint here.
>I say one thing (Don't use the forums because they're filled with dickheads, find your own resources and learn solo) and a bunch of those exact dickheads jump down my throat about it with exact the kind of stupid powergaming forumfag bullshit that caused that viewpoint in the first place. Fucking classic.
Cool confirmation bias and all that.

>If you love those forums so much, go back.
But they won't let me say nigger or faggot for fun, or doodle on troon flags.

>> No.11226717

>>11226624
Not him, but even dw laughs at reddit's doom community just like every doom community does. It's a funny thing, that db, dw, zdoom.org and /vr/ might have clashes sometimes, but they all always agree r/doom is a retarded place. Funnier is that when /v/ tourists come here and try to act all contrarian by hating reddit's doom community. It's not a contrarian opinion, it's widely known canon in all doom communities.

>> No.11226723

>>11226717
That's true, none of the forums respect r/doom at all, and neither should they.

>> No.11226724 [DELETED] 

>>11226604
It's been discussed to death before, especially stuff how it handles the dispersion pistol and keeping it relevant throughout the game.
>>11226701
Yep, singular they has been part of normal English for hundreds of years, it's just the /pol/ kids getting real touchy over it.

>> No.11226727 [DELETED] 

>>11226638
Nobody is playing you out to be a villain. You are having a massive spergout and basically turning yourself into a one-dimensional seething caricature yourself. The dude gave you an advice and wrote multiple paragraphs of pointless seething. Learn social skills.

>> No.11226745

>>11226723
Yes. But if there's one good thing in r/doom at least the most massive retards stay there without infecting the other communities.

>> No.11226767
File: 65 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
11226767

>>11226717
>>11226723
>My dear brother, are you familiar with Doom?
>Doom? That video game from the 90s?
>Yes. I find no greater example of memes than in the still withstanding community of Doom. You see Snake, the community is fractured into various communities. ZDoom, Doomworld, Doomer Boards, and /vr/ - Retro Games are but a few of these communites. They've poured countless hours of effort into creating source ports, preservation efforts, and WADs for the game.
>WADs?
>That would be custom content such as levels and graphical assets for the game. There is a clear burning passion and love for their legacy. Although most amusingly, in spite of their efforts they do not shape the face of their community. The king of Doom is none other r/doom.
*3 seconds of black while the PS1 loads cutscene data showing a montage of various doom sites*
>r/doom? You mean the subreddit?
>Of course. Consider the fact that Doomworld has 45 thousand members. Impressive at a first glance, yet they are utterly dwarfed by r/doom's half million userbase. r/doom does not put even a fraction of the effort any of these recessive communities do, yet they shape the public consciousness' perception of Doom through various memes. Rip and Tear, Isabelle, and Shooting a Hole Into the Surface of Mars to name a few.
*Fades back to the game*
>Just internet memes, that's all it takes for r/doom to be the face of the community. They've never made any WADs or content for the game they deify in the first place! Yet the ones who do such as Doomworld are left in the dust.
>What does any of this have to do with your plan?
>Memes control history, snake. The lesser communities are hidden in the shadows, while r/doom triumphs through using memes to control the public psyche. That is what I intend to do, brother. I shall harness my dominant memes, I won't be held back.

>> No.11226772
File: 1.31 MB, 220x165, retarded-retard.gif [View same] [iqdb] [saucenao] [google]
11226772

>> No.11226779

>>11226767
>meme scheme
>not Solidus or Monsoon
FOX...

>> No.11226785 [DELETED] 

Discuss Doom on codex

>> No.11226838 [DELETED] 
File: 49 KB, 159x148, pretzelman.png [View same] [iqdb] [saucenao] [google]
11226838

You know I really appreciate how the (good) generals like this one usually avoid the nuclear sperg out timebomb retards that waddle around the rest of the site but I guess containment breaches happen anywhere.

>> No.11226840

How do I set the ambush players flag for a monster spawned in with SpawnSpotFacing in a script? I've set

SetActorProperty([TID], APROP_Ambush, 1);

to run right after but it does literally nothing despite that it's what everyone else seems to use from what i've researched. i'm using the new TID I specified in SpawnSpotFacing so I have no idea why it's not working.

>> No.11226862 [DELETED] 

>>11226838
You sure do want to continue a discussion that has no purpose besides stirring drama, don't you? Can't just say your final word and leave like someone sane.

>> No.11226871 [DELETED] 

>>11226862
Nta, but can you see the irony in your post.

>> No.11226891

>>11226840
I guess to be more specific I'm trying to get a custom Wrath of Cronos enemy working right which can't be placed directly in the map in UDB so I have to use map spots.

SpawnSpotFacing ("Impwarlord" , 1, 501);

SetActorProperty(501, APROP_Ambush, 1);

the mapspot's TID is 1. the imp warlord spawns in like it should but then can hear me when i'm behind him. what gives?

>> No.11226905

>>11226891
You might want to dig up Cult of Despair and see how that gets around it, being a Wrath of Cronos wad and all.

>> No.11226908 [DELETED] 

>>11226838
This general has seen MUCH worse days than now. Remember when S*rais had his feelings hurt and spammed the thread with gore? I don't think there was a jannies then because shit would go on for 12+ hours, and the faggots would try to time this shit to when they determined the only mod/janny on /vr/ was absent or sleeping, because that's how much it meant for some of these pedophiles to ruin any and all discussion for others.

>> No.11226914 [DELETED] 

>>11226908
oh yeah that guy. i remember he joined SNS under an alt and tried to guess the RCON password.

>> No.11226915

>>11226905
that's exactly where i first copied the SetActorProperty bit from lol it just doesn't actually work, it doesn't even seem to actually work in cult of despair. i have no idea why it wouldn't though.

>> No.11226925
File: 1.30 MB, 1280x1529, so you want to play some open fortress.png [View same] [iqdb] [saucenao] [google]
11226925

I set up the Open Fortress server to automatically run on Saturdays. Even if I'm not here to post about it, it'll be running, so if you wanna get some frags going with /vr/ just say the word. I've also updated the infographic.
I'll work on getting Zandronum set up the same way for Mondays, stick around and I'll get a server up today

>> No.11226928

>>11226891
You might be screwed here, and that's because the enemy likely counts as already having been woken up once you are applying the flag, or something. ACS is a bit of a shitshow when it comes to flipping certain flags and I'm pretty sure ambush is one of them.
There are a few instances of people suggesting that you spawn the monsters outside the map, and the tag to them, and then move them into position using the markers. I'm not entirely sure if that would work or not. Other than that, it might be best to try to copy the monster definition out of the mod and assign a proper doomEd number or whatever to your copy so that you can place it in the map.

>> No.11226929

Is there any way to make hexen 2 look less like ass?
It somehow looks more bland than vanilla quake.

>> No.11226931 [DELETED] 

>>11226914
Like recently?

>>11226908
I should clarify that I don't think S*rais is a pedo, and I don't know for sure if any of the others are, but the Fake Alf guy had like the EXACT same personality as a guy I once had the misfortune of knowing, who went to prison for that.

>> No.11226937 [DELETED] 

>>11226931
2022 if that counts as recently. I remember there was a whole discussion about him over discord because he started referring to himself in third-person to paint himself as a victim and that's how he got caught

>> No.11226946
File: 172 KB, 736x1008, Sandy_petersen_picture_recent.jpg [View same] [iqdb] [saucenao] [google]
11226946

>>11224590
What's his best map?

>> No.11226949

>>11226928
yeah at this point i just need confirmation i'm not insane after trying everything. funny to think it's not actually working whenever someone else has used it. just assembled a quick example using vanilla doom2 and yeah it's not working there either. i'll figure something else out.

>> No.11226952

>>11226949
Since it looks like it's a decorate definition, you can just do
>Actor impwarlordwithafuckingDEDnum : impwarlord 69420 {}
In a simple decorate add-on and that will probably work. Don't take my word for it entirely though, I haven't done this in a while.

>> No.11226970

>>11226946
Well map01 is iconic and the whole starting position is the most visually pleasing place of the whole game, which is unusual for Sandy.

>> No.11226971

>>11226929
Let's wait for Nightdive remaster.

>> No.11227000

>>11226946
Arguably Tricks & Traps.

>> No.11227010

>>11226952
now i'm getting

"DECORATE warning in "beach2.wad\DECORATE:6", line 1. Unable to find "impwarlord" class to inherit from, while parsing "impwarlord:19420"."

even though I have woc loaded in the map. fuck it i guess. it's an incredibly jank solution just to make an enemy ambush me anyway.

>> No.11227149

>>11227010
The only thing I can imagine is that that is some kind of load order issue, but without actually having your entire setup I wouldn't know how to solve it.

>> No.11227208

>>11227000
Tricks & Traps is garbage. I don't know why I consistently hear people call it good. It's literally a circle with hallways branching off of it, and each hallway is just a retarded gimmick that you can see from a mile away. There's no flow or nuance, it's lazy and boring. Sandy has made some legitimately good maps, but T&T is not one of them.

>> No.11227214

>>11225382
Napoleon Dynamite!

>> No.11227236

>>11227149
nah, udb is just retardedly limited when it comes to pulling assets out of wads. i think it's because the custom enemy is in a file called MONSTERS.txt when UDB seemingly only searches in DECORATE.txt. not sure how to fix this without making a whole ass custom version of woc which would be defeating the whole purpose

yesterday i was confused why so few mod for hexen...

>> No.11227243

>>11226087
I also updated the muzzleflashes for the Illegal, nuclear, and optional effects. I'm just gonna give myself a little pat on the back for the illegal muzzleflashes, cus I'm still really proud of those.

>> No.11227245

>>11227208
sounds like you got tricked and/or trapped

>> No.11227275

>>11227208
Hi Romero

>> No.11227279
File: 1.50 MB, 4029x3672, MAP08.jpg [View same] [iqdb] [saucenao] [google]
11227279

>>11227208
Because it's a gallery of tricks and traps, each room having its own trick or trap, it's perhaps one of the best executed gimmick levels of Doom and Doom 2. It has its theme and executes it in multiple different ways, and it's at least partially non-linear in that only two rooms are mandatory for getting to the exit, everything else is optional, which you won't necessarily know as a newbie.

One room has a Cyberdemon face off against shitloads of Barons, and you're kind of forced to just handle this situation, wait for them to thin each other out, until you can grab the key and leave. Stray Barons might teleport to the central hub.

Another has a horde of Pinkies at the ready, you can be smart and take care of the initial ones and you might think that you're safe, but as you go in further you get ambushed with two big closets full of them in very close quarters. You might accidentally discover a hidden BFG here, the first in Doom 2.

A secret in one of the room unleashes the first Pain Elementals in the game, and the quarters are pretty tight and tough here, if you survive you just got a crash course in an all new monster.

The big hall with the Palsma Rifle baits you on UV with a Shotgun Baldy so as to wake the Cacos early.

>> No.11227280

>>11227275
Romero has a ton of shit maps, that doesn't make T&T good. Now Chasm, that's a good Petersen level.

>> No.11227286

>>11227279
That's a long way of making it sound more interesting than it is. Example A:
>One room has a Cyberdemon face off against shitloads of Barons, and you're kind of forced to just handle this situation, wait for them to thin each other out, until you can grab the key and leave. Stray Barons might teleport to the central hub.
Lmao, yeah, "forced to handle the situation" by grabbing the invulnerability sitting right there, nullifying any challenging or threat posed by the horde to begin with.

The map should really be called "Gimmicks & Garbage", because as I said, it's a circle with hallways (half of which you can ignore entirely) and not more than one possessing any kind of actual threat. It's Sandy's lazy, circular level design at its most egregious.

>> No.11227289
File: 415 KB, 200x148, the pit.gif [View same] [iqdb] [saucenao] [google]
11227289

>>11227275
I don't think he has a grudge with Sandy.

>>11227280
Chasm is a categorically underrated level, maybe even better than Tricks & Traps, but I will continue defending the latter.
If there's a map which I don't like as much, it's The Pit, because it's essentially Tricks & Traps again, right after Tricks & Traps, but mostly not as good.

>> No.11227291

>>11226946
The Palace of Hate

>> No.11227301

>>11227289
>The Pit
I'll agree with you on that one. It's a boring, exhausting map. At least it has actual level design though, regardless of whether you consider it to be 'good' level design.

>> No.11227305

>>11227279
i'm gonna be honest, this looks like something a 13 year old whipped up

>> No.11227306

>>11227305
That's what made Doom 1 and 2 so cool. For better and for worse.

>> No.11227312

>>11227306
both games have plenty of professional quality maps, particularly in e4 of d1 and the first few and last few maps of d2. this is just amateur hour shit though. sandy was capable of doing much better, and did so, significantly, later in doom 2.

>> No.11227313

>>11227286
Open ended levels with optional areas aren't bad, Romero does that too with Industrial Zone (where you can even skip the Red Key), and both The Chasm and Monster Condo are fairly large, open-ended, with some optional areas.

>> No.11227316
File: 235 KB, 1917x1080, Master Levels For Doom II.png [View same] [iqdb] [saucenao] [google]
11227316

Should I be using the MLFDII wad that came with the Doom combo order?
I have the individual wads, but I just figured it would be convenient to play through them in a single wad like a mission pack.

>> No.11227321
File: 3.14 MB, 5584x1538, Downtown Beta.jpg [View same] [iqdb] [saucenao] [google]
11227321

>>11227305
Welcome to 1994, you are currently the second best level designer in the world for this game, the best level designer is not in the office as much as he should, therefore you and the others need to pick up a lot of his slack. Also you need to make sure that there is not too much slowdown with 486 or even 386 processors, meaning even a lot of really basic detail needs to be cut. The game must ship with 32 levels and the clock is ticking.

>> No.11227326

>>11227312
Yeah. But it says something that some of the most infamous levels in Doom 2 still get talked about to this day.

>> No.11227338 [DELETED] 

>>11226638
>I can tell you dipshits exactly what retarded, autistic, narcissistic pieces of shit you are. You are not fucking special for understanding basic programming, you are not special for withholding information from people who ask for help on forums specifically designed to help people, you are not smart because you have the ability to lord things over people. Your existence is fucking sad when you have to play power games over mods for a 30-year-old video game. I sincerely hope you piss out the largest kidney stone in history, fuck you.
Some much projecting. Just breath or something.
>>11227289
>I don't think he has a grudge with Sandy.
I mean, you can't blame for thinking otherwise with the amount of nerdy "well, actually" Romero threw his way on Twitter via John's his (allegedly) perfect memory or whatever.

>> No.11227368

Just put up a Doomware server, come on down and test it at "Monday Night Madness: Doomware"
SNS may never come back but hopefully this can fill a void. This will be fully automated to host a huge variety of WAD configurations to match SNS. No more funny pictures though, sorry.

>> No.11227382

>>11226682
The first Quake also has too much fan-made content. And a lot of it isn't worth playing.

>> No.11227381 [DELETED] 

>>11227338
Why don't you stop trying to reignite an argument that ended hours ago?

>> No.11227387 [DELETED] 

>>11227381
It was less of an argument, and more of a circus freak show where the main attraction stepped out hours ago. Anon's just talking with the empty stand now.

>> No.11227401
File: 263 KB, 1280x930, e2m6 end.jpg [View same] [iqdb] [saucenao] [google]
11227401

>> No.11227410

>>11227368
Looks like it needs work still, I'll keep posted

>> No.11227450

>>11227401
I'm a Doom too kid, what is the deal with E2M7?

>> No.11227545
File: 82 KB, 1002x326, doorbuster who.jpg [View same] [iqdb] [saucenao] [google]
11227545

thanks daina

>> No.11227578
File: 3 KB, 512x512, cornholio.png [View same] [iqdb] [saucenao] [google]
11227578

>>11225764
Thanks. I plan to make sprites with this level of detail until I can get all animations and rotations right, then I'll do all shading and detaills.
>>11225820
>>11226193
I'll probably just use the actual model as reference for animations. But first I need to get the modeler to work. I have the binaries that came with the disc installation and they crash. Does the steam version have a working one?

>> No.11227596

>>11227578
>Does the steam version have a working one?
yes.
Or you can compile it from the source code on Github.

>> No.11227607

>>11227578
I can already head the bone rattling and hooves.

>> No.11227616

>>11227321
Sandy really did get the short end of the stick with Doom and Doom 2 with that shit, first being hired and having to learn the tools while knocking out most of the remaining maps and then in 2 having to fill most of the void left by Romero alternating between dicking about and doing the rockstar developer shit.

>> No.11227623

>>11227616
Sandy had no involvement in Doom + Doom II.

>> No.11227637
File: 15 KB, 625x626, 9bd.png [View same] [iqdb] [saucenao] [google]
11227637

>11227623

>> No.11227643

>>11227313
Yeah I never really understood why people use optional areas as a negative against level design, outside of maybe just lacking in navigational skills (though to be fair, some tom hall maps are literal mazes). Maybe its because I love exploring, but I find levels with open-ended design and optional areas far more compelling and replayable than levels that make every part of the layout that isn't explicitly tagged a secret a required part of progression.

>> No.11227650

>>11227616
Doom 2 especially, considering he mostly couldn't rely on Tom Hall's leftovers anymore

>> No.11227653

>>11227149
>>11227236
i think i've finally "solved" it by just copying over woc's whole monster script into a new decorate file and just putting a 2 after every actor's name. bloated and janky but it works.

>> No.11227675

>>11227623
Fun fact: It was Romero (Adrian), Williams and Reznor who made all the maps in Doom 1 and 2.

>> No.11227691

are there any 90's wads that still hold up?

>> No.11227717

>>11227545
What wad is this?

>> No.11227731

Pain elementals are just cacodemons that got toasted by an arch-vile until crispy.

>> No.11227746

>>11227717
epic2, hideous destructor, merchant mod. i don't remember the skin pack.

>> No.11227754
File: 34 KB, 600x600, 1657035372197.jpg [View same] [iqdb] [saucenao] [google]
11227754

>>11227000
Would that be "TRIPS & Traps", or "Tricks & TRIPS"?

>> No.11227758

>>11227754
trips & braps

>> No.11227797

I need a doom wad to play

>> No.11227802

>>11227797
Play unbrappled

>> No.11227805

>>11227797
Imp Encounter.

>> No.11227814

>>11227797
Boku no Romero

>> No.11227818

>>11227797
https://www.doomworld.com/idgames/?random

>> No.11227846

>>11227818
>My brother and I have built over 40 levels to date this series bcs01 through bcs05 are some of our favorites. A lot of care and work went into the look and theme of the levels in this series. We have played these levels many times in four player Coop and Deathmatch. They are all guaranteed to be fun and bug free. You will not be disappointed with them.

>bcs01.wad is a medium sized level. Its outside areas are dimly lit. All three keys are needed to finish the level. There secret areas, switches in elevated areas, and interesting passages. There is a single transporter. All skill levels are supported and Ultra Violence can get a bit tough at times.

pretty soul

>> No.11227863

>>11227653
actually solved it without extra decorate just putting two block sound sectors around the imp. i'm retarded. turns out the 'ambush player' flag in general is janky and needs extra assistance to fully work.

>> No.11227896 [DELETED] 
File: 25 KB, 592x340, [sound=https%3A%2F%2Ffiles.catbox.moe%2Fuffx32.mp3].jpg [View same] [iqdb] [saucenao] [google]
11227896

>> No.11227902

>>11227863
The ambush flag isn't supposed to make the enemy deaf, even if it was frequently erroneously labelled as such.
It makes them respond to sound activation by beginning a 360 degree line-of-sight search for the player instead of waking up immediately.

>> No.11227909

>>11227902
you can just put block sound lines around a mapspot and not even bother with ambush flags. i went through a lot of doomworld threads and none of them suggested that.

>> No.11227916
File: 161 KB, 512x512, 1698958675333859.png [View same] [iqdb] [saucenao] [google]
11227916

I just finished playing SIGIL on the KEXport and I gotta say, I ended up noticing a lot more weird quirks than during Doom 1 and Doom 2

>Shotguns falling into the cracks which means they end up impossible to grab
>The cracks into the floor also seemingly causing "tears" into the rest of the floor drawing big ugly lines across.
>Monsters being stuck in walls/no reaction to getting shot
>Monsters seemingly aggroing for no reason (Spider Mastermind Aggro'd at the beginning of the map on the last map for some reason)
>I seem to be constantly be wall-running at very fast speed in tight spaces even though I'm not trying to
>I also kept getting bumped off walls with a lot of speed, it was quite jarring in a few areas.

Now it has been a while since I played SIGIL but I remember none of this while playing through it with Crispy when it released. I know some of these quirks are "normal" but I've never encountered them to this rate.
It kinda sucks since I've been a bit of a defender for the Kex port so far but the more I play it the more soured I become.

>> No.11227923

>>11227691
Demonfear is pretty neat. short n sweet levels

>> No.11227926

>>11227909
The ambush flag and block sound lines do different things and both have their uses when manipulating monster behavior as a mapper.

>> No.11227931

>>11227916
>Now it has been a while since I played SIGIL but I remember none of this while playing through it with Crispy when it released.
I remember none of this from playing the Kex port but then again I did not play Sigil on Kex past map 4.

>> No.11227945

>>11227931
I should have taken some clips at least, some of the bumpers I got were quite intense and the shotguns falling into cracks was annoying with how little ammo you get in SIGIL at parts.

>> No.11227948

>>11227926
it's not even an option if you're spawning enemies with mapspots. i'm pissed i spent so long on something so easy to fix with something else

>> No.11227993
File: 416 KB, 1280x1024, E4M1-noHUD.png [View same] [iqdb] [saucenao] [google]
11227993

>>11227313
>>11227643
Open-ended design isn't inherently bad, but you have to implement it the right way. Several maps in D2 are basically just giant fields with little puzzle hubs scattered around. Maybe some people like this, but personally, I don't. I need want a sense of direction and urgency. I want tight, compact level design with layouts that allow you to explore the map in different ways.

Huge maps with random shit smattered around put me to sleep. They instantly kill a sense of progression. The experience goes from:
>Here's the task at hand, take this shotgun and get to work
To:
>Here's a big field of shit. Just do whatever you want, you'll probably stumble onto an exit eventually n' stuff...

This right here, this is the definition of a good map: E4M1. It's small, but every inch of it is utilized well and has a sense of purpose. The map unfolds in a logical, connected way that loops back into the center without feeling circular. It offers a respectable challenge without being unfair. It's the kind of map that feels like a dangerous adventure before you know how to conquer it, and then a brief, brisk walk once you've uncovered its secrets. This is the kind of map I want, not a fair ground filled with attractions.

>> No.11228062
File: 71 KB, 640x480, sddefault.jpg [View same] [iqdb] [saucenao] [google]
11228062

>mostly indoor/subterranean level with the occasional little green grass courtyard
a heavily underused design concept

>> No.11228086

is there a hud/automap equivalent to flashlight++? I want something that lets me force change some of these hud/automap settings cause I swear some mods disable the ability resize the hud and having to figure out what changes the size of the hud for each mod is a annoying pain in the ass.

>> No.11228209
File: 104 KB, 640x480, AieMakSicur_0046.png [View same] [iqdb] [saucenao] [google]
11228209

Why's it got cheeks?

>> No.11228213

>>11228062
I really like this room.
It just feels comfy

>> No.11228240

>>11228209
What else are you gonna spread?

>> No.11228256

>Alien Vendetta

Thoughts on this wad? Does it hold up?

>> No.11228260

>>11228256
Yes.

>> No.11228261

>>11228256
It is fucking great and while not particularly fancy compared to the stuff we get nowadays I think it still holds up really well.

>> No.11228275

>>11228213
i wish i could stand in there and just whiff the air and listen to the muffled sounds of wind and demon grunts in the distance while looking out onto the grass and the sewer beyond.

>> No.11228309

>>11228256
I’m new to the Doom scene, relatively speaking. So I am untainted by nostalgia. But, AV was one of the first wads to really pull me in. There is something special about it, like a sort of magic.

I remember hearing about its reputation as a mapping milestone, and a legitimate speed running challenge. And the sight of the red portals in the screenshots really making me curious about its little world.

It invaded my imagination and I gritted my teeth throughout the day waiting to get back home so that I could finally play it.

And while it didn’t live up to all of my imagination, there is a sort of beauty to it thats difficult to capture in words.

I will say though, this is based on a playthrough with the midi pack. It infuses the maps with the magic I think I imagined before playing it. And it’s interesting to see so many of the composers of the midi pack seem to feel something similar as I did from the outset toward the megawad.

It is without a doubt one of the watershed moments of Doom mapping.


Putting that aside, most of the maps are hit or miss. Enjoyable but definitely just getting out of the 90’s era of quality. It’s a stepping stone into modern Doom slaughter mapping.

>> No.11228323
File: 341 KB, 1920x1080, 1702281372443816.jpg [View same] [iqdb] [saucenao] [google]
11228323

That Cyberdemon, like a sniper.
The chaingunners, all crackshots.
Ancient Aliens, mission 5 is smoking me.
The Hurt Me Plenty click of shame now commencing. fuuuuu

>> No.11228332
File: 34 KB, 900x900, IMG_4775.jpg [View same] [iqdb] [saucenao] [google]
11228332

>>11228323
Want me to play it and give you some tips?

>> No.11228335

>>11228323
Maybe because you stand in place? Map is mostly wide open. If you would've moved towards the steps or into one of the sidepockets, you would've been safe.

>> No.11228338

>>11228323
Just savescum. Ancient Aliens is just not designed well enough.

>> No.11228343
File: 116 KB, 2560x1216, citation-needed.png [View same] [iqdb] [saucenao] [google]
11228343

>>11228338
>not designed well enough
You may omit the guest mapper contributions as I'm not fond of most of them either, but do elaborate on skillsaw.

>> No.11228345

>>11228338
filtered

>> No.11228360

I still haven't played a mapset I've enjoyed as much as Plutonia

>> No.11228369

>>11227993
There is no right or wrong open-ended design style, IMO. People just have their preferences. It's fine to not like the sandbox open amusement park design that many Doom 2 levels employ. I personally love maps like that, however.

>> No.11228373

>>11228338
>Ancient Aliens is just not designed well enough.
My I ask why you believe this?

>> No.11228374

>>11228323
I made it to MAP08 before having to make the click of shame.

>> No.11228392

>>11228323
Bit too early to give up there chief, it's a popcorn entertainment of doom wads. Don't just run into walls, make every crucial motion slow and deliberate, mind surroundings and swift momentum will be learned later. You shouldn't have problems until >>11228374

And Nectar Flow is some real blueballer too. I like Resurgence, but Joshy made some really clunky and tedious shit here. At some point I think he just sics archvilles on you with no cover to hide behind, so you most probably get fucked if you're unaware of what's coming. I'd rather replay Grey Dwarf a couple of times to be perfectly honest.

>> No.11228394

>>11228343
Skillsaw can make good stuff, like Vanguard and Heartland, but then he can also make shit like lazy guest maps and Ancient Aliens.
>>11228373
Overreliance on traps and moments where you can get fucked over by RNG.

>> No.11228401

>>11228275
Very poetical anon.

>> No.11228408

>>11228394
>Overreliance on traps
What does this even mean? Frequent use of traps is pretty standard, especially in wads that aim to be a challenge. Ancient Aliens traps arent even that crazy compared to other wads, either.
>and moments where you can get fucked over by RNG.
Such as?

>> No.11228414

For me, it's Valiant.

>> No.11228423
File: 761 KB, 1275x710, Stock Exchange.png [View same] [iqdb] [saucenao] [google]
11228423

>>11225652
E2M1 Piazzi Spaceport
Cool UFO in the beginning and thats it.

E2M2 Storage Complex
Awesome tense start that has you scrambling over a conveyor belt to find a shotgun. However, almost all the ambushes or teleport traps were trivially easy to dismantle. Fun to explore for a bit but thats about it.

E2M3 Stock Exchange
Great map! Doomcute is on point and makes the environment more believable (if I could share more screens at once I would). And for once a big ambush has some real teeth to it!

Having to manage almost every type of enemy at once as pinkies threaten face rockets and shotgunners sneak attack you is such a thrill.
Ultimate Doom is such a vulnerable experience for me in comparison to Doom 2. Part of it is the lack of an SSG, but its also seems to me like the limited enemy roster incentivizes tighter spaces and maintaining lower firepower.

When you have tankier and trickier enemies like Doom 2's additions, then open spaces become more viable while still keeping combat interesting. Which is ironic considering how much closer range the SSG brings combat in Doom 2.

>> No.11228425

>Doomcute
>Doomcute
>Doomcute
Aaand any faintest trace of interest gets blown away into nothingness

>> No.11228427

>>11228425
Nobody tell this guy about build engine games

>> No.11228428

>>11228425
Good. Stay out of my doomcute.

>> No.11228435

Let's say I'm playing a TC that has character stats (strength,agility,intelligence etc), how can I edit those stats?

>> No.11228438

>>11228435
Like, in game or in the wad files?

>> No.11228441

>>11228438
In game, I want to raise some stats

>> No.11228442

>Playing through a wad
>See recognizable object made of sectors
>Close game and delete the file

>> No.11228443

>>11228427
There's nothing "cute" about them. There's a slight sensation about Shelly, and even that's until she opens her mouth with one-liners. Someone may get enamored by Caleb out of his sheer charisma though, but you have to be feminine for that.

>> No.11228445

>>11228442
Mmmmm... I'll make a wad with flushable toilets in your honor.

>> No.11228447

>>11228443
https://doomwiki.org/wiki/Doom_community_jargon#D
>DoomCute - An adjective applied to real-life objects recreated in the Doom engine, usually in highly simplified form.

>> No.11228448

>>11228435
You'd need to figure out how the stats are handled under the hood, it may be something simple like giving yourself a dummy item of some kind if it's DECORATE based, or running specific named scripts if its ACS based. I'm clueless with Zscript stuff so I can't really offer any advice there.
Your best bet is to probably just give yourself a bunch of resources instead, so gold, EXP, or whatever this TC uses.

>> No.11228450 [DELETED] 
File: 139 KB, 1024x1024, Cobbee Beans.jpg [View same] [iqdb] [saucenao] [google]
11228450

>>11226925
That rule is silly and should be broken.

Team Fortress 2 is not retro, Team Fortress (classic) is.

>> No.11228451

>>11228448
Hmm, well, there's an item that gives a free stat point, so maybe I could use the give command if I knew the name.
How would I go at adding exp?

>> No.11228456

>>11228451
Same thing as the stat point items: Finding out the name and then using the console, alternatively you could be a cheeky piece of shit and spawn tough monsters and use the MDK command on them, see if you get EXP from that.

Really it varies so much from mod to mod that you'd be better off cracking the fucker open in SLADE to see how it ticks.

>> No.11228457 [DELETED] 

>>11228450
Feel free to file a complaint then
https://4chan.org/feedback

>> No.11228460
File: 1.35 MB, 500x281, 1482657802041.gif [View same] [iqdb] [saucenao] [google]
11228460

>>11227368
Alright, I figured out randomized mod selection. If you guys don't intend to use Clovr's Quakeworld servers on Sunday then I can probably relocate this to Sunday, effectively resurrecting SNS, free from the errs of human hosting. Populating will be entirely up to (You) however, I'm taking a hands-off approach to hosting like with Wednesday's event.

>> No.11228463
File: 11 KB, 424x333, sleep-o.jpg [View same] [iqdb] [saucenao] [google]
11228463

halfway through wrath's 2nd act, really starting to feel like the game would strongly benefit from a more linear structure desu

>> No.11228468

>>11228441
Then you'll probably have to work with the console.
It would probably also help if you posted the name of the TC.
Or, like, raise the stats by playing the fucking game.

>> No.11228470

>>11228468
After over 10 hours of playing the inquisitor 3d, I just want to be fucking done with it, and I want to raise the stats so I could see all the spells it has because there is zero chance I will ever replay it for a different "build"

>> No.11228471
File: 21 KB, 368x334, coc.png [View same] [iqdb] [saucenao] [google]
11228471

>>11228460
I've seen many things take place in this SFM map, coincidentally featuring the same demons.

>> No.11228472 [DELETED] 
File: 140 KB, 799x224, 9999.png [View same] [iqdb] [saucenao] [google]
11228472

>>11228457
No need:
>>>6775606
"[...]Retro gaming means platforms launched in 2001 and earlier[...]".
>platforms launched in 2001 and earlier

Windows XP was released back in 2001. Your PC game must have been released in 2007 AND be compatible with Windows XP running on 2001-era hardware (or an equivalent setup if virtualized). According to >>>/vr/ rules.

How are you supposed to download Steam and install Team Fortress 2 when Steam dropped support for Windows XP several years ago? Is the "Open Fortress" server compatible with an older version of Team Fortress 2 that still works on Windows XP?

And most importantly: Why is there a message about Team Fortress 2 in a DOOM thread?

>> No.11228473 [DELETED] 

>>11228472
Open fortress is built from leaked source code of one of the older builds, and runs on Source SDK 2013, you don't need TF2 to run it at all.

>> No.11228479 [DELETED] 

>>11228473
you do actually because mounting and stuff but anon's kinda being a pedantic fag anyway so

>> No.11228485
File: 1.09 MB, 3840x2160, file.jpg [View same] [iqdb] [saucenao] [google]
11228485

>>11228463
Wrath could really use any structure at all honestly. You can tell muh architecture and artfagging were a higher priority than actual level design by the excessive use of teleporting in enemies. Shit's just a disappointment once you look past the visuals.

>> No.11228489 [DELETED] 

>>11228472
Better complain about modern Doom sourceports and mods then, sport.

>> No.11228495 [DELETED] 
File: 147 KB, 560x560, hmm.jpg [View same] [iqdb] [saucenao] [google]
11228495

>>11228473
>runs on Source SDK 2013
Was Source SDK 2013 released back in 2007? huh? Does it even run on Windows XP with 2001 PC hardware?

According to the rules, fucking Team Fortress 2 is not retro.

Then again: Why is there a message about Team Fortress 2 in a DOOM thread?

>> No.11228508 [DELETED] 

>>11228495
It does, valve archives old versions of steam and their other software on Archive themselves, so you can get an older version of steam installed on your shitty ass dell dimension, download a 2007 game running on a 2004 engine built from a 1998 quake derivative, and play an Arena shooter that's not been optimized to shit, or stay forever in a cycle of replaying the same boomshoots over and over until your brain flows out your ears.

>> No.11228513 [DELETED] 

>>11228495
This is an all encapsulating Retro FPS thread newfriend.

>> No.11228516 [DELETED] 
File: 60 KB, 563x612, 1716748114179.jpg [View same] [iqdb] [saucenao] [google]
11228516

>>11228508
>>11228508
Hey, I like Open Fortress but I like "boomshots" too, I'm working on bringing back SNS as we speak. Let's not engage in friendly fire here.

>> No.11228520 [DELETED] 

>>11228479
Meh, he's acting like a bit of a shit, but I agree that it's pushing things too far out of being retro. As far as the PC "loophole" goes, I think anyone acting in good faith knows that anything past 2005 is pushing it, especially if it's anything that also released on consoles and only on 7th Gen. Might as well start putting up a server for CoD4's Old School mode because hey it was released before December 2007 on PC and it's an AFPS. Technically yeah you could do it but it's also kinda taking the piss to do so.

>> No.11228524 [DELETED] 
File: 31 KB, 865x248, Why are we fight-.png [View same] [iqdb] [saucenao] [google]
11228524

>>11228516
>Let's not engage in friendly fire here.

>> No.11228528 [DELETED] 

>>11228513
Team Fortress 2 (current) is not retro because it cannot run on Windows XP (a 2001 platform).

That Open Fortress server is supposedly running on Source SDK 2013, which is not a 2007 software (or game).

If live service games are going to be retro, then I am going to create a thread about World of Warcraft, a 2001 game, talking about The War Within announcement because, hey, base game was released back in 2001.

>> No.11228529 [DELETED] 

>>11228516
I'm just astounded at the amount of pedantry in a thread that consistently discusses games released not one year ago. Remember when Ion Maiden was coming out? That shit couldn't run on a Duke era hardware without lagging to shit, but we discussed it nevertheless, or what about wrath. I don't even like OF, i prefer TF2C, but the double standard makes my brain go smooth.

>> No.11228532 [DELETED] 

>>11228528
It literally can you pedantic faggot, just go and fucking try it. I've been playing TF2 vanilla in 2015 with a fucking Dual core and half a gig of ram, 128mb graphics, Windows XP SP2, reality is you don't know dick about anything.

>> No.11228535 [DELETED] 

>>11228528
It's not a fucking live service if you can host standalone servers you actual retard.

>> No.11228539 [DELETED] 

>>11228532
Current Team Fortress 2 is not retro according to the rules. Source SDK 2013 is not retro according to the rules. Insult everything you want, but the rules are the rules.

Feel free to file a complaint:
https://4chan.org/feedback

>> No.11228540 [DELETED] 

>>11228529
>Ion Maiden
>what about Wrath
I distinctly remember at release that yeah, people were pointing out that those aren't really retro either. At most, people are kinda willing to bend the rules when it comes to games that are released on retro sourceports; Ion Maiden, Wrath, and ones like Citadel kinda get a pass because they're on eduke32, Darkplaces, and GZDoom, but even then, most people still acknowledge that they're not really actually meant to be here, especially since sourceports don't mean shit for being on the original engine. As such, of course OF having even less retro DNA and wanting to play it regularly would ruffle things a bit more than those games.

>> No.11228543 [DELETED] 

>>11228513
>This is an all encapsulating Retro FPS thread newfriend.
>Doom/Quake/Duke/Heretic/Hexen/Unreal/Sam/Half-Life/etc
>...
>All other 90s FPS welcome
Anon should share his thoughts on the daily Karting servers if he's that exacting. Open Fortress is an arena shooter out and through, there's only so few grievances I have about it besides being unable to join.

>> No.11228547 [DELETED] 

>>11228535
you can host standalone servers on wow too.

"A live service game is a type of video game that is designed to keep players engaged for as long as possible by frequently adding new content and updates." Team Fortress 2 is (or was) a live service game. Current TF2 is not retro according to the rules.

>> No.11228550 [DELETED] 

>>11228543
>Sam
>90s

>> No.11228552 [DELETED] 

>>11228540
Here's an idea. USDQC hosts regular Quake and Doom events on set days, then they have an "Action Sack" event which comprises of everything else. Halo, Half-Life, Sam, you name it. I could establish an event in this vein with OF under it so it doesn't "take up too much space" if you will.

>> No.11228553 [DELETED] 

>>11228539
Ok, than we shall stop posting about every single Doom mod with advanced Zscript, cause that shit is not retro.

>> No.11228556 [DELETED] 

>>11228547
The difference is that WoW actually discourages it, Valve provided the server hosting software, as was customary with any multiplayer game.

>> No.11228557

>>11228485
>picrel
god if this is what lies ahead i might as well bail. the visual being a priority sounds pretty accurate.
i wanted to compliment its arsenal, but come to think of it, everything outside the pistol and the boomstick is kinda mid at best as well.

>> No.11228558 [DELETED] 

>>11228539
I guess we kicking HD anon out as well.

>> No.11228559 [DELETED] 

>>11228543
Kartan isn't daily anymore by the way, it only goes up on Wednesday now because 1. the rest of the games I'm hosting need resources and 2. that's the only day we really played anyway.

>> No.11228560

>>11228470
Being a completionist autist must be hell

>> No.11228561 [DELETED] 

>>11228553
That rule is silly and should be broken.

>> No.11228562 [DELETED] 

>>11228539
>Source SDK 2013
Literally not relevant to the matter.

>> No.11228564 [DELETED] 

>>11228539
Source SDK is what amounts to a source port for source games.

>> No.11228565 [DELETED] 

>>11228543
Not him, but that's actually crossed my mind before as well. Like how much of it actually does fit, cuz SRB2 does go WAY back, but then how much of SRB2K can be truly considered a mod for SRB2 anymore, and then there's stuff like other standalone retro engine games that are iffy, like when Nazi Zombies Portable was posted in the thread months back. How much can you say that's retro just because it's on FTE-QW when it doesn't actually require any Quake files and is based on a modern game. Then there's other shit like, man, what about games like Micro Mages. Brand new games for retro consoles that technically wouldn't really fit since it's released in 20XX.as a whole new thing instead of a romhack.

Of course the answer is simply that you just know what's actually retro, you know what's gonna be bending the rules, and what's actually going to have to be rules-lawyering to allow, and that if you have to push it then it's just not a good idea to do so.

>> No.11228567 [DELETED] 

>>11228528
>I am going to create a thread about World of Warcraft, a 2001 game, talking about The War Within announcement
TF2C/OF is more akin to a private Vanilla/TBC/WotLK server with custom content, like Turtle WoW or Project Epoch. We aren't discussing live TF2.

>> No.11228568 [DELETED] 

>>11228567
TF2C is more akin to a private Vanilla/TBC/WotLK server
OF is more akin to a Cataclysm server

>> No.11228570 [DELETED] 

>>11228568
Actually now that you made me think about it, OF is more akin to Ascension.

>> No.11228571
File: 1.02 MB, 1200x1080, 1629853238669.png [View same] [iqdb] [saucenao] [google]
11228571

We could host AVP games, that's kinda like Team Fortress.

>> No.11228573

>>11228571
idk how to do that man I never played it

>> No.11228574
File: 116 KB, 1920x1080, 1657359659681.jpg [View same] [iqdb] [saucenao] [google]
11228574

>>11228571
Or maybe like the TF mods for Quake or UT.

>> No.11228575 [DELETED] 

>>11228562
And even with that, according to the rules, current TF2 is not retro. It is a live service game (had events, updates, added content to kept is player base). It requires Steam which dropped support back in 2019 (that is why this guy could played it back in 2015 >>11228532)

And most important, "the rules" says:
>homebrew console games made after this date will be permitted.

homebrew console.

Open Fortress was released back in 2019.

Open Fortress is not retro and current TF2 is not retro.

If it is allowed then I am going to make a WoW General and talk about the latest expansion because base game was released back in 2001.

>> No.11228578

>>11228574
Good news, we have an Unreal Tournament server! It runs every Friday, start joining that shit broskis

>> No.11228579

>>11228573
There's quides online, people have been actively playing both AVP1 and 2 for a bunch of years now.

>> No.11228580

>>11228447
>jargon /jär′gən/
>Nonsensical or incoherent language.
At least something these anime skinwalkers got right. You ain't getting me with your language perversion there pal, come see me and I'll hit you up with a dictionary instead.

>> No.11228583

>>11228578
American or Yuro time?

>> No.11228585

>>11228560
Wanting to see all the spells isn't being a completionist, retard.

>> No.11228586
File: 1.10 MB, 1366x768, Hey Freeman.png [View same] [iqdb] [saucenao] [google]
11228586

Freeman, right? I've got a message for you. MAKE SURE YOU DON'T

>> No.11228587

>>11228571
I could check out setting up a server for it. I just never have since I've always considered it a strictly team-focused game and therefore need the commitment of at least 8 people to play.

>> No.11228589

>>11228578
Isn't it US West? Can be rough considering UT's netcode.

>> No.11228590 [DELETED] 

>>11228565
>Brand new games for retro consoles that technically wouldn't really fit since it's released in 20XX

>[...]homebrew console games made after this date will be permitted[...]

>> No.11228592

>>11228583
Murican unfortunately, it's hosted in California. Nobody in the eastern hemisphere seems real interested in hosting for /vr/ unfortunately.
My server (OF, doom stuff) is hosted in Canada btw

>> No.11228593

>>11228586
Just wish they didn't give him a voice.

>> No.11228594 [DELETED] 

>>11228590
Huh, nice. I always remembered the rule as being romhacking.
But also this means that /vr/ has fallen

>> No.11228596 [DELETED] 

>>11228594
That rule is silly and should be broken.

>> No.11228601 [DELETED] 

>>11228575
Do it, pussy.

>> No.11228604
File: 651 KB, 584x190, bullchicken.gif [View same] [iqdb] [saucenao] [google]
11228604

>be me
>have friend who likes fps games, but hasn't really tried older ones
>introduce him to doom 1 on woof, he thinks its decent
>try and encourage him to try mapping and modding, eventually he loses interest after a few weeks and moves on
>later, plays doom eternal and finds out about brutal doom
>ohboyherewego.deh
>ffw a couple months
>hit him up again, say "hey man you wanna try doom deathmatch? i forgot to show it to you but its really fun, i even made some maps for us to play on"
>"yeah sure, as long as its on brutal doom"
>stare at my screen for about 3 minutes
>attempt to pull this poor soul out of the quicksand but hes too far gone
>refuses to play doom without brutal doom
this and also him going on a month-long autism hyperfixation about ultrakill is why we aren't friends anymore

>> No.11228607
File: 270 KB, 384x216, 1543448929100.gif [View same] [iqdb] [saucenao] [google]
11228607

>>11228592
I don't mind hosting. I just usually prefer to grab a couple of "seed players" first to make sure I can play the game regardless of whether /vr/ musters, and recently my seeds have been spurting elsewhere for a while now. That, and I know the main preference is DOOM, and I started to run out of wads that were on the easy to scour lists and of the short-to-medium length that I prefer.

>> No.11228609

>>11228592
I've played DXMP with a guy from Canada once, and it felt like 90's Quake over modem. That said, DX has exceptionally shitty netcode.

>> No.11228615
File: 35 KB, 400x400, 1662174368474783.jpg [View same] [iqdb] [saucenao] [google]
11228615

>Notice the new Doom ports have Steam integration
>Decide fuck it, and host a public server for the master levels
>Some console guys join
>Going pretty good, no one speedrunning the levels, pretty decent players all around
>Reach the catwalk
>Explain to them that they cannot cross the catwalk until we have the red key
>Tell them to wait for everyone to be there as to not fuck up progression
>Mfw someone crosses
>Mfw he falls off

>> No.11228618

>>11228615
>That time we played Valiant for SNS and we make it very clear in chat to not kill the mancubus
>One guy does it anyway and brings on the arch vile gang rape

>> No.11228619

>>11228557
The third episode actually does have some semblance of real level design from time to time, but it also doesn't do much new or interesting besides having a different visual theme.
And yeah the weapons all feel underwhelming with lackluster animations and sound effects. Enemies also don't give much feedback, so that's probably the biggest issue. I don't know how you make a Quake engine game with direct analogues to several Quake enemies, yet somehow manage to make them this lifeless and boring.

>> No.11228620

>>11228618
That guy knew exactly what he was doing.

>> No.11228625

>>11228620
The funniest part is he didn't

>> No.11228628

https://is2.4chan.org/wsg/1725955494001358.webm
Ancient Aliens, map 1. I want you to take note of how the music builds and compare the two. The first part is gzdoom and the last is Woof. Why is it that gzdoom just nails the song right when you exit the portal while Woof takes a bit longer, like the song started off cue. Why do you think that is?

>> No.11228630
File: 99 KB, 128x128, 1702776198495508.gif [View same] [iqdb] [saucenao] [google]
11228630

>>11228578
will do

>> No.11228638

>>11228630
Nice, I'm not into Unreal myself but I hope the rest of the fans here can get some games going.

>> No.11228639

>>11228628
GZDoom has the ability to skip a track to a specific time, as well as change it on the fly. Most ports like Doom itself just load the track and play it on loop.

>> No.11228641
File: 20 KB, 269x187, 1521329622903.jpg [View same] [iqdb] [saucenao] [google]
11228641

>>11228625

>> No.11228665
File: 28 KB, 220x201, file.png [View same] [iqdb] [saucenao] [google]
11228665

>>11228625
>>11228641
Я вижy мoнcтpa, я cтpeляю

>> No.11228669

>>11228665
Power in truth

>> No.11228703 [SPOILER] 
File: 156 KB, 480x686, Icon of Sin.jpg [View same] [iqdb] [saucenao] [google]
11228703

>>11227814
Ohh no

>> No.11228715

>>11228619
>doesn't do much new or interesting besides having a different visual theme
yeah, i'm good, that's my biggest issue. thanks for the heads up though.
tbqh the only guns i actually hated were the crystallizer and the railgun. everything else, if put into a better game with enemies that actually sell hits, would be much more serviceable. i cross my fingers that some autist will at some point cobble together one of them weapon rip mods for that there gzd, but considering that wrath is already barely talked about, it's empty hope.

>> No.11228759

>>11228463
It absolutely would have. The hub world is neat and all, but it introduces way too much right away and runs out of gas just as quick. Every level starts to feel the same because, outside of a couple of levels, you see everything new in the episode with the first map you pick.

>> No.11228807

>>11226249
2000s ZDoom mods were so soulfun and fun. Most mods today are gay and suck. It's so sad.

>> No.11228815

>>11228807
Accessibility lowered the bar.

>> No.11228835

>>11228571
How do I shot web?

>> No.11228846

What are some good 1994 wads? (aside from the cacoward ones)

>> No.11228850

>>11228846
Only decent one I played myself was Fava Beans. Aside from The Darkening 1, Memento Mori and probably some other WAD I don't remember I just don't play 90s stuff. I understand it's where modding started but I'd rather have the full product instead of suffering through experimentation and shitbrained ideas like what you see in Jens Nielsen maps.

>> No.11228856

>>11228850
That experimentation is exactly what i love about early mods, people just coming to grasp with the fact they can make their own little worlds. But to be fair, i'm also one of the autists who enjoys running games with no enemies to take in the ambience.

>> No.11228865

>>11228856
I do that too, no shame in it. I just think it's easier to swallow when the map actually looks good, most 90s maps look worse than vanilla maps. Before some belligerent autist gets upset, I don't hate 90s WADs so much as they're not really my cup of tea. Anyway, Requiem has some really nice views and 99 Ways to Die laid the foundation for lighting.

Fuck Nielsen's contributions to Memento Mori though. Map 07 is fucking rough on the first time but it has undeniable charm, except the shitass maze.

>> No.11228869

>>11228435
Inquisitor 3? I started playing that after Abysm 2 now that I downgraded my monitor from 1440 back to a 1080 IPS.

>> No.11228878
File: 193 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
11228878

>>11228846
Cringe is a good one

>> No.11228907

>>11228869
Yes. I hate it

>> No.11228913

>>11228256
I honestly can't remember if I've ever played it. I have it in my wad folder.

>> No.11228919

>>11225826
I was sleep-deprived as shit when I posted this before so I don't know if I was clear enough with what I was asking.

How do I include other flags in an A_Explode without also activating the one that makes it hurt me?

>> No.11228934

>>11228907
Yeah I'm not a fan of the opening. Haven't played it since I finally left town. The more build engine aesthetic is nice (I think Abysm would benefit from something like this - Ashes already has it and is amazing but it also doesn't just throw you into towns either until you have played the game a bit and have money) but the very first quest was read a bunch of boring text then go punch a few rats then fetch poison to go back to rats to place it. Didn't leave me with high hopes.

I hope the rest of the mod isn't like this. I was playing Inquisitor 1 earlier - it still lagged even with the change in monitor but at least I could fix this now with the commands the author put in.

>> No.11228962

>>11228256
I think it’s still holds up and is very fun. The second half of the wad starts feeling very different from the first, maybe around map 13-14

>> No.11228975

>>11228934
It's a TC that's broken on a fundamental level. No amount of impressively sized maps will fix the utterly garbage balancing and encounter design

>> No.11228982

>>11228815
>Accessibility
I don't know Anon. I'm retarded and Decorate+ACS (the old way of modding) is much more understandable to me than ZScript. I can read and understand any Decorate and ACS code rather well but anything ZScript might as well be Chinese to me.

>> No.11228996

>>11228850
>Fava Beans
that's 1995 and it's on the cacowards list

>> No.11229030

>>11228982
I mean accessibility to modding in general, regardless of language used. Modding for (G)ZDoom is piss easy so anyone can try to make their OC donut steel mod.
>I can read and understand any Decorate and ACS code rather well but anything ZScript might as well be Chinese to me.
I will never understand this logic or how it's almost always used as an excuse to not make any effort whatsoever. That or you're reading some truly shitty ZScript code, which is more likely. Not a lot of people write code with the thought that maybe someone else would actually read it at some point in time with intent to learn, so a lot of the logic is hidden to all but those who already understand ZScript and the author himself. Every other mod I've opened out of curiosity has some super schizophrenic mixture of DECORATE and ZScript which makes it a nightmare to parse by a normal human being. I don't have enough mushrooms for this shit.

>> No.11229048

>>11229030
>Modding for (G)ZDoom is piss easy so anyone can try to make their OC donut steel mod.
Well, that isn't exactly what I mean. In the olden days, people would make crude looking maps, with crude looking enemies and weapons with jank behaviour (like those Zombie City mods or whatever they're called, or Temple of the Lizard Men for example) and nowadays all the mods are super polished with well drawn sprites, well written code with very little jank, yet it doesn't feel as... Juicy I guess? I don't know if it's because people have moved away from partial conversions to smaller mods or something, and I don't wanna sound like a bitch-ass, but I definitely think something's changed.

>> No.11229068

>>11229048
Don't know then. Sounds like it might just be the effect of nostalgia because what you say doesn't make much sense.
>and nowadays all the mods are super polished with well drawn sprites, well written code with very little jank, yet it doesn't feel as... Juicy I guess?
While I don't agree entirely with that statement, those that do have good sprites/code tend to also have fairly decent gameplay because those things are the direct result of modding experience. I can, if hard pressed to do so, think of maybe one person who has extensive modding experience but makes (subjectively) bad mods. It just doesn't work like that 99% of the time.

>> No.11229116

>LOR/ID24 skies and intermissions work in latest Woof commits
Britty cool.

>> No.11229356

>>11229048
There's plenty of those mods lucking in moddb, they just never get any sort of announcement or anything.

>> No.11229442

>>11229116
Pull request =/= commit, but yeah, it's nice that they are working on that.

>> No.11229480

>>11228878
cringe

>> No.11229489

>>11227450
That level has two exits. One is real, the other is fake and leads you into a pit filled with enemies where you're almost guaranteed to die if you aren't prepared for it. That map is filled with dick moves.

>> No.11229521
File: 637 KB, 770x770, thermonuclear cringe.png [View same] [iqdb] [saucenao] [google]
11229521

>>11228878
>>11229480

>> No.11229595

>>11229442
Pardon my vernacular. Have tried the binaries for myself, though. They work handily.

>> No.11229675
File: 262 KB, 1600x1024, 1718508033254701.jpg [View same] [iqdb] [saucenao] [google]
11229675

>> No.11229772

>>11229442
I mean technically a pull request is made of commits.

>> No.11229786
File: 531 KB, 902x1369, 1575944145561.jpg [View same] [iqdb] [saucenao] [google]
11229786

So anyway, here's a plan for /vr/ hosting
>Wednesday Night Wipeout
Now only runs on Wednesdays and bleeds into 6 AM on Thursday
>Saturday Night Smackdown
Currently this runs Open Fortress, though people did express this is kind of a gray area so I'm open to ideas for this. I thought about an "anything goes" sort of deal with what game gets hosted this night, but it seems people prefer consistent games.
>Neo Sunday Night Shitshow
We're not going to get SNS back in it's complete form, but hopefully this will come close. I've set up Zandronum to put itself up at 6 PM EST as usual with a random mod configuration. For instance, a random megawad will be picked with a random gameplay mod (i.e. Malefactors) and it will always load vrskins and vrsounds. Also available in the rotation for non-survival is Doomware, Push, WDI, Zombie Horde, and some Invasion WADs.
Thoughts?

>> No.11229816 [DELETED] 
File: 652 KB, 828x1195, IMG_4778.jpg [View same] [iqdb] [saucenao] [google]
11229816

https://junegloom3d.blogspot.com/p/about-author.html?m=1

What trans person are they even talking about here?

>> No.11229825
File: 376 KB, 660x330, dial-up.gif [View same] [iqdb] [saucenao] [google]
11229825

>>11229786
>Thoughts?
Canada is too far away

>> No.11229829

>>11228975
I spent way too long trying to figure out how to get into the church. At this point I might as well finish the thing so I can bitch about it properly.

>> No.11229832

>>11229829
The church is barely a quarter of the way in.

>> No.11229835

>>11229832
I know.

>> No.11229842

>>11229835
well, if you intend to continue, my advice is not to mix stat upgrades. Choose two at most to level, I ended the game at level 15 and there are, iirc, 4 stat point potions

>> No.11229854 [DELETED] 

>>11229816
This is a good question. I genuinely have no idea. Esselfortium certainly didn't lay much groundwork but she's the most influential one I can think of.
There's also that person who ported Doom to Jaguar under incredible circumstances but obviously the Jaguar port is hardly relevant to Doomers.

>> No.11229915 [DELETED] 

>>11229854
Mod deleted my post asking about a Trans person? It wasn’t even negative.

I was just curious.

>> No.11229920 [DELETED] 

>>11229915
desu these subjects usually devolve into pure shittery here so I can understand it. Why we can have nice things etc. etc.

>> No.11229938

>>11229842
At this point I think I'm going all in on Strength and Dex. If it's a problem I'll just open up slade and brute force my stats to be good enough and give myself the spells I sold if I find my offense to really suck. And yeah I don't like the encounter & weapon design at all.

>> No.11229957

>>11229938
Stats are limited in game to 25, but I guess you could change that if you start fucking around in the code. Problem with str+dex build is melee is dogshit, and the actually powerful ranged weapons take a while to get, as well as the double ammo backpack..
Problem with the magic builds is that mana dries up really fucking fast when using the strong spells, and you can only hold 5 mana cubes + 5 mana chalices, and the latter aren't common.

>> No.11229967

>>11229957
I really hate when games go all in on melee and then have dogshit melee. I've played so many things that got melee right and weren't melee focused and then you have this shit here. Crossbow feels like ass too.

>> No.11229980

>>11229967
Boy, you don't even know how bad the melee gets, you still haven't seen the "melee" enemies that have triple your melee range or attacks that just send you flying half way across the map (like most bosses).
The crossbow sucks because the projectile is too slow to snipe and has some really finicky hit detection. Trying to hit someone both at range and elevation is an exercise in frustration and waste of bolts.

>> No.11229990

>>11229980
And those are the options they actually either give you unlimited ammo for (melee) or reusable ammo (crossbow). Sounds like I should go restart and respec now. Or just drop it. Prob will just drop it.

>> No.11229992

>>11229786
I've been thingken... thingken of Build games for smackdown.

>> No.11230024

>>11229990
I'd say fire up god mode and do some progress just to see how bad it gets. Genuinely baffled how that wad got into "top 25 missed cacowards"

>> No.11230028

>>11229992
Those games are P2P so there's nothing I can really do there

>> No.11230036

Other than Phobos, ware there any good mods for Doom3? Doom3 "perfected" was ass

>> No.11230058

>>11230028
o wait maybe they aren't. idk I don't really play build games
we'll see.

>> No.11230103

>>11230028
I think there are programs such as Classic Gaming Arena that I think have something that allows to play them more or less normally. I think there are even ports for MP for Duke and Blood has NotBlood that supposedly can use ZeroTier(dunno if it's built-in or you need to install it separately) for online games.

>> No.11230152

>>11229048
The real problem isn't a lack of juice, it's just a lot of higher profile mods that get attention nowadays strive to be like a AAA mainstream game with fancy pants overly fluid 60FPS animations and blurring, with relatively safe and standard gameplay. I fucking hate it.

Go play BYOC, I think it has what you're looking for.

>> No.11230186

>noooooooooo, you can't do what you want when you want you must le seize opportunity when it presents itself reeeeeeeeeeeeeeeeeeeeeeeee because that will be your only chance to do this and that

This has been a bad year for me compared to last year. If it wasn't for Dumptruck it would easily be a worthless year. I'm sorry if I ever spoke poorly about you 2023.

>> No.11230204

>>11228962
Yeah I'm playing it now and its radically different starting at map 12. Everything before that felt high concept and atmospheric and everything after feels like its trying to be yet another Plutonia follow-up. I still like a lot of the later maps but map 10 was so good that I can't help but want more of that kind of style.

>> No.11230317

>>11230036
It's an acquired taste but I've been enjoying In Hell. You could also choose one of the gameplay mods that's been discussed here like Weapons of Mars Destruction or even Phobos itself and play some vanilla custom maps through them.
>>11230204
I just feel like those two Vorpal maps back to back can be rough to digest if you're not into those 'kill many demon' monster clumps.

>> No.11230351 [SPOILER] 
File: 32 KB, 561x603, vile'd.png [View same] [iqdb] [saucenao] [google]
11230351

>> No.11230402

>>11228587
Damn, actually might not be able to, or at least in an immediate capacity. Trying to grab the AIO version from the website with wget just constantly redirects itself recursively for some reason, despite not having that problem through the browser or using the download link that any presumed redirects grabs at the end. Would have to be whenever I can be bothered to upload it locally, which takes a while for me, but I can do if there are actually people interested in playing some AvP2

>> No.11230408

>>11229786
Add Thievery. I can't do it on my serverbox without a lot of fucking around, so I need someone else to run Thievery.

>> No.11230418

>>11228759
spot on. in retrospect, it was kinda sad to be excited for a single new enemy after 5 huge levels of fighting the same bunch.

>> No.11230420
File: 290 KB, 480x480, fae.png [View same] [iqdb] [saucenao] [google]
11230420

>>11230351
>not cyberdemon
one fucking job.

>> No.11230439

>>11230420
that's one hell of an ass

>> No.11230447

>>11230024
I restart - set it to ultra violence equivalent, reroll till 10 in wisdom and 10 in int without regard for other stat. Get gang banged by the first 5 rats that are dodging all of my very weak punches.

I'm tempted to just go in and set all 5 stats to 10 to begin with so everything is 'functional' - Abysm the stats are more for maxxing DPS but every weapon still 'works' with shit stats and you can get some use out of it/conserve ammo for the guns you want to use. Maybe 8 or 9. But the goal is you can play this and expect your shit to fucking work.

>> No.11230451

>>11230408
We're talking about this, right?
https://thief.fandom.com/wiki/Thievery
Thursday Night Thievery?

>> No.11230457
File: 863 KB, 805x540, file.png [View same] [iqdb] [saucenao] [google]
11230457

>>11230186
wtf are you even on about anon?

>> No.11230498

>>11230451
Man addicted to alliteration
But yeah, that's the spice. So far, I've been unable to get it to work, due to reasons I haven't been able to divine. There's at least 3 different factors as to why I suspect it's having troubles, but I imagine anyone else that could at least even try Wine on the windows binaries would make more headway.

>> No.11230504

>>11230103
None of those use ZeroTier - either use direct IP or NukemNet.

>> No.11230508

how do I fire up gzdoom with fast and coop monsters?

>> No.11230516

how many monsters is too many monsters for you?

>> No.11230519

>>11230516
Depends on what monsters and the guns you're given to fight them. 5 Barons when all you have is a shotgun is too much, but 5 Barons with a BFG is fine.

>> No.11230587

Is there a QuakeWorld client not made by genuine psychopaths?
I'm not looking for hard coded pro bindings or fucked up auto installed HD textures or weird pro HUD setups, I just want an honest to fucking god QuakeWorld client that looks like vanilla Quake and just plays multiplayer Quake.

>> No.11230591
File: 1.81 MB, 1920x1080, Screenshot_Doom_20240910_201631.png [View same] [iqdb] [saucenao] [google]
11230591

There I figured out how to edit the stats from a text file and then compile it back into a combined acs file in slade. Tried seeing if I could brute force it with 'give' commands by even using russian but I wasn't sure if they just weren't updating in english or something. And I was using google translate for stuff like strength, dex, etc. So I gave up and went back to slade and found the stats finally.

Here's a copy of the file I made:
https://mega.nz/file/xnIEWSTL#7t3ouwJiVVUKGwXmdzttTubfR2jCUhdgzHFX8kYZzig

>> No.11230621

>>11230591
Well fuck that I'm an idiot. It still demands you play randomizer with your stats afterwards. I'll just edit that map too and reupload.

>> No.11230637

>>11230498
>Man addicted to alliteration
So succinctly said, son.
>Wine, linux stuff
I'm not so sure about this one then, looks like the site doesn't have all that much documentation either, which is pretty bad for someone who knows nothing about unreal. It's still on the table, but I'm more focused on the events I listed.
I'm mainly concerned about SNS. It was huge until its abrupt end, but will the old player base play this new one? Are they even here anymore?

>> No.11230654
File: 900 KB, 1917x1080, Brutalized arrival.png [View same] [iqdb] [saucenao] [google]
11230654

Sup anons. Eraser anon here, just wanted to say thanks to the guy who told me to check out Vogel im Käfig. I'll get to it soon.

Been working on a wad for Sun Damage Omen, map 01 was finished earlier today. If I hadn't slept just two hours I'd get ready to make map 02. Any fellow tracker music enjoyers know some cool, dark modules I could use?

>> No.11230703

>>11230654
Can't help you on mod music, but those are some supremely used concrete slabs.

>> No.11230706

>>11228460
>If you guys don't intend to use Clovr's Quakeworld servers on Sunday then I can probably relocate this to Sunday
seems fine to me. clovrs always there if anyone wants it.
also hosts quake (sorta) in-browser any time anyone wants also.

>> No.11230724

>>11230654
Recalling the most comparable thing to Eraser brought me back the name of Lainos with some of his solo projects. If you ever played BoS wads, then you might guess what kind of weirdness to expect from Vogel. It's not something to be in line with your sensibilities, that would be Old Still Life from Rednov, but it's short and has enough novelty for you to consider dipping toes outside the comfort zone.

>> No.11230749
File: 1.44 MB, 1920x1080, Screenshot_Doom_20240910_214054.png [View same] [iqdb] [saucenao] [google]
11230749

>>11230621
Alright - this time I made it so you will start at 5 in every stat as normal & then when you are forced to go to the randomizer it always sets all your stats to 10 and then I set the check to reroll if the sum of your total stats was above 40 to instead above 100.

Here's a new link:
https://mega.nz/file/1uBkwYIa#dm3xQpEc7oNsMn1e_yX6ZqadMiYVtVKdcacoL3kt16g

>> No.11230783
File: 120 KB, 873x681, ronaldover.jpg [View same] [iqdb] [saucenao] [google]
11230783

>playing Plutonia 2
>map 20
>kill every monster, more than 500 counting lots of lost souls
>4 enemies left
>fucking where?
>spend 20 minutes looking for them
>give up
>look in internet
>Four pain elementals, in sectors #539, #540, #546 and #547 can not teleport into the map. Their teleport lines are tagged as monster-block. 100% monsters is impossible to achieve
>100% monsters is impossible to achieve
>mfw

>> No.11230805
File: 75 KB, 1200x1200, flea-market-modern-24-in-square-short-wooden-coffee-table-l202352.jpg [View same] [iqdb] [saucenao] [google]
11230805

Is TyrQuake in Retroarch a good easy way to play vanilla Quake?

>> No.11230953

Quake kinda bad.

>> No.11230959

>>11230457
What is a good tool to decompile quake code?

>> No.11230995

>>11230959
FTEQCC can do it... weirdo.

>> No.11231019

>>11230995
Thank you.
Can you use decompiled code to write a definition file? If not, what do you use?
This is all information for later, for now I'm just learning C.

>> No.11231027

>>11228604
>try and encourage him to try mapping and modding

You tried to get someone to start making maps and mods after playing Doom 1 once? The fuck are you smoking?

That's like encouraging someone to make a movie after they like one movie.

Too bad he can't look past Brutal Doom though, that's not on you.

>> No.11231057

>>11231019
I just do FGDs by hand in Notepad++. You can start with one for vanilla Quake and just add onto it.
The commented text in QC files used to make one automatically won't be in decompiled code anyway.

>> No.11231072

>>11228604
>i even made some maps for us to play on
>attempt to pull this poor soul out of the quicksand but hes too far gone
>this and also him going on a month-long autism hyperfixation about ultrakill is why we aren't friends anymore
Yeah, I'm not sure which one of you two is more autistic.
You should've shown him QCDE and Hideous Destructor though.

>> No.11231083

>>11231057
I've been thinking about making definition files for older mods that don't have them. Which is why, I've been wondering what goes inside one of those files. But just opening one and reading it didn't help, so it's obvious I need extra knowledge. As long as that is coding knowledge, I guess I am finally on the right path. You have no idea how much of a pain it's been to find good quake knowledge. Thank you very much once again.

>> No.11231116

>>11230805
just download ironwail and put the id folder in it

>> No.11231236

Does anyone have that pic of serious sam wearing a black shirt that says "anime is fucking gay" on it?

>> No.11231381

>>11231027
I did that once to my friend, and he actually liked making maps. They weren't good Doom maps, but he enjoyed that creativity. To be fair he was also massively into like Terraria and Factorio.

>> No.11231382

>>11231236
Are you serious?

>> No.11231417

>>11230783
hide the monster count
it spoils maps and turns them into chores ill take a 99% than play hide and seek for an extra 30 minutes

>> No.11231589

>Map starts with you being fired at

>> No.11231597

>>11231236
As an enlightened appreciator of Japanese animation, Sam would never wear such an atrocity, that's a serious crime against his tastes.

>> No.11231602

>>11231597
Oh yeah, what anime does Sam Serious Stone watch?

>> No.11231610

>>11231602
Sam I Am enjoys 70s mecha kino such as Mazinger Z, Toei Getter, Daitarn 3, the Robot Romance Trilogy, Raideen, etc

>> No.11231635
File: 76 KB, 584x720, sammy.jpg [View same] [iqdb] [saucenao] [google]
11231635

>>11231610
Serious Samuella enjoys K-on, Love Live, Idolmaster, and other kino, thank you very much.

>> No.11231639

>>11231589
>Let's just finish this map and save
>Load into next map
>Have to clear first room because enemies insta aggro as i spawn
>Might as well keep going now

>> No.11231692
File: 129 KB, 640x360, the phobos anomaly's two maps down.png [View same] [iqdb] [saucenao] [google]
11231692

>>11231236
some r/doom ass sense of humour you got, son.

>> No.11231693

>>11228062
Z1M3 in Ion Fury, a perfect take on sewer map even though it's technically not a sewer, it's something like a giant air filter thingy

>> No.11231763

>>11231692
You wrestle him down while I grease up my ballsack.

>> No.11231775
File: 2.16 MB, 1920x1080, Screenshot_Doom_20240911_154256.png [View same] [iqdb] [saucenao] [google]
11231775

What's my strats for E2M4?
I know most items, i'm just green in terms of performance, hence my Vulk addiction.

>> No.11232018

>>11231692
And your sense of humor is referencing gay porn "ironically"

>> No.11232075

>>11231635
>Samuella
Samantha is already a name retard-kun

>> No.11232129

>>11232018
Who said anything about being ironic?

>> No.11232131

>>11232129
At least you own up to being a faggot in more than one sense

>> No.11232136

>>11232075
Alternatively you could use Samus if you want "Anger Nintendo" bonus points.

>> No.11232224

Does Duke Nukem 20th anniversary anything special to it? Watching a stream of it and it seems the same
https://twitch.tv/thegavlart

>> No.11232229

>>11232224
>Dynamic lighting
>Rewind
>Episode 5
It's not worth it, I'm pretty sure eduke supports the 5th episode content now

>> No.11232268

>>11232224
>>11232229
I patched and modded mine with original voice lines, red cross medkits, and “crunched” versions of some of his new lines. I did all this because I liked the lighting.
Unless you’re me I can confirm it is not worth it. Getting the new episode to work through eduke or Raze IS worth it. It’s a great episode.

>> No.11232276

>>11232268
Bazinga

>> No.11232280

>>11232131
Not just that, he's a hard faggot. Some might even say he's pretty fast too.

>> No.11232289
File: 164 KB, 633x549, 1696120835630885.png [View same] [iqdb] [saucenao] [google]
11232289

I love Steam Forum Discussion, it's like this place sometimes.

>> No.11232293

>>11230953
Quake is goated, asshole
https://www.youtube.com/watch?v=76aeU41XPFk

>> No.11232310

>>11232289
looool ultrakill's scud board has a recurring villain that just hilariously dunks on MFs, it's my favorite little hellhole

>> No.11232319

>>11231589
https://www.youtube.com/watch?v=N35eyVTWZ_s

>> No.11232337

>>11232319
Man Italo Doom is fucking hilarious, it came out not even a year after Sunlust by the same two authors. It's like them going "just kidding, Sunlust was just the training course, here's the real shit"

>> No.11232338

>>11232268
>I liked the lighting.
I'm glad that I'm not the only one who thought that it's neat.
Like, I won't go as far as you do (in fact, my prefered way to play Build stuff is on my old PC or at least Dosbox for maps that are taxing, but run with vanilla games), but I never understood the hate that it got.

>> No.11232362
File: 11 KB, 640x480, Untitled.jpg [View same] [iqdb] [saucenao] [google]
11232362

>>11232319
Where is "red" coming from? Where does it go?

>> No.11232398

>>11232319
how is this map with la tailor girl

>> No.11232420

>>11232398
It's like SUDDEN high impact sexual violence.

>> No.11232460
File: 62 KB, 1920x1080, high damage.png [View same] [iqdb] [saucenao] [google]
11232460

>>11232319

>> No.11232473

>>11231775
Drop the shotgun if you're gonna bring the vulc. Gotta save weight where you can, nearly 1400 is way too high. That radsuit can protect you from imp fireballs and caco lightning too, so it'll be useful to wear when you know you don't have any zombies to worry about. It won't do anything for baron attacks though. Use the thunderbuster altfire to break their shield, then hose them down with the vulc for a quick kill. E2M4 isn't a terribly eventful map, about the worst you have to worry about is the last room before the exit with lots of imps, two barons, and a few cacos. A good approach might be to go through the teleport in the plasma rifle secret, but throw a grenade through first so you don't get instantly mauled by the cacos. There's also a big swarm of babuins in a secret if you dick around in the hurtfloor near the beginning, keep an ear out. If you haven't been using a walk toggle up to this point, I'd strongly recommend it for use with both the vulc and the thunderbuster. The bob and recoil reduction makes walking fire far less wasteful (and less dangerous in the case of the TB).

>> No.11232496

>>11232280
maps.

>> No.11232532
File: 888 KB, 1917x1080, map02wip.png [View same] [iqdb] [saucenao] [google]
11232532

>>11230703
Many thanks. I like concrete and it's been fun seeing what I can get away with when all I can use are vanilla texture. There definitely are some recurring elements coming together, not sure if it looks nice but I'm trying my best.

>>11230724
>Lainos
Funny thing is I love A.L.T. Never finished it, but I do love it. I even had an idea to make a Final Doomer-esque weaponset for it, mostly Russian guns meant to make the WAD flow a little nicer.

Old Still Life is something I know of, but I made the mistake of playing it when I was in my "play every WAD on UV because I'm good at the game" phase. I'll revisit it soon.

Anyway, map01 is done so I got map02 started. Not sure what I'll call it yet but the starting room references a panel from Blame! to some degree so that's cool.

>captcha: W0NT
Shut the fuck up, you stupid machine. I'll make this WAD happen, sware on me mum

>> No.11232550
File: 199 KB, 1920x1080, 1711496043530695.jpg [View same] [iqdb] [saucenao] [google]
11232550

You ARE playing edgy 9/11 mods today from the straight from the Bethesda mod workshop today, aren't you?

>> No.11232560

I've cleared most of the banlist for the Wednesday server, and by extension the soon-to-be SNS server so if you somehow got banned in the past, you can play now.

>> No.11232613

>>11232337
also fueled by a non-zero amount of salt towards people who never play on HMP or HNTR and said sunlust is too hard

>> No.11232787

>>11232338
A lot of the hate is directed towards its publisher and that publisher’s founder. I’m most offended by the voice acting >>11232276 but I still enjoyed my one playthrough of it with those mods and lights. It was also when it was finally on sale for sandwich price.

>> No.11232790

>>11232550
Someone post that Quake webm.

>> No.11232807

>>11232613
That's understandable, shit is fucking annoying to get fuckwits demanding you make it easier for them so their fragile ego doesn't get harmed by them having to knock the difficulty down.

>> No.11232809

>>11232787
Oh, no, Gearbox deserves being dunked on for a lot of reasons and new voice acting sucked balls of steel to the point where Land of the Babes one isn't so bad anymore.
I always thought that release of World Tour is a good thing, as loss of Megaton isn't a big deal in comparison of recieving AWO complete with a set of new Lee Jackson tracks.

>> No.11232827

>>11232809
That’s where I’m now coming from as well: Kudos to whoever was able to get Blum, Levelord, and Jackson to come back and make an amazing episode (yes, Randy, even its thanks to you).

>> No.11232836

>>11232289
It's clown farming retard that IS retarded but thinks they're good at baiting.

>> No.11232837
File: 2.82 MB, 1448x2048, hard reset.jpg [View same] [iqdb] [saucenao] [google]
11232837

I fixed the two major glitches in Hard Reset's latest release this morning - was just gonna keep it for my own personal use but fuck it:
https://www.dropbox.com/scl/fi/kr53he2plemnqrgsiei17/AshesHardResetUnofficialFix.zip?rlkey=jtmany5acankgad56wbme22k2&st=zpewuvfo&dl=0

>> No.11232856

How often do you save when playing wads? Be honest?

>> No.11232863

>>11232856
I used to save a lot more. Now I barely save. Kinda regret it sometimes.

>> No.11232867

>>11232856
Maybe once or twice in a megawad. Depends on how long it takes me.

>> No.11232870

*Ahhh,* better than acupuncture!

>> No.11232881

>>11232856
Found a keycard? I save. Simple as.

>> No.11232887

>>11232856
very often in case it crashes.

>> No.11232889
File: 438 KB, 640x480, Screenshot_Doom_20240908_185409.png [View same] [iqdb] [saucenao] [google]
11232889

Nice sector saw.

>>11232837
What were the glitches?

>>11232856
Whenever I want/remember to. After big fights or getting a key. I've noticed playing Lost Civ that unless there's a clear room-to-room progression and a lot of it takes place outside, I'll just forget or otherwise not feel compelled to.

>> No.11232914 [DELETED] 

>>11232889
Cordon and Greenline. Cordon had a linedef on a button that called the wong script execute that would cause Murphy to not spawn when you fought the Blackwater boss & his two soldiers to not spawn and help you during the fight with Speaker Lukas. You would then get the bad ending for the map regardless of completing the stealth section successfully, everyone living and General Gray will yell at you on the next map & withhold giving you supplies from then on. Also you wouldn't get 100 junk from Murphy after you and him fought the Blackwater Boss together.

Greenline had a minor script error introduced in latest patch where during the section where you have to raise the bridge - one of the switches that turned on the power/lights was supposed to give you dialogtoken3 instead of dialogtoken2 (dialogtoken2 isn't even used on the map) which would allow you to access the raise the bridge command when you want back to the computer. So everyone would get locked at this section and either have to noclip across without raising the bridge or go into console and type 'give dialogtoken3' to raise the bridge. This patch fixes both errors. I have a read me with instruction/what patch does + batch file included in the zip. Just put them with other files you already have from the Standalone releases. Batch file with the other batch files and the pk3 with the other pk3 files in Resources.

>> No.11232929

>>11232889
Cordon and Greenline. Cordon had a linedef on a button that called the wrong script execute during the stealth section in a garage with some junk in it that would cause Murphy to not spawn when you fought the Blackwater boss & his two soldiers to not spawn and help you during the fight with Speaker Lukas. You would then get the bad ending for the map regardless of completing the stealth section successfully, everyone living and General Gray will yell at you on the next map & withhold giving you supplies from then on. Also you wouldn't get 100 junk from Murphy after you and him fought the Blackwater Boss together.

Greenline had a minor script error introduced in the latest patch where during the section where you have to raise the bridge - one of the switches that turned on the power/lights was supposed to give you dialogtoken3 instead of dialogtoken2 (dialogtoken2 isn't even used on the map) which would allow you to access the 'raise the bridge' command when you want back to the computer. So everyone would get locked at this section and either have to noclip across without raising the bridge or go into console and type 'give dialogtoken3' to raise the bridge. This patch fixes both errors. I have a read me with instructions & what the patch does + a batch file included in the zip. Just put them with the other files you already have from the Standalone release. Place the batch file with the other batch files and the pk3 with the other pk3 files in Resources. And that's it. Ez.

>> No.11232936
File: 909 KB, 1920x1440, LostCivilization_cozycorner.jpg [View same] [iqdb] [saucenao] [google]
11232936

>>11232856
Depends on the wads and mods.
>>11232889
I found me a real comfy corner cubby.

>> No.11232981
File: 459 KB, 1080x956, 1682578863796393.jpg [View same] [iqdb] [saucenao] [google]
11232981

>> No.11232983

>>11232856
Blow it out your ass.

>> No.11233007

>>11232856
Honestly more than I should, but I have trained myself to load a whole lot less, to just accept outcomes where I survive and simply roll with the punches.

Learning to roll with the punches is key to being good at games like these, I feel. If you have ever seen the very best Doom speedrunners, they are ridiculously good at exactly that aspect. One that comes to mind is, uh, a certain ban evader obsessed with, shall we say Global Rule 15, who as it turns out is genuinely incredible at Doom, with countless records to him. If you can find his demos you'll see that he's unironically slick as fuck, there's very few people who I would say are comparable to his skill or better.

>> No.11233008
File: 1.19 MB, 1280x2204, so you want to play some fucking srb2k v3.png [View same] [iqdb] [saucenao] [google]
11233008

It's time for Wednesday Night Wipeout!
Come play some SRB2Kart!

How to join (The short and easy way):
Download the All-in-one repack: https://mega.nz/file/N3kwhCDL#lRuLVeECG3pB_gJWhUZo1Zhp7agcBPYjhlR3ZJKf5n4
Extract it to its own folder (NOT the desktop or program files)
Run "SRB2Kart-Neptune (Connect to vrkart).bat" and wait for any missing files to download in-game
DO NOT run "srb2kart.exe" and expect to be able to join the server.
If you don't have a 64-bit machine/OS for whatever reason: Copy the contents of the 32-bit folder into the main folder

How to join (The longer and harder way):
Download version 1.6 of the game: https://github.com/STJr/Kart-Public/releases/download/v1.6/srb2kart-v16-Installer.exe
Get the custom client we use: https://github.com/NepDisk/srb2k-neptune/releases/tag/Neptune2.3
Get the mods: https://mega.nz/folder/MiUiESSa#CyovwTUnO9TSmqbwMI1xBg
Connect to 51.161.34.159 (either use connect in console or "specify ipv4 address" under Multiplayer)

>I HAVE TO BITCH FAST AND TEXT CHAT TOO SLOW
We also have a Mumble server!
Address: 51.161.34.159 (same as the game server)
Port: default
Password: endoom

>I heard this game supports proximity chat, are we using that?
No.

Pro tips: https://pastebin.com/YV6biqxq
(This is out of date and written for a different server, but it still has a lot of useful information.)

>> No.11233049

>>11233008
can't wait for my favorite seasonal track: world trade time attack

>> No.11233051
File: 26 KB, 172x540, Serious_Sammy_SS2.jpg [View same] [iqdb] [saucenao] [google]
11233051

>>11232075
>>11231635
Well, there's Sam's sister, Sammy

>> No.11233108

>>11232550
I had a small bit of intent to run UT2004 deathmatch on its 9/11 Tribute Map (there's actually another at the memorial site itself but it's a bigg'un), but I forgot it's Wednesday, so I kneel to the kartan

>> No.11233112

What are some essential jokewads?

>> No.11233169

>>11233112
It Only Gets Worse

>> No.11233174

>>11233007
post sunlust d2all

>> No.11233295

>>11232856
If there’s a long or boring section, that’s a save.

If there’s an annoying fight, that’s a save.

If there’s a tricky fight, that’s a save.

If I feel like I’m about to commit to an area and don’t have enough resources, that’s a save.

This is all for casual playthroughs. When I really like a map or want to conquer the challenge, I go back to play it saveless.

>> No.11233383
File: 119 KB, 511x606, 1502179319246.png [View same] [iqdb] [saucenao] [google]
11233383

>> No.11233413

DBP67 was really cool. The first megawad I've completed in about a year. Lots of big spectacle fights, but nothing that was too difficult.

>> No.11233439

>>11233413
DBP67 was really lame. The first megawad I've dropped in about a year. Lots of big spectacle fights, and nothing was difficult.

>> No.11233461
File: 481 KB, 640x480, Screenshot_Doom_20240911_142024.png [View same] [iqdb] [saucenao] [google]
11233461

>>11232929
Ahh, that one. Figured there'd have been an update by now.

>>11232936
Wondering how many other Doom maps take place in saw mills. No idea why I like this.

>> No.11233479

>>11232856
Level starts, and when a major path of progression has become unlocked, either through a key I've obtained, or through a switch I've pressed. I make it a point to never save during combat, too.

>> No.11233484

I forgot how fucking long Doom 3 is. Usually around the Hell Knight teleport and the first foray into Hell I think that things are going to be wrapping up soon, but then it just keeps going and going.

>> No.11233493
File: 1.87 MB, 755x648, goodnight doom.png [View same] [iqdb] [saucenao] [google]
11233493

>> No.11233512
File: 355 KB, 1366x768, file.png [View same] [iqdb] [saucenao] [google]
11233512

Threadly reminder that Planisphere 2 is one big 9/11 joke.

>> No.11233516
File: 93 KB, 1280x960, kart0008.png [View same] [iqdb] [saucenao] [google]
11233516

>> No.11233527
File: 294 KB, 1267x1592, doom slaughter.png [View same] [iqdb] [saucenao] [google]
11233527

>>11232613

>> No.11233534

is multiplayer for Unreal Tournament 99 still alive? Been listening to the ost while playing Half-life mods and it's kickass.
Unreal is one of the few classic shooter series I have yet to play, now that I think about it

>> No.11233535

>>11233484
I dunno, I got the speedrun achievement on steam and I wasn't in much of a hurry until late in the game when I figured I might as well go for it.

>> No.11233550

>>11232613
>attempt to pander to people who won't man the fuck up and git gud on the only correct difficulty
>as they're too retarded to foresee a challenge wad being challenging, they're also too retarded to read .txt files to even know HMP is fully built and rebalanced
that'll learn em, UV or bust

>> No.11233558
File: 291 KB, 1280x720, Rain World.jpg [View same] [iqdb] [saucenao] [google]
11233558

>>11233527
Had to do a double take because I thought it said "Rain World"
Wouldn't be far off honestly

>> No.11233607

>>11233461
Both issues were figured out over a month ago. I was expecting a patch/new download within a few days after I posted the Cordon fix & the Greenline fix was immediately figured out too so I didn't bother making my own. But nothing ever emerged.

>> No.11233623
File: 60 KB, 640x816, 1665569677749958.jpg [View same] [iqdb] [saucenao] [google]
11233623

>>11233008
ggs

>> No.11233628

>>11233607
So you guys are not talking about the 2011 shooter from the team that would then make the modern Shadow Warriors?

>> No.11233657

>>11233008
ggs. Gotta ramp up the speed even more for maximum pleasure.

>> No.11233664
File: 66 KB, 638x403, whacked6.png [View same] [iqdb] [saucenao] [google]
11233664

made a small dehacked tutorial. some anon seemed interested in one recently iirc, and i intended to make one originally.
http://clovr.xyz/wadsup/doku.php?id=tutorials:modding:dehacked
it makes zombiemen fire plasma and explode into mancubus fireballs when they die.

might make another someday that just compiles some tricks and limitations i can remember off the top of my head.

>> No.11233669
File: 192 KB, 800x600, MR. STROGG'S WILD RIDE.jpg [View same] [iqdb] [saucenao] [google]
11233669

I am going to give Quake IV a try.

>> No.11233671
File: 498 KB, 1466x1072, 1701445887043655.png [View same] [iqdb] [saucenao] [google]
11233671

>>11233008
ggs
before i forget, is there a followercolor setting to have it use the follower's own default color? think i tried "default" and "original" but they didn't work.

>> No.11233691

>>11233671
I don't think so. As far as I know there isn't anything like that for player skins either, but you can press your drift key while selecting your color on the player setup screen to switch to selecting the follower's color and then press backspace to select the default for that follower.
You would think this would be what setting the color to "none" would do, but that just does nothing despite being a valid command.

>> No.11233692
File: 3.84 MB, 640x360, Quake 4 ff.webm [View same] [iqdb] [saucenao] [google]
11233692

>>11233669
Having binds to change the timescale was a big help.

>> No.11233696

>>11233664
List of all freely reclaimable states with don't crucially affect the game would've been nice

>> No.11233728

>>11233696
That's a good idea. Might clutter this tut, but for another.
This one's pretty introductory. Basics and an example.

>> No.11233747

>>11233696
>>11233728
Noticed I forgot to change the arachnotron projectiles sprites to the players plasma too... Should fix that.

>> No.11233750

>>11233669
That's a very comfy level start but it kinda lost its shine after the tenth time.
>>11233692
Please share the commands.

>> No.11233753

Doom 3 or Quake 4?

>> No.11233761
File: 83 KB, 405x1326, Berserker.jpg [View same] [iqdb] [saucenao] [google]
11233761

>>11233750
>That's a very comfy level start but it kinda lost its shine after the tenth time.
I'd share my thoughts so far but the first "squib" that gets killed boots me to the main menu, apparently I'm missing a md5rdefaultRender.vfp file, don't know where or how to grab that. Also, does IV take place around II's time? The officer on the dropship mentioned Bitterman taking out the Makron but I figured they would be talking about it like ancient history or something.

>> No.11233767

>>11230749
Playing this with the enhanced stats feels a bit better now since you can actually use all the tools you get - especially if you save up attribute points to spend them whenever something requires x stat to use that isn't armor. Everything just feels faster & more rewarding. Prob could lower the stats to 8 in everything and that would be better balanced. But I'll finish the game and see how this holds up.

>> No.11233780

>>11232460
so if doomguy gets red vision when hurt, why does he get glow vision when he picks something up.

>> No.11233797

>>11233008
Did we have any problems with the server tonight? I've been making some major changes but I can't play the game myself to check

>> No.11233802

Slaughter is fucking gay

>> No.11233804

Slaughter is fucking RAD

>> No.11233806

Slaughter is fucking

>> No.11233808
File: 5 KB, 168x336, 1717810082006127.png [View same] [iqdb] [saucenao] [google]
11233808

*ahem*
FUCK mutants

>> No.11233816
File: 1007 KB, 587x1158, spiderman gets racist.png [View same] [iqdb] [saucenao] [google]
11233816

>>11233808

>> No.11233837

>>11233816
reminder that scott never did anything wrong

>> No.11233848

>>11233512
all links r dead

>> No.11233898

>>11233664
Fucking nice.
This is what we need more of.

>> No.11233923

>>11232856
Every time I kill a monster

>> No.11233926

>>11233808
They're kicking my ass in BrutalWolf on Uber Difficulty at the end of Episode 4's second secret level. Just can't kill them fast enough.

>> No.11233950
File: 622 KB, 1274x714, Water Resevoir.png [View same] [iqdb] [saucenao] [google]
11233950

>>11228423
E2M4
Water Filtration Plant
I can no longer praise the Doomcute, this place doesn't filter air! This is a damn water treatment plant.

I have nothing else to say.

E2M5
Gets dark and tight, made me scramble a bit and raised my pulse. Then it ended.

E2M9
Gave me a bunch of rockets and shells from the start. Very misleading though, not nearly tough enough to make the ammo surplus satisfying.

It gets a little interesting and then it ends. This sentence describes most of the maps so far.

I'm beginning to miss the ball breaking difficulty of Sigil.

>> No.11233965

>>11226624
Sure sure, I agree it's not that bad if you use it only for specific technical questions, but let's not pretend Toonworld isn't infected by the same shit that you saw in other niche communities. Just look at the recent drama because of id24 standard. The cliques, Discord "leaks" and internal drama. They tried to cancel John Fucking Carmack for not being woke enough. Bruh.

You're either purposefully ignorant or disingenuous. It's not as bad as some people say, but it's not as good as your say either.

>> No.11233967
File: 328 KB, 1920x1080, 1717533043513351.jpg [View same] [iqdb] [saucenao] [google]
11233967

>>11233950
Thank you for sharing your thoughts Anon but I was wondering, why are you screenshots in such odd resolution.
I'm personally playing Eternal Doom, I love this wad peak 90s WAD and I really like all the cool little dehacked stuff thrown around (The custom mug might be my favorite still to this day.)

I still love it even though I just spent an hour running around this map being lost (All the keys are secrets) then dying to 5-6 Chaingunners in a cramped dark room (I play without saves)

>> No.11233973

>>11224676
Temple of the Lizardmen by Alando1?
The second one was pretty good.

>> No.11233974

>>11233967
I've been meaning to try a casual playthrough of it. The gimmicks and secret hunting looks comfy.

>Thank you for sharing your thoughts Anon but I was wondering, why are you screenshots in such odd resolution.

DSDA screenshots save to the clipboard, so I have to put it through an image editor before saving as a file.

I should really take some time to figure out resolutions actually work through my program.

I've played too much Doom, now I can't go to sleep.

>> No.11233976
File: 108 KB, 701x568, 1649716383189.jpg [View same] [iqdb] [saucenao] [google]
11233976

>>11233808

>> No.11233980
File: 742 KB, 816x578, Norm.png [View same] [iqdb] [saucenao] [google]
11233980

>>11233808
Look at how he is raising his arm! What is he? Some kind of Nazi?

>> No.11233990
File: 475 KB, 1920x1080, 1716881106853847.jpg [View same] [iqdb] [saucenao] [google]
11233990

>>11233974
>DSDA screenshots save to the clipboard
I see, the old ways.
>I've been meaning to try a casual playthrough of it. The gimmicks and secret hunting looks comfy.

It's really good but you need patience, if you enjoy 90s WAD this is really where it's at IMO. Some of the progression is real cryptic and you can (and will) end up wall humping in desperation but the maps are pretty and the midis are nice to listen to so it helps.

>> No.11234002

What WAD you playing en my niggers in christ

>> No.11234010

>>11234002
Solar Struggle casually, doing single segments on Head Trauma.

My single segments are not good enough for demos though, its for my personal sense of challenge.

>> No.11234048

>>11232613
I will never have respect for people who complain a wad is too hard, but also refuse to try even HMP when difficulty balance was accommodated for.
Sure, there are times where HMP balance was a complete afterthought, with rare cases that don't bother at all. But in most cases, HMP balance will be given enough care to still provide a decent experience thats challenging in a more palatable way, even if it was designed around UV first before adjustments.

>> No.11234074
File: 321 KB, 928x980, niomklmnbivyibhj.png [View same] [iqdb] [saucenao] [google]
11234074

i got lazy with the other ear

>> No.11234082 [DELETED] 

>>11234074
Nice work! Do you think you could draw Daina from LTG wearing a diaper? My friends and I get a good laugh imagining her being forced to wear a diaper in the mod and being laughed at by the demons while being called 'Diaper Daina'!

>> No.11234091

>>11234082
NTA but I have sworn to never show my drawings ever again and here is just one of many reasons why.

>> No.11234092

>>11233761
4 is a direct sequel to 2. It's the actual invasion after Bitterman unfucks the almost failed saboteur drop.

>> No.11234096

>>11233973
Really? I recently played the whole series and I think the fourth one is the first that can be actually called good

>> No.11234102
File: 126 KB, 727x754, file.png [View same] [iqdb] [saucenao] [google]
11234102

>>11234091
The struggle with any kind of creator. You gotta learn the best way to deal with the audience, for better or worse.

>> No.11234106
File: 243 KB, 640x361, shake it hiro.gif [View same] [iqdb] [saucenao] [google]
11234106

>>11224684
Nice to see a fellow widebro.

>> No.11234109
File: 357 KB, 928x980, kmiouibyvtffyguhj1.png [View same] [iqdb] [saucenao] [google]
11234109

bit of a touch up
>>11234102
nice c kid

>> No.11234140

>>11232613
>>11232807
>>11233527
>>11233550
>>11234048
I beat Sunlust on UV and it WAS too hard for me, almost balls to the wall hard. Still enjoyed it in the end. Not sure I'll ever try Italo.
I really don't understand this mentality, it's like you want to ban people who are not skilled enough to post their opinions on their internet.
"This is bullshit because I can't beat it on UV" is a perfectly valid feedback. Is it useless for ribbiks? Sure, he already knows that. Is it annoying to hear this shit over and over again? Probably. But why should the bad players be banned from sharing their experience? 99.9% mappers on this planet would be glad to hear ANY feedback, anything.
but the people asking the artist to change his work to cater to their needs should kill themselves

>> No.11234150

>>11234091
Don't worry too much about that anon. That's a meme from a few years back.

>> No.11234172

>>11228846
There isn't much that still hold up. It was the first year of mapping after all. Those 2 episodes made by Moellers are decent, but that's about it for me.

>> No.11234213

Hey ViolentBeetle how's the last map of Hell Frontier coming up? Really waiting to getting to play your masterpiece from start to finish. I also want to say that along with A2Rob and lunchlunch you are one of the modern mapping legends of /vr/. I really love your work, so full megawad of your maps will be awesome.

>> No.11234217

>>11234213
I've got caught up in other projects, but it's probably next on my list. I have it drawn on paper, so it should be easier.

>> No.11234242

>>11234140
Theres a huge difference between
>UV is well above my skill level, with plenty of moments that are kinda bullshit, but I still pulled through and had fun.
and
>UV is too hard, and this wad sucks ass because of it. No I haven't tried the lower settings, UV is the only mode that matters because I don't miss out on anything.

>> No.11234305

>>11233750
>Please share the commands.
I set two binds, one for timescale 15 and one to set it back to normal:
>bind KEY “timescale 15”
>bind KEY “timescale 1”

>> No.11234335

>>11234140
>it's like you want to ban people who are not skilled enough to post their opinions on their internet.
It certainly wouldn't upset me.

>> No.11234353

>>11233761
I'd say to verify file integrity or whatever steam calls it. Or get it from gog or another source.

>> No.11234390

>>11225504
YOUVE BEEN GNOOOOOMED!

>> No.11234516
File: 387 KB, 1180x885, img_1909.jpg [View same] [iqdb] [saucenao] [google]
11234516

HOT TAKES INCOMING:
>E1 is basically a tutorial and kind of sucks outside of M2 and M3
>E4 is the best episode by far, E2 coming in second
>E4M1 and E4M2 are two of the best levels in the series
>McGee was the overall best mapper between TUD/D2
>DOOM 2 is better than DOOM and its levels are of a consistently higher quality than the majority of D1, with almost no levels that are overtly bad

>> No.11234524

>>11234516
E4 is definitely the best. Playing through Solar Struggle has made me realize just how boring Doom 1 combat can be unless you’re dickish like McGee or Romero.

>> No.11234528

>>11234516
Very cold take: ur a faget lol

>> No.11234534

>>11234528
t. never beat against thee wickedly on UV and thinks hangar is a good level

>> No.11234540

>>11234140
>I really don't understand this mentality
Can you understand someone getting frustrated because they’re new Doom, they just beat 1 and 2, and are now trying to pistolstart AV blind and saveless? If you can then all the posts you (you)’d might make more sense.

>> No.11234545

>>11234140
>"This is bullshit because I can't beat it on UV" is a perfectly valid feedback.
lol
shitter detected

>> No.11234591

>>11234516
E4 sucks after the first two levels. Everything else is either not memorable, or Romero's prototype for Sigil.

>> No.11234613

>>11234140
>I beat Sunlust on UV and it WAS too hard for me
My man, either it wasn't actually too hard for you because you beat it, or if you hated every part of it, maybe you should have considered a lower difficulty.
A surprising amount of people are completely unaware that Sunlust has actual difficulty levels implemented, and that on HNTR, it's about on Plutonia's UV level, slightly easier at times.

>> No.11234628

>>11224590
has the fat latinas mod anon came back yet? it's been 3 or 4 threads.

>> No.11234634

>>11234628
Anon, it's fat latinas. You don't get to come back alive from that. Just F in chat and move on.

>> No.11234659

>>11234628
Put your dick away anon, it's dead.

>> No.11234661

>>11234628
No. I have kinkshamed him into oblivion and I shall smite you too, you veritable bedswerver, owned by uncountable mistresses and lapping the dregs of their acceptance

>> No.11234669

>>11234661
Go on.

>> No.11234684

Are any handhelds good for Doom? How do you straferun?

>> No.11234707
File: 419 KB, 2556x1440, nugg0001.png [View same] [iqdb] [saucenao] [google]
11234707

>>11234613
I wanted to experience Sunlust in its worst. Or best, still not sure.
Only hated some specific encounters, like picrel peek-a-boo shitfest (can't remember which map it is from), or that tiny room with cybers on God Machine because it feels so janky.
Overall, most of it was enjoyable because it was creative (and beautiful ofc). Like that Italo-Doom video posted, it's such a blatant bullshit you can't even get mad at it.
And all the most memorable encounters in Sunlust were the hardest, I never had a thought "I should lower the bullshit level, that sure will make the wad more enjoyable".

>> No.11234720

>>11234661
i never had sex in ly life and i dont know what a bedswerver is

>> No.11234734

>>11234720
Don't worry. I've had plenty, but I don't know either. Sounds like some german word. Germans like to play with their pee and poo, so maybe it has some connection with that. Fucking germans.

>> No.11234814
File: 53 KB, 128x200, dancemutant.gif [View same] [iqdb] [saucenao] [google]
11234814

>>11233808

>> No.11234928
File: 1.27 MB, 620x921, file.png [View same] [iqdb] [saucenao] [google]
11234928

>>11224593
Back to Base(Q2)ics Jam 1 for Quake 2 Re-Release has been released.
18 singleplayer maps based on Unit 1 of Quake 2's campaign.

>> No.11234934

>>11224593
>>11234928
Including the link would probably help... https://www.moddb.com/games/quake-ii-rerelease/addons/quake-2-re-release-back-to-baseq2ics-jam-1

>> No.11234945
File: 3.10 MB, 2560x1440, LostCivilization_cloudycastle.png [View same] [iqdb] [saucenao] [google]
11234945

>>11233461
I like that room upstairs with the coffee and styrofoam cups in the corner. This skybox is also a rare case where the “hardware fog” near the top actually works in its favor.
>>11234928
Great news. I look forward to trying this tonight.

>> No.11234947
File: 739 KB, 1200x756, 355.jpg [View same] [iqdb] [saucenao] [google]
11234947

Any infographics for Descent that you guys made?

>> No.11234975

>>11234516
>>E1 is basically a tutorial and kind of sucks outside of M2 and M3
I prefer the latter half of E1, personally.
>>McGee was the overall best mapper between TUD/D2
Yeah, he was pretty on point. I just wish we saw harder maps from him in Doom 2.

>> No.11235009

>>11234516
I agree with most of this.

>> No.11235013

>>11232837
Welp new update is about to drop + a Sterilized Campaign version of Hard Reset, and a update for the monsters and weapons pack.

>>11233628
Nope.

>> No.11235060

>>11234928
Does it work with any ports that aren't KEX?

>> No.11235074

>>11235060
If it’s made specifically for KEX it might have decent compatibility with Q2Pro.

>> No.11235080

>>11235074
Sounds good. Glad that it got some better Q2 SP support.

>> No.11235092
File: 3.30 MB, 640x360, 1711108098964395.webm [View same] [iqdb] [saucenao] [google]
11235092

>>11235080
I still need to see if I can enable older models + muzzleflashes through it. This level from one of the earlier jams is maybe one of a few that didn’t work/ translate too well from Kex to Q2Pro.

>> No.11235109

>>11235013
People who make sterilized versions of their TCs are underappreciated.

>> No.11235128

>>11235060
This jam doesn't use dynamic lights, so visually it should be fine unlike previous Map Center jams.
I don't know if other ports support Kex's navigation files, but my map at least uses that for proper monster movement in certain parts. I'd imagine they'd just be awkwardly bumbling around otherwise.
Not sure about compatibility beyond that.

>> No.11235310

Any oldfag willing to tell me what the fuck Laura Beyer Doom was?

>> No.11235316

>>11233761
Still looking for a trespasser big box... :-(

>> No.11235394

>>11232856
Hardsave if I want to practice beating some bullshit trap, getting a key, if my time is starting to get to 15-20 mins., etc. I'll echo >>11233295 and say that I actually do go back and play a lot of the levels that I enjoyed saveless if I found the map had a good pace or found the secrets to make the map play better.
Just hate spending almost a half an hour on some maps (skill issue) only to get killed by some surprise shit at the near-end. That type of difficulty is tedious to me now and have nothing to prove to anyone by playing like that.
I also play "continuous" where I keep the stuff I have from the previous level instead of an immediate pistolstart. If I die, I die.

>> No.11235540
File: 24 KB, 320x200, HELP2.png [View same] [iqdb] [saucenao] [google]
11235540

>>11235310
It was $20.00

>> No.11235596

>>11235540
Ok, but what did you get? What did Laura Beyer Doom offer?

>> No.11235620
File: 853 KB, 1920x1080, 1707519196702.png [View same] [iqdb] [saucenao] [google]
11235620

>>11235596
You get: 1 whole new episode, new monster sprites and textures, tons of sounds, 3 bonus maps, and the satisfaction of 20 dollars well spent. Ok but seriously it's actually pretty alright, it definitely has the abstract look you would expect for July 94 but I enjoyed it, interesting curiosity.

>> No.11235632

>>11235620
I kinda fucking like this. The gall to sell something like this back then. Terrific.

>> No.11235725
File: 5 KB, 415x195, 1461871330497.png [View same] [iqdb] [saucenao] [google]
11235725

>> No.11235781
File: 198 KB, 1774x1243, 1711366795393393.jpg [View same] [iqdb] [saucenao] [google]
11235781

Well I'll be damned...

>> No.11235812

>>11235781
What is this from?

>> No.11235857
File: 2.92 MB, 1280x720, 1700389862164288.webm [View same] [iqdb] [saucenao] [google]
11235857

>>11235812
Old doom spot on TV.
American made but by whom? I dunno. It strikes close to home; I can personally attest to my own jerking motions which are terribly similar to his. Even now I lean when incoming imp fireballs come at me. I cannot help it. I might be... doomed. ba dum tss.

>> No.11235912

>>11235725
Excellent.

>> No.11235956

>>11235857
I do this all the time on maps where I have to dodge a cyberdemon's rockets point blank like Go 2 It, still scared of getting clipped by a rocket and dying

>> No.11236149

pls bake

>> No.11236180

>>11235857
>I can personally attest to my own jerking motions
Stop playing HDoom bro.

>> No.11236247

>>11236149
Post a funny picture and I'll use it for the next thread

>> No.11236267

>>11236247
Here's the one
>>11233493

>> No.11236270

>>11235857
>I dunno. It strikes close to home; I can personally attest to my own jerking motions which are terribly similar to his
Doom doesn't do it for me. I do that when I dodge rockets in Quake and UT DM though.

>> No.11236275

>>11236247
Post yer face, I ought get a life outta it ya wanker

>> No.11236363
File: 618 KB, 1920x1080, GET BEHIND ME CORPORAL.png [View same] [iqdb] [saucenao] [google]
11236363

>>11236247

>> No.11236381
File: 4 KB, 292x206, notice me doomguy senpai.png [View same] [iqdb] [saucenao] [google]
11236381

>>11235725
Where's the googly eyes?

>> No.11236385

>>11224593
FastDoom (optimized dos port) reaxhed the 1.0 milestone
https://github.com/viti95/FastDoom/releases/tag/1.0.0

>> No.11236408

new thread
>>11236398
>>11236398
>>11236398

>> No.11236629
File: 73 KB, 561x603, 1719888863924429.jpg [View same] [iqdb] [saucenao] [google]
11236629

DUDE, spectres and arch-viles in tight spaces. That's fair to the player, right? I hope those wailing, exploding blood things gets used by modders someday, just stick them in places like this:
https://youtu.be/as3X5VIiG1c?t=6450

>> No.11236639

>>11233051
Looks like the tranny Wachowski. The original one I mean