[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]

/vr/ - Retro Games


View post   

File: 204 KB, 1440x900, 92586949.png [View same] [iqdb] [saucenao] [google]
11324480 No.11324480 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>11313790

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/
SB2R Kart Link removed til a new thing comes out per hoster himself >>11311817

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.11324481 [DELETED] 
File: 2 KB, 497x255, vertex.png [View same] [iqdb] [saucenao] [google]
11324481

=== CURRENT PROJECT ===
/Vertex Relocation/ PHASE 2
IWAD : Doom 2 | Format : Boom
RULES AND CLAIMED SLOTS : https://pastebin.com/CrVTqGvr
BETA V5 : https://files.catbox.moe/j0p4fc.wad

=== NEWS ===
[10-12] Retro Jam 2 for Quake 1 released, /vr/ regulars among participants
https://moddb.com/members/map-center/addons

[10-12]New GZDoom and Eternity versions dropped
https://github.com/ZDoom/gzdoom/releases
https://github.com/team-eternity/eternity/releases

[10-10] Doom 64 Unseen Evil released, adds missing enemies and 64-ifies Doom 1 and 2 levels
https://pyspy.neocities.org/d64ue

[10-10] Potetobloke reuploaded a ton of addons for Shut Up 'n Bleed
https://forum.zdoom.org/viewtopic.php?t=60347

[10-9] Tetanus DX released with free to use texture set
https://doomworld.com/forum/topic/148612

[10-6] International Doom v8.0 released
https://github.com/JNechaevsky/international-doom/releases

[10-5] Duake (Doom weapon in Quake) released
https://moddb.com/mods/duake

[10-5] DBP68: Outposts of the Wasteland is out now!
https://doomworld.com/forum/topic/148525

[10-5] Quake 2 PSX mod released for KEX Quake 2
https://moddb.com/mods/quake-ii-psx

[10-3] Dark Forces' Heart of the Matter released
https://df-21.net/downloads/levels/hotm

[10-3] Update 1 for the Nightdive port is out
https://store.steampowered.com/news/app/2280/view/4675389307867623088

[10-1] Blood: What Lies Beneath has been released
https://moddb.com/mods/blood-what-lies-beneath

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

>> No.11324483
File: 2 KB, 497x255, vertex.png [View same] [iqdb] [saucenao] [google]
11324483

=== CURRENT PROJECT ===
/Vertex Relocation/ PHASE 2
IWAD : Doom 2 | Format : Boom
RULES AND CLAIMED SLOTS : https://pastebin.com/CrVTqGvr
BETA V5 : https://files.catbox.moe/j0p4fc.wad

=== CURRENT RELEASE ===
Fore/vr/ Alone
http://clovr.xyz/wadsup/doku.php?id=fore_vr_alone

=== NEWS ===
[10-12] Retro Jam 2 for Quake 1 released, /vr/ regulars among participants
https://moddb.com/members/map-center/addons

[10-12] New GZDoom and Eternity versions dropped
https://github.com/ZDoom/gzdoom/releases
https://github.com/team-eternity/eternity/releases

[10-10] Doom 64 Unseen Evil released, adds missing enemies and 64-ifies Doom 1 and 2 levels
https://pyspy.neocities.org/d64ue

[10-10] Potetobloke reuploaded a ton of addons for Shut Up 'n Bleed
https://forum.zdoom.org/viewtopic.php?t=60347

[10-9] Tetanus DX released with free to use texture set
https://doomworld.com/forum/topic/148612

[10-6] International Doom v8.0 released
https://github.com/JNechaevsky/international-doom/releases

[10-5] Duake (Doom weapon in Quake) released
https://moddb.com/mods/duake

[10-5] DBP68: Outposts of the Wasteland is out now!
https://doomworld.com/forum/topic/148525

[10-5] Quake 2 PSX mod released for KEX Quake 2
https://moddb.com/mods/quake-ii-psx

[10-3] Dark Forces' Heart of the Matter released
https://df-21.net/downloads/levels/hotm

[10-3] Update 1 for the Nightdive port is out
https://store.steampowered.com/news/app/2280/view/4675389307867623088

[10-1] Blood: What Lies Beneath has been released
https://moddb.com/mods/blood-what-lies-beneath

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

>> No.11324491
File: 201 KB, 915x707, the gang - samus,gordon,ranger and doomguy by luc parker.jpg [View same] [iqdb] [saucenao] [google]
11324491

>>11324480
Thanks for filling up Anon

>> No.11324531
File: 758 KB, 1024x445, rattling-horde.png [View same] [iqdb] [saucenao] [google]
11324531

>>11324491
Why, threads wouldn't be the same without each one of you, you silly devils. That's a given service, keep up with posting.

>> No.11324565

>>11324491
>Samus and Gordon
Yeah no

>> No.11324592

>>11324565
Why not?

>> No.11324593

>>11324592
Not the same genre

>> No.11324601

>>11324593
Maybe not for Samus since she’s only “first person” on the Gamecube and DS, but Gordon’s only ever been in first person shooters.

>> No.11324608

>>11324601
Not the same kind of fps

>> No.11324641

>>11324608
Maybe if it had slow movement, a weapon limit, and no interesting enemy/weapon variety. It’s not like this is strictly “Doom clone general”.

>> No.11324646

>>11324601
>but Gordon’s only ever been in first person shooters.
Why do you have to say exactly the wrong things, Anon?
https://www.youtube.com/watch?v=XE9s8Uai3vc

>> No.11324647

>>11324646
Man i remember this shit.
possibly the best "Duke II" clone

>> No.11324657

>>11324608
Who cares, retro is retro

>> No.11324658
File: 346 KB, 640x360, ihwTC8.gif [View same] [iqdb] [saucenao] [google]
11324658

>>11324483
>/Vertex Relocation/
FDAs recorded up to MAP08, if these are of any use. First map was done by the project lead, I believe? Would've been nice if it went through some visual revision and detailing. It's pretty bland looking otherwise, with flat walls and right angles mostly. The best looking room is the one leading up to exit I think, and ironically the brightest compared to the library and office rooms with ugly repeatable ceiling lights. Following maps submitted are good point of reference. Have to mention the building's front too, Alien Vendetta's MAP03 opening is not as grand but much better detailed. There's pretty much no lighting variation on MAP03, but layout is decent with varying corridors and rooms. Its starting area could use some kind of redesign too, the first room is a bland shoebox and the presence of sound blocking lines is puzzling.
https://litter.catbox.moe/fwn5wy.zip

>> No.11324668

>>11324646
>Why do you have to say exactly the wrong things, Anon?
Lmao.

>> No.11324783

>>11323694
Not AI. Photo referenced. I have a bunch of pictures I took of surfaces that I thought might make good textures is all.

>> No.11324789
File: 40 KB, 640x480, ScytheX_title.png [View same] [iqdb] [saucenao] [google]
11324789

>>11324480
>Not the lasting encounters of the reaping kind
Guess "the third" works too, as in the third entry

>> No.11324802
File: 21 KB, 256x256, the two.png [View same] [iqdb] [saucenao] [google]
11324802

>>11323564
>>11324783
Pretty cool texture. It will be tricky to use on uneven walls, but it will probably be good at divisble by 128. Here, have 2 variants in doom palette.

I too enjoy making textures out of photographs, but so far I think I only had one true success. My hands are always unsteady when holding the phone.

>> No.11324808
File: 9 KB, 128x128, MOORE1.png [View same] [iqdb] [saucenao] [google]
11324808

>>11324802
My only successful photo-based texture, for reference.

>> No.11324838

>>11324802
You can fix alignment with the perspective tool in gimp or Photoshop or whatever.
I have a bunch of pictures to go through on my phone/wherever but what I have so far is here
http://clovr.xyz/wadsup/doku.php?id=tutorials:raw_texture_ref:random1

>> No.11324839

>>11324808
Looks p good tho.

>> No.11324849

>>11324838
you can also do a high pass thing to even out the light level across the texture, but I forget how. but you need to keep the DC component. so a notch filter I guess, cutting out the first harmonic

>> No.11324856

>>11324839
Yeah, like I said this was my one true success. I did try various tools, but didn't have much success with alignment.

>> No.11324867
File: 65 KB, 256x256, tiling.png [View same] [iqdb] [saucenao] [google]
11324867

>>11324849
here's one way: https:// old . reddit . com/r/GIMP/comments/11p11be/what_tools_can_i_use_to_even_out_the_lighting_in/
>wavelet decompose
>average residual layer by pixelizing it
>hide the lowest frequency layer
example related. I removed the 7th decomposition. should tile better. pixelized 256x128 because it's two different textures

>> No.11324885

>>11324483
repost from 2 threads ago since project lead didn't update the map version in the pastebin
V


new version of map32 for /vertex relocation/ : https://files.catbox.moe/spug1v.wad
fixed the sunken windows, fixed a bleeding window, and gave the outhouse an interior.

>> No.11324894
File: 353 KB, 960x501, tkdcannon.jpg [View same] [iqdb] [saucenao] [google]
11324894

Yikes! This is getting out of hand. I'll just use this gun's alt fire and...

>> No.11324921

>>11324849
Photoshop has a simple high pass filter built in, and it's one of the only things I miss in gimp.

>> No.11324927
File: 61 KB, 1366x768, outhouse.png [View same] [iqdb] [saucenao] [google]
11324927

>>11324885
not the most impressive shitter, but a shitter nonetheless

>> No.11324931

>>11324927
Whoever used that last needs to see a doctor, or a priest, possibly both.

>> No.11324939
File: 23 KB, 700x700, Clipboard01.png [View same] [iqdb] [saucenao] [google]
11324939

>>11324921
>high pass filter built in
?

>> No.11324950

>>11324894
Reminds me of when I used the alt fire of the BFG during the final expansion level of Heretic on one of the earlier versions of Guncaster where it just made everything fucking explode everywhere, first time using it there's just these giant beams of lights going BOOM all over the place and I was like "OH GOD WHAT IS HAPPENING" and then a bunch of dead maulotaurs everywhere

>> No.11324971

>>11324894
https://www.youtube.com/watch?v=UPuWdr6lyfU

>> No.11324986
File: 83 KB, 800x600, Map2Idea.png [View same] [iqdb] [saucenao] [google]
11324986

anyone have any tips for detailing rocky/outside areas?
I'm trying to draw some map ideas for a mountain themed wad I plan to make but I can't think of how to make it look nice.
Picrel is my current doodle, this map is meant to be like the hilly plain leading into the mountain. Coloured areas are secrets
Also I worry about making the layout in general but the only way I think I'll learn is by making garbage and having it criticised

>> No.11325007

>>11324986
I can't really read this map, but here's some general ideas. Make sure individual landmasses are convex-shaped, in other words lower elevation shouldn't bite into the higher one that end before the edge. Add differently colored sectors inside the shapes to make them look grassy. Add brooks and waterfalls, that always works.

>> No.11325020

>>11324608
>>11324565
fag

>> No.11325078
File: 70 KB, 800x600, Map2Idea2.png [View same] [iqdb] [saucenao] [google]
11325078

>>11325007
I tried colouring the map to make it a bit clearer. The rectangular-ish piece below the funnel at the top is meant to be an overhang/arch as the mountain entrance. The idea I have for the map is the player to fight in the upper left and right grassy areas which will raise the brown steps leading into the entrance.

>> No.11325089

Is there a guide somewhere where I can learn how to do ACS?

>> No.11325094
File: 98 KB, 128x192, eyes color 01.png [View same] [iqdb] [saucenao] [google]
11325094

Played around a bit with recoloring earlier, if anyone wants to use these for something.

>> No.11325097

>>11324986
Make a normal geometric area, then split the linedefs a few times and drag the vertices around, don't try to convey "rockiness" in your sketch phase, since it will just make the design unreadable.

>> No.11325186

>>11324986
Rock clusters in corners, rocky overpasses, have a "hard" rock texture that sits higher than your sandy rock textures to break up the ground, vary the ground height a lot.
>>11324939
What version?

>> No.11325205

>>11325186
Should be there at least since 2.8, the current one is 2.10

>> No.11325239

>>11325205
Well hell. Missed it I guess. Would've made some projects a little easier.

>> No.11325259
File: 367 KB, 1150x1150, Word cloud.png [View same] [iqdb] [saucenao] [google]
11325259

>> No.11325275

>>11325259
>removed wrong feedback, retarded statement
Looks like someone can't take criticism.

>> No.11325278
File: 58 KB, 600x600, uJJjsJ8.jpg [View same] [iqdb] [saucenao] [google]
11325278

>>11325078
I CANT UNSEE
MAKE IT STOP

>> No.11325280

>>11325259
>school experience terminal
This is a very cursed cloud

>> No.11325298

question
i'm playing pirate doom but most of the time the textures for interactable buttons show up as fully black.

i don't know much about modding or troubleshooting doom stuff, i just plopped down the wad.

anyone has an idea what might be the cause?

>> No.11325307

>>11325275
You can't obey everything others want because ones can contradict others. Or even contradict what you want yourself.

>> No.11325312

>he fell for the map "flow" meme
if you don't like exploring
if you don't like key hunting
if you don't like mazes
if you don't like having several open paths
can you really say you like Doom?

>> No.11325346

Alien Vendetta is still the best wad. It feels like a journey. High IQ doomers will know what I mean and will also agree.

>> No.11325365

>>11325298
might be an incompatible sourceport?
What port are you using to play it anon

>> No.11325415

>>11325312
>if you don't like mazes
Stop short of mazes.

>> No.11325474

is gordon using his helmet during gameplay?

>> No.11325497
File: 97 KB, 1024x730, 1726858802248190.jpg [View same] [iqdb] [saucenao] [google]
11325497

>>11325474
theoretical physics
more like theoretical helmets

>> No.11325503

>>11325474
Probably. You only get a HUD when you put on the suit.

>> No.11325504
File: 52 KB, 256x128, Untitled.png [View same] [iqdb] [saucenao] [google]
11325504

>>11324867
this one was a stone

>> No.11325516

>>11324867
>>11325504
Did you test what these look like in game
I thought I made a good one but it loos pretty bad when I actually tried it

>> No.11325540

>>11325346
Many others wads feel like a journey and are much better than AVendetta. Going Down and Valiant being the most prominent examples. I'm sorry, oldhead..

>> No.11325590

>>11325516
No, just kinda fucking around atm.

>> No.11325593

>>11325312
I don't like mazes. I am very bad at navigating them.

>> No.11325617
File: 215 KB, 1024x920, 1700131123591535.png [View same] [iqdb] [saucenao] [google]
11325617

people were already making "retro" wads in 2002
https://doomwiki.org/wiki/CH_Retro_Episode

>> No.11325641

>>11325312
>He can't conceive of a map that has good flow but also features exploration and multiple paths
Maybe it's time to hang up that old Ultimate Doom Builder

>> No.11325771

For me? It's Quake.

>> No.11325776
File: 408 KB, 1440x900, 1647726966283.jpg [View same] [iqdb] [saucenao] [google]
11325776

>>11325771
could you please explain the appeal of Quake to someone who frequently plays Doom? It never clicks with me every time I give it another chance.

>> No.11325796

>>11325312
x3 for 'fuck mazes'
Ruined Secret of Evermore
Ruined like every horror-tagged Doom mod ever

>> No.11325805
File: 2 KB, 106x36, image.png [View same] [iqdb] [saucenao] [google]
11325805

>>11325259

>> No.11325882 [DELETED] 
File: 2.94 MB, 1032x580, 1712315223691050.webm [View same] [iqdb] [saucenao] [google]
11325882

How does Legacy of Rust play on vanilla resolution 320x240 pixels?

>> No.11325937

what's the best E1 map and why is it E1M7

>> No.11325951

>>11325259
>terminal barons
>animation shitpost required
>whole big idea
>hell last ass
>basic dumb spooky

>> No.11325971

>>11325312
Depends on what you mean by maze. To me, Hunted is a maze.

>> No.11325984
File: 607 KB, 1274x1400, ccbeb94540ff3f842992d68732a4bf70.png [View same] [iqdb] [saucenao] [google]
11325984

>>11325951
>>hell last ass

>> No.11325995

The plasma in Osiris TC has a violent ear rape quality to it which I kinda dig.

>> No.11326156
File: 2.94 MB, 1032x580, 1716269736432295.webm [View same] [iqdb] [saucenao] [google]
11326156

Which sourceports are working on this?

>> No.11326167

>>11326156
>The intermission screens and animated skies only work in source ports that are ID24-compliant. All other features work in MBF21-compliant source ports.
so only KEX for 100% minor compatibility I guess. otherwise should be playable in anything that supports MBF21, so DSDA-Doom, Woof, GZDoom, etc.

>> No.11326226

>>11326167
GZD has the intermission screens now, but not the animated skies or status bar (or fuel/plasma coexistence in the DM maps).

>> No.11326248
File: 402 KB, 640x480, Screenshot_Doom_20241017_223826.png [View same] [iqdb] [saucenao] [google]
11326248

The Wheel of Pain is a pretty cool weapon, and I like being able to siphon off ammo from blood barrels.

>> No.11326268
File: 1.62 MB, 1920x1080, vkquake0015.png [View same] [iqdb] [saucenao] [google]
11326268

>>11325776
My experience and love of Quake comes from the fact that it's forever tied to the original campaign where you're exploring dark halls and castles with a very moody soundtrack in the background. The gunmetal textures, the gross enemies, the ogres with chainsaws which remind me of House of the Dead enemies, these are all things which would have been just as enjoyable with a bitching rock soundtrack, even a dark techno soundtrack. But NIN got there first with such dour sounds, something that's always attracted me to works.

>> No.11326270 [DELETED] 

>>11326268
I think you mean The* House of the Dead, friend dude

>> No.11326272

>>11326270
Got me there.

>> No.11326292

>>11325776
It was the same way for me until I powered through E1. And even then, once I became more accustomed to strategic usage of power ups (Red Armor, my beloved...), it sorta "clicked" for me, and I was able to enjoy the more exploratory nature of the game. Movement tech like slope- and rocket-jumping just furthered that, for me.
IMHO TBQH senpai, Quake's commercial campaigns just (mostly) have great elements that encourage experimentation and discovery, to a degree that the Doom IWADs necessarily lack. Though I do still see the cracks, the bright spots shine like gold. Wabi-sabi, nigga.

>> No.11326315

im so fucking pissed
>laptop decides to kill itself ~a month ago
>don't have the money to replace it
>fiending for DOOM like a fucking crackhead
>decide to shell out some cash ($4) for delta touch on phone
>one of the main selling points of it is that i occasionally play coop with a buddy and d-touch supports zandronum
>start shitty no mod test server on tspg after acquiring the new_new_colours.pk3 those faggots force me to have
>four times in a row, zandronum says it cant locate the file despite it being in the secondary data folder
>cant try to put it in the primary root folder bc android private policy removed the ability to see it entirely
>money wasted
>day ruined

>> No.11326321

>>11325593
Oh honey, you know you can use the map?

>> No.11326327

>>11325365
gzdoom

>> No.11326331

>>11325474
in addition to the HUD thing, he navigates radioactive spills.
the in-game model doesn't show it, but logically in-universe he does

>> No.11326349

>>11326321
Map don't help much for a goldfish memory that can't recall the location of locked doors, and colorblind eyes don't serve well in spotting marked lines on the map. So the best I can do is just see where I have and haven't been.

>> No.11326359

>>11326349
Use your map markers to mark shit like doors.

>> No.11326360

>>11326327
You're probably running it in a way, way later version than it was made for, odds are something got fucked about in the meantime.

>> No.11326367

>>11326331
>logically in-universe
It's contradictory because hes not wearing the helmet in water since he has to hold his breath but he had to have been wearing it in Xen.

>> No.11326375

>>11326367
>since he has to hold his breath
does he?
the hud shows the oxygen level too, i always thought it as the HEV suit reserve, not your literal lung capacity, although for gameplay purposes it lasts for a few seconds instead of minutes/hours

>> No.11326378

>>11326360
There's a version that can be played on newer versions on ModDB but it has an issue where a lot of the music is quieter than it should be.

>> No.11326382

>>11326349
Most ports allow you to change the colors of the map lines to eliminate the overlap you get from whatever form of colorblind you're fucked with.

>> No.11326390

>>11326359
That I should do more often. You have any idea if you can make the markers bigger? When I've tried that in the past they're always so teeny tiny on the map.

>>11326382
I've poked around with the settings before, admittedly not very hard because I'm not sure what'd be the best choice of colors, though this is something I'll have to sort out myself. I'll give it another try later on.

>> No.11326413

>>11326349
If you're using jizzyDoom then this might still work.
https://forum.zdoom.org/viewtopic.php?t=61643

>> No.11326417

>>11326156
The original MBF could fake burning skies by just transferring an imitation of it, though people didn't start doing it until recent years.

>> No.11326437

>>11326226
GzD could abstract the ammo thing by just doing the same thing on its own end, which I suspect will be a pretty likely argument by old Chickenhead as to why he won't bother implementing ID24's approach to this on his end. Maybe someone would bake a compat patch for it, but who the fuck plays DM with GzD's sorry multiplayer?

>> No.11326470

>>11324480
wen rev tries 2 get me
https://i.4cdn.org/wsg/1729240835846615.webm

>> No.11326483

>>11326437
A mod's already Zscriptified the entire of id24's stuff so it's not even really needed.
>but who the fuck plays DM with GzD's sorry multiplayer?
Only Hideous Destructor fans.

>> No.11326512

>>11325474
>>11325503
Does his model have it on when you see him in Opposing Force as he's boutta jump into the portal to xen?

Not like it matters you can imagine whatever.

>> No.11326519

>>11326483
Right, but that's co-op, and because the only option to play anything of its kind in multiplayer.

>> No.11326530
File: 123 KB, 338x825, Gordon_op4_model.jpg [View same] [iqdb] [saucenao] [google]
11326530

>>11326512
No, his model in OF has sunglasses.

>> No.11326532

>>11326530
>gordon freeman's onlyfans
>he only wears sunglasses
oh my..

>> No.11326608

how hard is it to make custom enemies with their own behaviors in GZDoom? same question for weapons
just wondering if I need to actually lrn2code. making the sprites and stuff is easy enough as a 3Dfag

>> No.11326623
File: 133 KB, 1024x738, file.png [View same] [iqdb] [saucenao] [google]
11326623

>>11326608
Depends on how complex you want the behaviors to be, and what code language you use. DECORATE is the old way but still pretty powerful and easy to use. Zscript is the new hotness and it CAN be simple if you just stick to basic functions, though getting into fancy stuff will demand more.

Here's an example of some old DECORATE shit I bashed together years ago, to give you an idea on some of this shit, the See state up there with CRMD is the monster's sprite name, and the AABBCCDD are his walking frames, and A_chase is the basic command to make monsters walk towards their target.

>> No.11326687
File: 307 KB, 1920x500, aia_map04.jpg [View same] [iqdb] [saucenao] [google]
11326687

This doesn't even look all that bad. Sure it could use a little work but that wasn't exactly the point of the project.

>> No.11326715

>>11326687
Thing is all the layouts they got generated are the same rectangular floorplan or circular wheel design.
You might as well just open up google maps and look at a random city block.
There's also pltenty of existing texture sets that don't even get used, especially these days with everyone either using vanilla or otex.

>> No.11326720

>>11326715
>You might as well just open up google maps and look at a random city block.
New community project just dropped
Doom 2 in Google Maps Only

>> No.11326721

>>11326720
>Doom 2: Hell on Google Earth

>> No.11326725

>>11326721
kek that's perfect

>> No.11326728
File: 5 KB, 424x400, absolutely proprietary-2.png [View same] [iqdb] [saucenao] [google]
11326728

>>11326721
>not Hell on OpenStreetMap

>> No.11326730

>>11326715
I'm not sure why they used it for the level plans either but regardless this project was more of a proof of concept rather than a serious thing. And I think it worked.
>but it requires lots of manual clean up and editing!
So do photographs, and somehow I don't see people shitting on authors for using those.

>> No.11326738

>>11326728
That's just what happens when you play it with Freedoom.

>> No.11326748
File: 3.93 MB, 960x720, climber.webm [View same] [iqdb] [saucenao] [google]
11326748

>>11326519
People have taken up PVP lately too. The netcode in recent GZDoom releases has honestly gotten pretty good. The logistical problems of peer-to-peer with no mid-game joining and no file authentication are still present but the actual connection quality is really smooth now.

>> No.11326751

>>11326748
Still hoping they can sort out an answer to desynchs, that shit's demoralizing.

>> No.11326754

>>11324658
The reason i started this project is because i wanted to contribute something to the community but i know i suck at mapping so i decided to lead a project instead. The only reason i made the first map is because at first no one was willing to participate in the project so i made it to get some more attention. I agree its subpar and its why its still up for grabs for anyone who wants to remake it.

>> No.11326759

>>11326751
last time I looked at Half-Life 2's netcode, it was essentially a 5-dimensional problem. you have to reconcile every player's worldline somehow. HL2 cheats it by first interpolating player positions locally, the server keeping track of what every player sees, and then always siding with the shooter as far as hitscans are concerned. this results in some funny artefacts when playing with high ping, like people getting hit despite having turned a corner into safety

>> No.11326795

>>11326754
Using map31's idea, but using the first 15 maps from the project would be nice

>> No.11326796
File: 3.91 MB, 960x540, free backpack [sound=files.catbox.moe%2Fh7mtcr.opus].webm [View same] [iqdb] [saucenao] [google]
11326796

>>11326751
There's not really any good solution, not GZDoom-side anyway. Desyncs don't just happen at random, they overwhelmingly happen because someone's files don't match the others'. Sometimes code can also be written in a way that causes desyncs (HD actually recently had to fix this because its PlayerPawn Tick override wasn't being run in prediction before GZD 4.13.0 and now it is, and there's all sorts of non-clientside code in there so it can't be predicted safely), and GZDoom can't really do anything to prevent that either. You could do WAD authentication like Zandronum but that would limit what you can actually do with the existing setup. There are ZScript mods that are entirely safe to load clientside without anyone else needing them, and as long as you're careful to run the same functions with the same exact timing then you can even have different non-clientside code running properly in sync. What's worked best for the people I play with is to simply be diligent, confirm our load orders before starting, and utilize a git script so that we know our file versions are identical and up to date. We've successfully jumped into sessions after months of hiatus without a single failed launch that way. We also stay in the habit of saving at the end of each map, but I can't even remember the last time we needed to load due to a desync rather than a party wipe.

>> No.11326831
File: 31 KB, 252x235, revenant balls.png [View same] [iqdb] [saucenao] [google]
11326831

>>11326748
So at this point, would it be easier for someone to rewrite newer codebases of GZDoom into using a client-server model, or for Zandronum to update to later GZDoom codebases? I imagine both at least are Herculean tasks, given as to why neither have been done yet.

>> No.11326869

>>11326831
As I've heard it, Zandronum's network model is completely incompatible with ZScript, so a total overhaul would be necessary in either case. Finding people who'll do netcode at all is hard, even harder to find people who'll do it for free, and if GZDoom were to get client/server it would need the infrastructure to support that as well. It seems more likely to me that GZDoom will get more quality of life improvements to its existing systems than anything else.

>> No.11326884

>>11326869
There is a chance that Selaca game or whatever could improve things, given they made millions and steamies would beg them to add coop/multiplayer.

>> No.11326927

>>11326831
I heard VKDoom was supposed to look into CS model eventually, but I don't know what happened to that.

>> No.11327032

>>11326831
For a long time a lot of the GzDoom circlejerk were basically hopes and dreaming that Zandronum would cave in and merge into GzDoom, somehow, to provide that.

Shit makes even less sense than shit like >>11326884 where people keep imagining it'll solve all kinds of GzDoom's issues just by existing.

>> No.11327053

Not exactly video games, but it is a Doom thing. I spotted this cruising around on Youtube https://www.youtube.com/watch?v=_fy4StK4TBs It doesn't really seem to have a plot or anything. It just looked neat to me and before seeing this animation, I was actually wondering why no one had ever attempted some kind of Doom show or animation. I know there was a Doom movie...anyway, the video looked cool. Is there a formula for a Doom show that could actually work? Like cartoon or anime? 3D animation? Limited series probably because a Doom series that goes on forever, or just too long, would get lame and bloated like a lot of other shows.

>> No.11327070

>>11327053
I kind of want something like the 90s kids cartoon but more violent. Like the Batman cartoon or early cgi show like Reboot but about the Doom 1-2 storyline and ending on a cliffhanger
Or maybe more like the Battletech/Mechwarrior show and mix both. Doom guy and his multicolored marine team enters 3D VISION MODE to save the day.

>> No.11327086

>>11327032
>where people keep imagining it'll solve all kinds of GzDoom's issues just by existing.
I'm not saying it will solve everything. I'm just saying that Selaca is the likeliest place where C/S multiplayer will come from. Is it likely? Probably not. Is it possible? Yes.

>> No.11327092

>>11326608
Pretty easy.

>> No.11327094

Hold the fuck on, lads, did we get almost a PC iwad for Doom 64?

>> No.11327102

>>11326608
not too hard, just look at how existing mods do it via Slade if you need reference

>> No.11327107

>>11327094
Elaborate

>> No.11327129

>>11327032
Zandybam's netcode isn't compatible with ZScript so that would never happen.

>> No.11327140

>>11327070
>Or maybe more like the Battletech/Mechwarrior show and mix both. Doom guy and his multicolored marine team enters 3D VISION MODE to save the day.
The automap could be great for this. It could be used to show and/or plan out the mission briefings, or someone could bring it up real quick to help with an escape route.
>>You DARE refuse my batchall!?

>> No.11327142

>>11326748
It's running reasonably well, but from a classic FPS perspective it has a number of awful limitations. The fucking XBand modem was more user friendly than this shit.

>> No.11327170

>>11326759
Well, high ping will always bottleneck the quality of live multiplayer action, that shit is just physics.

If you look at Google Stadia, that could work out in theory, but in practice it just doesn't because distance can't be ignored. Even in a well developed country with good internet infrastructure, it inevitably has shitloads of input lag for most customers, since electrical signals are not faster than the speed of light, the actual infrastructure necessary to get around that would get into absolute Dyson Sphere tier bullshit.
Now, Stadia is kind of its own ballpark trying to do something that's fucking retarded, but it should illustrate how latency is an inevitability of networking, too much delay on the line and the smoothness disappears.

>> No.11327202
File: 65 KB, 1000x666, 1727292343833216.jpg [View same] [iqdb] [saucenao] [google]
11327202

>>11327140
>>11327070
oh god the streams are crossing
what's the BV of a cyberdemon help

>> No.11327290

>>11324480
Which wad is the op's pic

>> No.11327357
File: 74 KB, 640x480, 1720292163691934.gif [View same] [iqdb] [saucenao] [google]
11327357

Just marathoned this, what did I think of it?
Mill and Heck are kino maps

>> No.11327408

>>11327357
>spoiler
Gee I wonder why

>> No.11327415

>>11327357
Way better than it's made out to be by people who source their opinions from youtubers.

>> No.11327471

>>11327094
>almost
Doom 64 on Steam comes with one.

>> No.11327480

>>11327415
Isn't it youtubes that made it popular these days? I didn't play it 10 years ago but I didn't see many saying good things about it. People also hated Plutonia back then because of difficulty.

>> No.11327516
File: 1.52 MB, 635x457, 1713384956522844.gif [View same] [iqdb] [saucenao] [google]
11327516

>>11325617
>Doom 2 wasn't even 10 then
>It was 8
>2002 is now 22 years ago

>> No.11327543

>>11326687
If anything, it feels weird and abstract in a pretty offputting way. It made me disoriented to the point of feeling ill, but I finished it out of curiosity.

It's an interesting set made by someone who just wanted to try a wack premise. I think it's pretty okay, desu.

>> No.11327549

>>11327516
Doom 2 was never 10. It's 7.5, 8 at most.

>> No.11327564

>>11327415
>>11327480
Opinions on TNT have always been mixed and contentious you gay fucknuggets.

>> No.11327568

>>11327549
What are you talking about? Doom 2 came out 30 years ago as of just a few weeks.

>> No.11327579

>>11327480
>I didn't see many saying good things about it.
>I didn't play it 10 years ago but
Gee, wonder why. Maybe you weren't around in any serious Dooming circles.

>People also hated Plutonia back then because of difficulty.
Only with casuals and terminal scrublords unwilling to git gud, Plutonia has long been beloved, which is why things like Plutonia 2 were even made to begin with, something which began development in 2000 and released in 2008, to wide acclaim.

Don't talk about shit you clearly don't know anything about.

>> No.11327581

>>11327357
It's very uneven, some parts feel unfinished, some stupid. Techniques improved a lot for detailing, so that's not impressive anymore.

>> No.11327597

>>11327480
ZDaemon was running 24/7 Last Man Standing co-op servers with Plutonia in the 2000s.

>> No.11327624

>>11327579
>Plutonia 2
>wide acclaim.
It has the shittest archvile maze known to mankind.

>> No.11327634

>>11327624
You getting filtered doesn't make its popularity evaporate.

>> No.11327639

>>11327579
>Plutonia 2 were even made to begin with, something which began development in 2000 and released in 2008
Explains why it's so convoluted, lol.

>> No.11327643

>>11327624
Hunted is great. The end is still funny to me.

>> No.11327651

>>11327624
It's great though.

>> No.11327659

Arch-Violence? More like Arch-Kino.

>> No.11327698
File: 798 KB, 638x1050, zVRr3K3.png [View same] [iqdb] [saucenao] [google]
11327698

>> No.11327704
File: 658 KB, 638x956, 9cuBrEr.png [View same] [iqdb] [saucenao] [google]
11327704

>> No.11327707
File: 668 KB, 638x956, qOrKhoC.png [View same] [iqdb] [saucenao] [google]
11327707

>> No.11327729
File: 186 KB, 661x442, 1470090413936.png [View same] [iqdb] [saucenao] [google]
11327729

>> No.11327767

>>11325617
Classic Episode was released 2 years before that. And well, technically Return To Phobos (1994) and Fava Beans (1995) are retro wads since they try to imitate ep1 style.

>> No.11327781

>>11326156
I'd expect every modern source port besides dsda to eventually get id24 after it's finished on Nightdive's end. I think the new weapon slots, ammo types and huds will get quite popular among boom mappers, and Graf does want to keep the compability with id24 wads on his port. He first sperged about the mbf21 too but eventually implemented it. That's just how Graf is.

>> No.11327784

>>11327767
someone needs to make a "retro" wad but it's based on legacy of rust

>> No.11327790

>>11327094
We've had an official Doom 64 pc iwad for over 4 years. Did you just wake up from coma?

>> No.11327796

>>11327579
Plutonia was hated back then... by game journalists.

>> No.11327816

>>11327784
Eventually I'd think so. It will take time. There hasn't even been any (good) Sigil retro wads yet besides the 5th episode of 2022 Doom Odyssey. And also the first quality pwad for TNT Evilution was released on 2017. 21 years after it's release.

>> No.11327825

>>11324658
>anon only found one secret in MAP07
aw
>anon was confused by the secret combination lock room in MAP08
I think I need to put in a bunch of hints as to what binary numbers to punch in. maybe something like
<the weed number
<the sex number
<the nerd number
and/or "read the pdf"
>anon took ages to actually open the door to the cyberdemon room
I was worried there for a bit that I had messed up a linedef. I'm also thinking I should put in a warning about what awaits the player below
I see some textures where they don't belong. hopefully it was just something with that build. either way, I have a bit of work to do

>> No.11327843

>>11327796
Can you find examples of this?

>> No.11327845

>>11327825
>the nerd number
huh? 1337?

>> No.11327876

>>11327579
Casuals and scrubs are the majority so yes "Everyone" hated Plutonia, it's only liked now by a wider group because of youtubers shilling it more.
Same with GermanPeter convincing "Everyone" Sandy maps are better than previously thought.

>> No.11327890

>>11327876
Fucking who?

>> No.11327891

>>11327876
That's not everyone.

>> No.11327893

>>11327876
Nobody ever liked any Sandy map before YouTube boogiemen afterall.

>> No.11327903

>>11327890
Never heard of.

>> No.11327905
File: 45 KB, 264x262, 1722999176076.jpg [View same] [iqdb] [saucenao] [google]
11327905

>>11327876
The Doom Community is way larger than the yt scene, Id wager a large proportion of Doom players (like at least 35%) don't engage with the yt scene in any *significant* way. I don't really, I know others who don't, etc. So the people who don't engage with yt doom aren't going to be influenced by the opinions expressed there. Most the yt scene can barely fucking play the game
>>11327893
There was that trend where speedrunners felt obligated to praise The Chasm as the best id map wasn't there

>> No.11327908

>>11327845
Probably 42, although I've not played it.

>> No.11327909

>>11327905
I don't speedrun and I like Chasm, and I've always liked it.

>> No.11327960

I really want to get into doom but the graphics are so terrible.

>> No.11327964

>>11327893
This, but unironically.

>> No.11327973

>>11327905
I can imagine the few who were complaining back then are the same as now: The people who play on the hardest and then complain its too hard.
https://5years.doomworld.com/interviews/dariocasali/page2.shtml
Here’s the quote on page 2 that I love to greentext:
>>I don't have a lot of sympathy for someone who plays Plutonia on hard skill and complains it's too hard. I had a lot of mail from people who had never even tried the easy skill setting because they "only play on hard".

>> No.11328012

>>11327845
>>11327908
I got one of them wrong, because there's only three solutions and one of them is the hell number. will have to double check. also thinking I should change the textures on the sliding things to something platform-y to make it more clear that they move. I do that in the illustration in the paper (which I should probably also work on a bit)

>> No.11328085
File: 170 KB, 1024x768, file.png [View same] [iqdb] [saucenao] [google]
11328085

>>11324480

>> No.11328106

>>11327890
>>11327903
Nta but it's the guy who made Into Sandy's Cities megawad. The anon is wrong though, Sandy's redemption already started about 15 years ago with the whole vanilla mapping resurgence.

>> No.11328110

>>11328085
nice hat

>> No.11328116

is it somehow possible to put a background image in the editor in slade? like for tracing an image

>> No.11328123

>>11328106
That wad is junk, I don't know what that anon is smoking. It's just a bunch of amateur-ass Doom 2 remakes pretending to be something more by putting Sandy's name on it. It doesn't have even a shred of the identity or creativity of his maps.

>> No.11328129

>>11328116
I think pureref has an option for this, to just overlay it and shift the transparency or something
don't quote me on that though

>> No.11328138

best wad of 2024?

>> No.11328149

>>11328123
It's fun d2twid style wad imo. I liked it. It imitates Sandy's style well.

>> No.11328178

>>11328138
Eviternity 2 would be the most obvious pick, but here's other megawads that are 10/10.

>30 Years Of Doom
Best russian megawad, not only it's a tribute to Doom 1 but to russian mapping scene in general. Really good city maps and has maps from many legendary russian mappers.

>Dominus Diabolicus
Nice megawad with some really good original additions to beastiary. Has slight Doom Zero feel, but can't explain how.

>Frozen Heart
Really good follow up to Sign Of Torment with lots of new content and fun gimmicky maps.

>Road To Hades
Basically Evilution the Way TeamTNT Did, but without the bad parts. Insanely good stuff.

>Curse Of Blood
Valkiriforce megawads are always great.

>> No.11328193

>>11324480
>Batman Doom
>Simspons Doom
>No Gundam Doom, Super Sentai Doom nor X-Men Doom 1 or Doom2 WADs
WHY

>> No.11328195

>>11328129
I made do by just tabbing back and forth

>> No.11328210

>>11328138
>>11328178
And 5 more megawads.

>Simulacrum
Myolden teamed with muumi to create something like Sunlust. Visually very impressive mapset with great gameplay.

>Pirate Doom 2
Better than the first one. Comfy as fuck.

>Not Even Remotely Fair
Megawad to be played on Nightmare. Creative.

>Nostalgia Zero
Nice dtwid-like entry to Nostalgia series.

>Hispanic Community Project
Doom 2 In Spain Only meets JPCP. Fun.

>> No.11328213

>>11328193
anon you know what to do.
Also how the fuck would you even do a gundam doom without some hacky vehicles mod shit? Running around shooting fed/zeon goons seems a bit meh

>> No.11328215

>>11328193
What is stopping you from creating them?

>> No.11328218

>>11328215
Good point there.

>> No.11328219

>>11328210
>Not Even Remotely Fair
2022-2023

>> No.11328220

>>11328210
I fucking loved pirate doom 2. I don't know why but it was the first time I've managed to full complete a megawad secret levels and all, though not in one session obviously. Idk why, maybe the variety of levels and general quality were just that good.

>> No.11328221

>>11328219
The last third was finished this year.

>> No.11328224

>>11328221
Release date: December 29th, 2023

>> No.11328245

>>11328193
There's Macross Doom
https://www.moddb.com/mods/robotech-firstgen
>X-Men
You should be content with an official Quake TC.

>> No.11328246

>>11328224
Well you are right. I remembered that it was finished this year, but to be fair I started listing the wads that were released after 2023 cacos. 30 Years and Eviternity 2 were released last december too.

>> No.11328250
File: 283 KB, 1179x725, hints.png [View same] [iqdb] [saucenao] [google]
11328250

there we go, hints added

>> No.11328256

>>11328250
I don't get the last one. Is that some lgbt thing?

>> No.11328261

>>11328256
The sex number, dumbass

>> No.11328263

>Doom 2 is 30 years old
>no one cared
Sad

>> No.11328267

>>11328261
69? Looks more like a basic blowjob to me.

>> No.11328272

>>11328267
How many other sex positions can you describe with a number?

>> No.11328274

>>11328256
>benis in fagina is lgbt
come on now. anyway this'll have to be enough

>> No.11328276

>>11328263
We did get a whole new official expansion partly because of that. And we did get a bunch of wads last year, the day when Doom turned 30.

>> No.11328282

>>11328263
the johns did a livestream. did you miss it?

>> No.11328283

>>11328263
Too busy thinking about HL2's 20th in under a month.

>> No.11328284

>>11328272
I dunno. I guess there would be some, but that symbol makes me think blowjob or mtf transition.

>> No.11328287

>>11328274
Benis is not in vagina in 69 position. Come on, anon.

>> No.11328295

>>11328287
yeah but try to draw that with slade. I can only do so much

>> No.11328297

>>11328287
also try to draw it without just drawing 69

>> No.11328307

>>11328295
You have to. That hint is too much for my autism. I just think "it can't be 69 since the male symbol is not giving oral to female symbol, is there some number for blowjob, or maybe it's not related to sex but is some gay stuff, i don't know about those".

>> No.11328317

>>11328307
maybe two stick figures like so
O-|-<
>-|-O
but that might also not be clear enough. maybe with a benis added

>> No.11328330
File: 650 KB, 1300x800, c72.png [View same] [iqdb] [saucenao] [google]
11328330

>try making a zdoom forums account to give feedback about a mod
>its fucking impossible

>> No.11328356

>>11328317
Well that's better.

>> No.11328486

Did they remove the NIN logo in the newest rerelease?

>> No.11328560

>>11328250
>Has been referenced in a Doom map as the pentagram number
WHAT IS FIVE?

>> No.11328561

>>11328486
and the swastikas in the wolfenstein levels, and they made the crosses in the medikits green

>> No.11328576
File: 22 KB, 345x287, 1708031918232590.jpg [View same] [iqdb] [saucenao] [google]
11328576

What would you do if you had a little cacodemon in your pocket?

>> No.11328584

>>11328576
Release it at work

>> No.11328589

>>11328576
if you had a little Doomguy clone would you torture it

>> No.11328590

>>11328576
cook it and eat it

>> No.11328616
File: 115 KB, 680x579, 1649476910076.jpg [View same] [iqdb] [saucenao] [google]
11328616

>>11328576

>> No.11328626

>>11328584
https://www.youtube.com/watch?v=iUJ8r4ReHog

"Hey Josh check look at this huge Cacodemon I found."

>> No.11328676

>>11328589
is it a clone or a perfect copy?

>> No.11328689

>>11328282
not him, but yes

>> No.11328708

>>11327825
>I was worried there for a bit that I had messed up a linedef.
You did. Because of the two trigger lines sticking together, only the left side of the door is interactable and you have to get up very close to notice it, or be aware of the issue in advance. Demo-compliant ports don't fix this.
>I'm also thinking I should put in a warning about what awaits the player below
Sounds heavy-handed, as if the average player would not realize what to expect from MAP08.

>> No.11328735

>>11328708
>Because of the two trigger lines sticking together
To add, I don't know what the optimal in-between distance should be, but you usually don't place any walkover lines right next to the doors and switches whatsoever for greater assurance.

>> No.11328738
File: 69 KB, 1920x1080, Jesus Christ.png [View same] [iqdb] [saucenao] [google]
11328738

Been playing Eraser, really really enjoying it.

And then I found the automap, and I realized just what I committed myself to.

This is insane.

>> No.11328853

>>11328738
There's pizza waiting for you at the end.

>> No.11328872

>>11327698
>>11327704
>>11327707
What are those pics from? Is that a book?

>> No.11328891
File: 319 KB, 640x480, [polished] Aishiteru ze Baby 17v2 [DVD] [A109C51E].mkv-00.13.39.085.png [View same] [iqdb] [saucenao] [google]
11328891

>>11328853
Lol no, italians aer menace

>> No.11328934
File: 15 KB, 256x256, ddirt.png [View same] [iqdb] [saucenao] [google]
11328934

>>11325504
On the topic of random rock textures, here's my attempt. Photobashed with considerable tweaking afterwards.

>> No.11328947
File: 231 KB, 1231x767, WHY DOOR.png [View same] [iqdb] [saucenao] [google]
11328947

I am going crazy
The lines are pointed outward
The floor and ceiling height are the same
The action should work

Fucking why does it play a sound but not open up when in game.

>> No.11328953

>>11328947
Why is your door adjacent to two more sectors again? Any chance they have low ceiling?

>> No.11328960

>>11328934
Looks aight to me homie. Looks a little softer than rock, like a dirt wall maybe. Cliff.

>> No.11328961

>>11328934
That's a good little Revenant.

>> No.11328975

>>11328953
...I see the issue now

>> No.11329003

>>11328576
Depends on characteristics, are they similar to birds or dogs?

>> No.11329015
File: 1.17 MB, 1920x1080, Screenshot_Hexen_20241009_172030.png [View same] [iqdb] [saucenao] [google]
11329015

Times you looked down.

>> No.11329058
File: 25 KB, 1341x498, freelook.png [View same] [iqdb] [saucenao] [google]
11329058

>>11329015

>> No.11329059
File: 1.02 MB, 960x540, hey how&#039;s it goin.gif [View same] [iqdb] [saucenao] [google]
11329059

>>11329058

>> No.11329083

>>11329058
I've been looking for this specific pic for years. Is the artist still around?

>> No.11329097

>>11328872
the red dots are chaingunners

>> No.11329105
File: 63 KB, 180x160, 1719470088291499.png [View same] [iqdb] [saucenao] [google]
11329105

>>11328263
c'mon, it just came out last yea

>> No.11329132

>>11328738
how many maps though

>> No.11329134

>>11329059
the shit?

>> No.11329137

>>11329058
would

>> No.11329145

>>11328708
thanks for the feedback. the problem isn't noticeable in gzdoom, but it is in woof. will fix
>Sounds heavy-handed, as if the average player would not realize what to expect from MAP08.
true. also quick thinking players can just run up and grab the skull key

>> No.11329157

>>11329059
https://www.youtube.com/watch?v=eaNI18GAxXs

>> No.11329324
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
11329324

RISE AND SHINE MOTHERFUCKERS BECAUSE IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY! WHAT THE FUCK HAVE YOU BEEN WORKING ON? Maps, mods, sprites? Now's a good time to post that shit! Or maybe later today because this is REALLY early in the morning!

>> No.11329338
File: 861 KB, 800x450, Early glaive.webm [View same] [iqdb] [saucenao] [google]
11329338

>>11329324
I got the glaive attacks in, just need to add some extra states if you end the combo early and some other shit. Coming along well I think

>> No.11329340

>>11324480
Just because, I felt like doing a personal archive of all my Doom stuff.
https://mega.nz/folder/GYZyTD4J#HBRRipn5aukd90kKWyDkxw

>> No.11329341
File: 11 KB, 374x299, CannedMeatIsOnTheMenuBoys.png [View same] [iqdb] [saucenao] [google]
11329341

>>11329338
gib

>> No.11329347

>>11329341
Well once I get the glaive attacks all set up, I'll either do the subweapon attacks or start painting over the melee frames. I gotta get my ass in gear soon because there's still a fair amount of shit to sort out before I can get this update out.

Still worrying a little over how the third battery meter and how it's used for the life restoring super kicks along with subweapons, but maybe I'm worrying too much.

>> No.11329348
File: 117 KB, 1280x677, sourceimage.jpg [View same] [iqdb] [saucenao] [google]
11329348

>>11329324
I guess I'll bite too. I'm the anon who was asking for anons to voice in my game.
I got the skeleton of a new hub map finished. It looks barren and empty right now because it's missing all the decoration and npcs, hopefully I'll get those done soon as well.

>> No.11329349

>>11329340
Also, do check if the maps WAD files are correct and I didn't upload the wrong thing.

>> No.11329353
File: 667 KB, 245x170, a real pickle.gif [View same] [iqdb] [saucenao] [google]
11329353

Of all the things I experience in my life, there is nothing else which makes my blood pressure rise so much to the point that I get an actual headache, such as having to deal with my bank.
>Try this.
>Ok, I did, it's not working.
>Well, it should be working, try it again.
>Ok, it's still not working.
>That's weird, try this thing then.
>Ok, it's not working either.
>Well, try it again.
>It's still not working.
>Huh, well, it should be working, try it again later I guess.
This was after desperately trying to maintain contact with their regular customer service for a couple of hours of inexplicably disconnecting me all the time.

What's a .wad where I can berserk melee fighting monsters without having to mind projectiles much? Pinkies and Lost Souls, and stuff like that.

>> No.11329373

>>11328330
zdoom forums sign up has always been shit. even doomworld was more intuitive

>> No.11329375

>>11328738
Have fun, anon. Slow and steady wins the race.

>> No.11329376

are there any mapping tools for Linux? all I have at the moment is a shitty Chromebook, even been having to play on my phone

>> No.11329380

>>11329353
Give Machete a spin, it features a disgruntled Doomguy with hell PTSD and map02 is berserk map that really gets your blood pumping.

>> No.11329383

>>11329376
Eureka and SLADE's built-in map editor.
>Chromebook
Good luck.

>> No.11329386

>>11329383
thanks

>> No.11329393
File: 320 KB, 640x480, doom58.png [View same] [iqdb] [saucenao] [google]
11329393

>>11329324
Mixing 2 IWAD maps together again.

>> No.11329398
File: 65 KB, 1000x952, 65dd6cf525a414b3298fd2ae618bd11bb2d93a9355a91cdefd6edd48136030c5.jpg [View same] [iqdb] [saucenao] [google]
11329398

Thinking of learning Zscript out of spite just to remove the tranny messaging from Hideous Destructor

>> No.11329405

>>11329398
You can use the new tips addon here
https://dastrukar.gitlab.io/hddons-list/#newtips-eric

or the no tips addon
https://dastrukar.gitlab.io/hddons-list/#notips-eric

>> No.11329407

>>11329376
Pretty sure UDB runs perfectly fine through Wine as well. At least that's what I've heard from other Linux mappers.

>> No.11329416

>>11329405
Fair enough, ty anon

>> No.11329429

>>11329398
You don't need to know any ZScript to do that, I don't, and I can remove it just fine. The tip lines are just stored in one of the files, and you can remove or add lines as you see fit.

>> No.11329432

>>11329058
ToT

>> No.11329438

>>11329407
I wouldn't call it perfectly fine but it does run, yes.

>> No.11329453
File: 41 KB, 664x629, GW-fVVWXsAADq03.jpg [View same] [iqdb] [saucenao] [google]
11329453

>>11329376
>Chromebook
I want to suggest investing in something, anything else. Maybe you got that thing for free or for almost nothing, but those hunks of shit can't really do anything, I would not expect you to get workable performance with even UDB.

>> No.11329527

>>11329348
Are you still looking for people to do voices? I'll throw my hat into the ring if so, for the low rate of $A Job Well Done

edgerkastner@gmail.com

>> No.11329558
File: 73 KB, 564x500, feelings of power.jpg [View same] [iqdb] [saucenao] [google]
11329558

>> No.11329578

>>11329527
Sent you a message if you're still interested.

>> No.11329579

Any way to like, complete hide things in the overhead view and 3D mode of UDB?

>> No.11329589
File: 50 KB, 720x540, MAP24_WIP_004.png [View same] [iqdb] [saucenao] [google]
11329589

>>11329324
Back to working on Vertex Relocation MAP24.
Need to tune-up the first half of the map, and I scrapped what little I had of the second half because it was blatant dogshit.

>> No.11329609

>>11324483
And Quake II PSX Map Jam is LIT
>Quake 2 Remaster PSX Jam Announcement
>Now that everyone has had a few week to try Paril’s amazing Quake II PSX mod it’s about time for us to JAM!!! That’s right, Map-Center’s PSX Jam is finally here! If you haven’t played Quake II PSX yet, you can grab it here: https://www.moddb.com/mods/quake-ii-psx/downloads/quake-ii-psx-10..
>Starts October 19th and ends November 3rd, followed by a public playtesting period. For the guidelines and further discussion, visit our #psx-jam channel in the Map-Center Discord server, which you can find in my Discord bio.

>> No.11329619
File: 162 KB, 882x884, 1603997643268.jpg [View same] [iqdb] [saucenao] [google]
11329619

>>11329558
Yeah

>> No.11329734

>>11329338
Lookin good

>> No.11329767

An anon posted a footsteps addon for Doom that I've been using and I just wanted to say I like it. I don't dislike any of the sounds. The only thing I could recommend is just adding a slider to adjust the footsteps volume.

>> No.11329770

>>11325239
At least they now have it. So they are listening.

>> No.11329776

>>11329767
In lieu of a slider, you could always tweak their volume yourself in SNDINFO

>> No.11329795

>>11329059
kek

>> No.11329798

"DAMN"
- Duke Nukem

>> No.11329820
File: 996 KB, 1920x1080, Hellbound portal room.png [View same] [iqdb] [saucenao] [google]
11329820

>>11329767
Is it that the "foosteps.pk3" one? I just grabbed it and will try it out too. Universal Ambience has been great for Hellbound from the get-go.

>> No.11329828
File: 109 KB, 800x600, doom53.png [View same] [iqdb] [saucenao] [google]
11329828

>>11329324
I want to go a little crazy with custom textures for my Vertex Relocation map, but I don't really know if they fit the Doom aesthetic!

>> No.11329831

>>11329828
I think this kind of walls do. Where are they from, by the way?

>> No.11329841
File: 170 KB, 1024x768, DSC06514.jpg [View same] [iqdb] [saucenao] [google]
11329841

>>11329831
I made them, they're photos I took of an old building.

>> No.11329848

>>11329841
that's pretty cool

>> No.11329852

>>11329828
>>11329841
Those look pretty fucking nice.

>> No.11329858

>>11329776
I know. It would just be a potential convenience to add if whoever made Footsteps.pk3 wanted to go further with it. Actually, I suppose the slider would be pretty helpful if you're using other mods that add sounds, so you can balance the footsteps to the volume of everything else, like wind/rain/torches/etc while in-game.

>>11329820
Yes, that's the one.

>> No.11329860

Hey! If you google "doom halloween megawad" Ad Mortem comes up first! Or at least it does for me.

>> No.11329864
File: 119 KB, 777x755, Image306.png [View same] [iqdb] [saucenao] [google]
11329864

>>11329860
First, second and forth on Startpage too.

We SEO champions, lads.

>> No.11329874

is Doom II the Way id Did better than Doom II itself?

>> No.11329939

Tried out some SUAB cause everyone seems to love it, but it seem to slow the game to a complete crawl by making even the most basic enemy tanky as hell. Am I missing something?

>> No.11329982

>>11329939
No that's the point. Its a survival horror type mod
Should probably pair it with spooky exploration maps only.

>> No.11329990

>>11329982
I don't know of any

>> No.11330006
File: 173 KB, 1920x1080, Screenshot_Hexen_20241009_170835.png [View same] [iqdb] [saucenao] [google]
11330006

Times you faced Ethereal Travel

>> No.11330009

>>11328891
How tho? A Sicilian is not a Toscanini, who is not a Sardinian, and so on.

>> No.11330040

Feeling like doing a bit of scripting today. What are some creative GunBonsai upgrades you all would like to see implemented?

>> No.11330065

>>11329939
It's strongly informed by classic Resident Evil, in the sense that monsters are meant to be much tougher than you and actually be hard to fight, where much of the fighting ending up being a daring dance of baiting and dodging, trying to stun them with melee moves. Escaping fights isn't always necessary, but sometimes it's the better option.
You can go for full kills in a level, but you don't always get that much ammo, and you may be wise to save good ammo for coming levels, where you might really need it in places.

It's one of those mods which isn't for everyone. Even if you like RE, you might not, just because Doom levels don't have any of that kind of puzzle solving.

>> No.11330078

>>11329982
Depends on which, Lainos's maps would fit, but he uses the Dead Player thing to create a decorative grass actor, which he puts everywhere, and this is harsh enough in some of his levels from just a performance standpoint, but Shut Up And Bleed has its own Dead Player actor, which has a random chance to raise as a zombie, and that shit would very quickly get untenable. Metal, but unplayable.

>> No.11330098

Fellas, I'm having quite the problem with glboom-plus. I just got this laptop and installed prboom on it, and when running glboom-plus, this glitch with mouselook happens where it springs back to the starting potision from when the level was first loaded. I tried practically every setting I could think of and found only one other person with the same problem, but he just did the old, "nvm fixed it :)" so it looks like I'm out of options. If anyone can share some insight or solution to this problem I'd appreciate it very much.

>> No.11330116

>>11330098
Has GLBoom even been updated in a decade?

>> No.11330147

>>11330065
I remember him saying to knock difficulty down a notch below what you usually aim for.

>> No.11330150

>>11330116
It could be around two decades actually, wiki says that the current forks alongside DSDA have retained the old 2.0 version back from 2006.

>> No.11330153

>>11329407
Ill try wine later, it looks like a mess to get ANYTHING working on linux

>>11329453
you were right, it was free. unfortunately, I don't have the several hundred dollars required for even a shitty computer. I will upgrade as soon as im able, though, since this thing doesn't want to do hardly ANYTHING

>> No.11330167

I bought a Celeron laptop on sale for eighty bucks and while the thing can run Zandronum and browse the web, I wouldnt hope to get anything done on the thing besides that. Maybe you could get, like, ancient versions of Doom Builder designed for windows XP running if you got WINE.

>> No.11330175
File: 124 KB, 530x556, hey.png [View same] [iqdb] [saucenao] [google]
11330175

hey you gay

>> No.11330180

I dropped dxvk vulkan translation layer dll from d3d9 into woof folder and it improved my performance a little bit by a dozen frames, thought someone might find this interesting. My maximum performance is 144 framerate on The Entryway with native resolution preset.

>> No.11330190
File: 5 KB, 256x256, Untitled.jpg [View same] [iqdb] [saucenao] [google]
11330190

>>11330175

>> No.11330196

>>11330180
Quote from pcgamingwiki
>For most games, DXVK provides 10-20% lower framerate comparing to native DirectX, as the translation isn't always perfect and DXVK cannot enhance GPU performance. However, for some circumstances, it is possible to get even higher framerates than native DirectX. This is due to the framerate being limited by the weaker one between CPU and GPU, and DXVK have slightly lower call overhead which reduce CPU usage (this is useful for those who have a weak CPU with powerful GPU, in the latest DX11 games which can manage to push hundreds of thousands draw calls). Moreover, this can restore (if not exceed) much of the CPU-limited DX9 performance that was lost in later Windows 10 builds.

>> No.11330214
File: 1.30 MB, 1024x768, file.png [View same] [iqdb] [saucenao] [google]
11330214

Quake mapper Tronyn has apparently died.

https://discuss.quaddicted.com/t/tronyn-has-passed-away/7765

>> No.11330238

>>11330214
it's not that bad, respawn times in quake are quick

>> No.11330240
File: 137 KB, 600x488, rangercomp.png [View same] [iqdb] [saucenao] [google]
11330240

>>11330238

>> No.11330241

>>11330238
He seems like the kind of guy who would have liked that joke.

>> No.11330268
File: 102 KB, 1200x675, GaRvCJGXEAAEz5W.jpg [View same] [iqdb] [saucenao] [google]
11330268

>> No.11330270

>>11330214
That’s terrible news. Rip.

>> No.11330276

Can anyone actually explain wtf is the "fat latinas" mod? I keep seeing it get mentioned here all the time, and the more I learn about it, the weirder it gets. Apparently it used AI art and was actually a real thing, and had some strange fetishes in it? This all sounds too insane not to be some elaborate inside joke of this thread.

>> No.11330282

>>11330190
This Doomguy face and the Tails Gets Trolled "Stunned" Tails face are more similar than I've ever noticed before.

>> No.11330290
File: 7 KB, 179x225, 1720518770575478.png [View same] [iqdb] [saucenao] [google]
11330290

>>11330268

>> No.11330291

>>11330276
Nice try, anon. The only one around here mentioning that "mod" is the one whole guy desperately trying to get it for himself. Whether it's finished or in whatever state it's floating around in. Just finish it yourself dude.

>> No.11330292

>>11330276
I wish it was just an inside joke. Maybe it will be one day though.

>> No.11330297

>>11330276
horny, terrible sprite swap
author vanishes after a wip or two
shitposter takes on new persona as #1 fan
ironic mental illness is just mental illness

>> No.11330315

Is there a mod for GZD or Zandronum that lets you set a bind to teleport to the other players in co-op?

>> No.11330319

>>11330214
RIP
Strange I learned of this in the Doom thread and not the Quake one

>> No.11330324

>>11330297
>shitposter takes on new persona as #1 fan
Why would someone continue to do this on a board as slow as /vr/?

>> No.11330328

>>11330324
>why would someone who's mentally ill engage in pointless pathological behavior?

>> No.11330401
File: 2.90 MB, 800x450, feet.webm [View same] [iqdb] [saucenao] [google]
11330401

>> No.11330409
File: 12 KB, 226x225, 1558599552376.jpg [View same] [iqdb] [saucenao] [google]
11330409

>>11325078
looks like doomguy smashed into a hydraulic press

>> No.11330417

### Installing
1. Extract NotBlood to a new directory
2. Copy the following files from Blood (v1.21) to NotBlood folder:

BLOOD.INI
BLOOD.RFF
BLOOD000.DEM, ..., BLOOD003.DEM (optional)
CP01.MAP, ..., CP09.MAP (optional, Cryptic Passage)
CPART07.AR_ (optional, Cryptic Passage)
CPART15.AR_ (optional, Cryptic Passage)
CPBB01.MAP, ..., CPBB04.MAP (optional, Cryptic Passage)
CPSL.MAP (optional, Cryptic Passage)
CRYPTIC.INI (optional, Cryptic Passage)
CRYPTIC.SMK (optional, Cryptic Passage)
CRYPTIC.WAV (optional, Cryptic Passage)
GUI.RFF
SOUNDS.RFF
SURFACE.DAT
TILES000.ART, ..., TILES017.ART
VOXEL.DAT
where the fuck are the optional files
>>11330409
because it is, the map is one giant corpse and you're playing in it

>> No.11330436
File: 1.27 MB, 320x464, doomguy_snaps_his_neck.gif [View same] [iqdb] [saucenao] [google]
11330436

I think I'm approaching giving up on legacy of rust, at least via it's own port.
I've never in my life had doom hard crash at all, let alone 2-3 times in 10 minutes.
Using the restart command isn't helping with the stutter either.
For the love of all that is holy, put that fucking port back in the oven, it isn't cooked enough

>> No.11330441
File: 303 KB, 668x489, 1725084246292989.png [View same] [iqdb] [saucenao] [google]
11330441

Anyone *made* Doom levels whilst drunk? Seems like an interesting idea...
But has anyone actually got anything out of this before? I'm not thinking too drunk, just enough to get in a groove
>>11330417
Wheres your copy of Blood from? The files, if you have them, should be in the same directory that BLOOD.EXE is in.

>> No.11330460
File: 1.09 MB, 498x498, Caco be gone.gif [View same] [iqdb] [saucenao] [google]
11330460

>>11330175

>> No.11330462
File: 1.36 MB, 1024x611, 1727797225215080.png [View same] [iqdb] [saucenao] [google]
11330462

>> No.11330491
File: 85 KB, 401x366, Neither High nor Low.png [View same] [iqdb] [saucenao] [google]
11330491

I'm starting to think Marathon maps are a pleb filter in the same Hexen maps are, I didn't believe people actually complained about them being maze-y when you have to be literally retarded to not be able to navigate them.

>> No.11330507

>>11329132
Just one big one and then a credits map

Captcha: SHTGNT (shit gunt)

>> No.11330514

>>11330441
gog
i got the files NOT listed as optional but im curious where the optional ones are cause none of them show up
>>11330491
hexen was really fun but dont tell me you never got stuck cause of the game's cryptic hints
its pace breaking and i like going FAST

>> No.11330521

>>11330491
>in the same Hexen maps are
Remembering map names and listening for sounds is hard.

>> No.11330526

>>1133051s4
Fresh Supply omit some of those files, you have to install Blood OUWB (aka DOS version) to get stuff like the demo files.

>> No.11330529
File: 186 KB, 850x1200, sample_0226d7aa023ed5e2c668ada80bd27e52.jpg [View same] [iqdb] [saucenao] [google]
11330529

Making non-linear maps is hard bros...

>> No.11330540

>>11330529
Best of luck, I just keep drawing lines and hoping they work out later

>> No.11330560

>>11330529
Well just making areas isn't hard for me but justifying their existence is. Like I can throw together theses tech bases in opposite ends of this canyon map but then why should the player go there?

>> No.11330570

>>11330315
idk if there's a standalone one, but BYOC let's you do that so it should be possible.

>> No.11330583

>>11330529
>touhou fag complains that non linear stages are hard
honestly if i were you i'd just make what im already used to and in your case im guessing its linear touhou shit so just make that
im curious to see what it would look like

>> No.11330594

>>11330560
I think side areas as secrets without them actually being secret, therefore you can expect players to actually visit some of those if they want to beat the level. For instance, have a level where there isn't much health and ammo if you take the shortest/more obvious path, so a player must attempt a different route if they're running out of those.
Another option would be just making them actual secrets, so those who want to get all of them will visit those.

>> No.11330623

>blood has double press inputs
based
why cant DOOM have this

>> No.11330625

>>11330623
What for?

>> No.11330628

>>11330623
Some Doom mods have this, like Demonsteele with double tap inputs for special moves.
And it kinda sucks.

>> No.11330634

>>11330625
to make binding actions easier? you can do more stuff with less keys, often times i just ignore a bunch of stuff cause i dont have keys left but with options like this it becomes easier, like binding inventory items wich i never do for this reason

>> No.11330643

>>11330491
Reading is scary, pls understand.

>>11330560
>why should the player go there?
To see what's over there. Just give them an item so they don't feel like their time was wasted.

>> No.11330646

>>11330634
What stuff? What inventory? Are you sure you're talking about Doom and not some other game?

>> No.11330651

>>11330646
i like stuffing doom with mods that have multiple different bindable actions and items mr puritan

>> No.11330656

>>11330651
Not him, but like what? Quit being obtuse and just talk about whatever gameplay mod you're wanting to talk about.

>> No.11330659

>>11330656
right off the top of my head i could bind a double space to a kick to make it easier to mid air kick or double tap the crouch button to trigger a slide
theres multiple different use cases for it across a variety of different mods that add multiple different player actions on top of shops and inventory systems

>> No.11330661

>>11330659
Swing and a miss, Anon. What gameplay mods are you playing for Doom? Also yeah, what you're describing is totally feasible in any Doom gameplay mod if the dev takes the time to make such a thing.

>> No.11330662

>>11330651
So you're stuffing a source port with mods, and somehow it's the Doom fault that the source port can't do something with mods made for this specific port and not for the Doom at all? Fucking Carmack should've known better and implement double inputs back in '93.

>> No.11330665

>>11330662
>Fucking Carmack should've known better and implement double inputs back in '93.
yes
he also should have added combo keys like thief did
>>11330661
>what gameplay mods
i play a ton of mods man i guess if i have to name one project brutality has more bindable actions than im comfortable with and double inputs would ease the load

>> No.11330667

>>11324483
Tronyn has passed away at 42...
https://x.com/strawmandesign/status/1847698045195948419

>> No.11330674

>>11330282
>What a talentless looking marine

>> No.11330678

>>11330623
ZDoom based ports have a doublebind command.
Unless you mean something like presing 2 keys to do one acton (ie: ctrl+x). Then yeah, that would be neat.

>> No.11330682

>>11330514
>its pace breaking and i like going FAST
The only problem I found was the game never made it clear that both grenades AND the zeus pistol can be used to activate switches, which I found frustrating when I got to the space level. Other than that, Marathon lets you go pretty fast almost all the time. I was holding down the run key almost non-stop and zipping across maps. Durandal and Infinity only made it even faster.

>> No.11330687

>>11330521
>listening for sounds is hard
it is if you've got crap stereo separation

>> No.11330704

>>11330491
You will change your tune when you get to the Venice level.

>> No.11330707

>>11330662
>and somehow it's the Doom fault that the source port can't do something with mods made for this specific port
you know what its gzdoom's fault cause the point of jizzy is to cram it with mods so the chicken man should have foreseen this and added combo keys and double pressing
he should have known better
>>11330678
based i didnt know that, is doublebind the thing that modders use to assign two different kinds of weapons under the same slot? or is that for double key presses to trigger one thing?

>> No.11330709

>>11330704
ACCIVI is fun even if you don't use the bypass switch.

>> No.11330712
File: 15 KB, 256x128, 1466173761252.png [View same] [iqdb] [saucenao] [google]
11330712

>>11330709
You must love Eternal Doom like nothing else.

>> No.11330720

>>11330704
I've beat all three games. Venice is, again, one of those over-blown levels. It's easier to do in one sitting when you can remember what switches you've hit but it's still not that hard and you could breeze through it even on the first go.

>> No.11330721

>>11330659
>double tap the crouch button to trigger a slide
In Apex and most modern games with a slide you just hold crouch while moving forward and you slide, double tapping crouch to do this sounds awkward.

>> No.11330725

>>11330720
>It's easier to do in one sitting when you can remember what switches you've hit
Wasn't it like 30 separate switches which look entirely identical and which don't indicate if they've been set?

>> No.11330731

>>11330214
This is sad news. He was an incredibly talented guy. I will hold eternal respect for him. May he rest in peace.

>> No.11330732

>>11330712
NTA, but I do. So I should really sit down and play some Marathon in the near future, huh?

>> No.11330736

>>11330725
This isn't a problem because the switches are one use, once you hit them you can't activate them again and accidentally raise the pillar to path again. Just go around in a pattern and double check you're good to go. Again, this is Hexen level difficulty so 100 IQ minimum

>> No.11330739

>>11330436
Just play it on nugget. You lose nothing but the Doom 1 style intermission screens and animated skies.

>> No.11330751
File: 1.17 MB, 1920x1080, Screenshot_Hexen_20241009_171613.png [View same] [iqdb] [saucenao] [google]
11330751

>> No.11330754

>>11330739
can we get on implementing the doom 1 screens though, fucking love the little maps they tie an episode together so nicely

>> No.11330756

>>11330739
I wanted to at least finish ep 1, which I did. Outside of the shit performance quirks I'm having a good time. It's a shame, hopefully that port gets a bit more love, or ID24 gets supported by a superior fan-port instead

>> No.11330765
File: 2.87 MB, 500x375, tumblr_piew4yY4Yg1tbbb4qo4_500.gif [View same] [iqdb] [saucenao] [google]
11330765

>> No.11330794
File: 1005 KB, 1920x1080, Screenshot_Doom_20240902_183819.png [View same] [iqdb] [saucenao] [google]
11330794

>> No.11330804
File: 839 KB, 1267x877, map25 waterfall.jpg [View same] [iqdb] [saucenao] [google]
11330804

>>11329324
Work on MAP25 of Vertex Relocation continues, slowly but surely. I'm trying not to use too many custom textures but I did import all of v5's textures to see if I could use any, the waterfall texture was helpful.

>> No.11330838

>>11330751
Are there any Dehacked mods for Hexen? Does Hexen even have its own Dehackjed?

>> No.11330847

>>11324480
Does anyone know the wad of OP's picture?

>> No.11330853

>>11330847
scythe x

>> No.11330878

>>11329767
Unfortunately I don't think I know how to do that.

I've changed metal, tile, and wood sounds since the last one because they were bothering me, so maybe you might not like those. I took the metal and some tile sounds from the ACS mod that Omerta, AoV and Red Spiral use, and changed the rest of the tile sounds into wood sounds. They sounded more like walking on sturdy wood floor to me. The wood sounds that were already there got changed into "plank" and use an entirely separate "step/plank" entry in SNDINFO and not a whole lot uses it right now. Metal floor types also got split (back) into A, B, C and Tin. Barely anything uses B and nothing uses the other two yet.

I'm also going through Hell-Forged so I'm adding support for that as I run into floors that sound wrong.

>>11329939
You might like Red Spiral 93 if you haven't tried it yet. It's similar, but it doesn't have it's own enemies.

>> No.11330883

>>11330853
>scythe x
what about scythes 3-9

>> No.11330897

How come Eric Alm never finished Scythe X anyway? Did he get bored of Doom?

>> No.11330914

>>11330897
wiki says he works at the ECDC so he might have gotten too busy with IRL to work on Doom stuff anymore

>> No.11330916
File: 166 KB, 1024x768, Screenshot_2024-10-19_17-08-33.jpg [View same] [iqdb] [saucenao] [google]
11330916

So this map is very well-made and stuff, but I never, ever, ever, ever, ever want to play it again. How exhausting.
One thing it definitely needed was a few thousand more flying enemies that shoot homing projectiles from halfway across the map.
Oh, and more keys. Twelve just isn't enough.

>> No.11330918

i love walter white mugshot mod
he's literally me
>>11330916
i like short and sweet maps personally
i hate getting lost and backtracking for half an hour

>> No.11330919

>>11330916
What map?

>> No.11330925

>>11330919
UAC Mansion - Lost Island from Doom III (the mod, not the game)

>> No.11330928

>>11330756
I'm sure the kex port continues to receive updates. Unity port was mess at first too. And I really want Nightdive to add those playable alphas to id vault that were supposed to ship with the release.

>> No.11330934

>>11330925
I never bothered with Doom III mod. It seems like Doom Rampage Edition of modern times.

But at least it isn't the worst Doom release of the year. Zugnaex takes that crown.

>> No.11330948
File: 171 KB, 1345x669, iuhyuiokkjhuhi.png [View same] [iqdb] [saucenao] [google]
11330948

caco-mental linked up, need it or keep it

>> No.11330949

>>11330934
I'm actually liking it a lot, but that mansion map was just way too big.

>> No.11330953
File: 453 KB, 1920x1080, 20210104010546_1.jpg [View same] [iqdb] [saucenao] [google]
11330953

Times Doom invaded other games.

>> No.11330961

>>11330928
I want to believe that nightdive are at least willing to make sure the majority of kinks are worked out.
If the crashing and stutter were taken care of it would be a near perfect port for me, though I'm sure anons here could point to issues I don't have the expertise or care to notice

>> No.11330980

Seems to happen a lot
https://youtu.be/rtJlSxK9IPQ

>> No.11330984

>>11330980
just like yoko ono taro wants 2b in every video game Doom too must be in every video game in existence

>> No.11330991

I hate working with Marble textures.

>> No.11331029

I'm noticing that my monsters are not consistently teleporting like I want them too.

Should I place two linedefs to proof against skips?

>> No.11331068
File: 4 KB, 211x211, leler.png [View same] [iqdb] [saucenao] [google]
11331068

we're gonna have to draw more Doom like the good ol days

>> No.11331069

>>11330739
There's a pull request which merges Woof changes pending for the next release, including support for those intermissions and other of LoR's fancy stuff. Here are its latest auto builds:
https://github.com/MrAlaux/Nugget-Doom/actions/runs/11340446113

>> No.11331105

>Play through Epic 2 again
>Get reminded why I didn't like Epic 2 that much after finishing it the first time

>> No.11331107

>>11330961
I've had no crashes and not much stuttering and my laptop is awful junk. Maybe you shouldn't be playing the new port on an Atari Jaguar.

>> No.11331116

>>11324480
why is doomIII 4gb?
Every class has the same weapons.
its not even doom 3 looking weapons either,

>> No.11331120

>>11331116
Big bloated shitty mod with excessively large textures and music tracks that use the flac format that's also huge and doubled for L and R stereo.

>> No.11331146

>>11331120
that is a shame i was hoping for weapons and monsters. Levels are cool and all but are not worth 2gb of space.

>> No.11331173

>>11330707
>or is that for double key presses to trigger one thing?
This one. I guess it's a way to emulate the "double right click to use/open" thing the original Doom had and make it more general purpose. I usually use it to bind keypad + to a wider FOV and double tap to make it go back to 90.

>> No.11331180
File: 35 KB, 429x255, Spamton.png [View same] [iqdb] [saucenao] [google]
11331180

>>11330214
>>11330723
Oh my fucking god. 42? Jeeeeeeeeeeeesus. He was by far my favorite Quake mapper. I'm beyond upset. The community has lost an absolute juggernaut. He was half the reason to keep an eye on Mjolnir. I wonder if the delays since its 2021 announcement had to do with him being ill. Fuck man. This is gonna bother me forever, he was such an inspiration. This definitely warrants replying to the newspost.
>>11324483

>> No.11331220

>>11331120
how many maps is it?
it better be more than 30

>> No.11331225

>finaldoomer and both evilturnity is less than 1gb
>Call self doom III, has nothing to do with doom 3.

bravo.
6/10

>> No.11331231

>>11330214
rip in gibs
how old was he?

>> No.11331232
File: 39 KB, 360x388, 1371364624892.jpg [View same] [iqdb] [saucenao] [google]
11331232

>>11331231
42

>> No.11331234

>>11331231
42, oh well, that fucking sucks

>> No.11331235
File: 99 KB, 250x250, Doom_Sweat.png [View same] [iqdb] [saucenao] [google]
11331235

I'm looking for a /vr/ Doom mapping project that doesn't seem to be in any of the links in the OP or any of the wiki pages.
It was only a single level, but the gimmick was that the map was a giant grid and individual people created the grids, making a big map of a bunch of different kinds of rooms. I remember it being cool and fun but I can't find it at all.
Spoonfeed me, please

>> No.11331251 [DELETED] 

>my balls are touching themselves
oh no

>> No.11331254

>>11330175
>my balls are touching themselves
oh no

>> No.11331263

>>11330078
This reminds me, finally sat on down to make a performance improver for Comatose that doesn't rely on mowing the grass. Your mileage may vary, but here it is.
https://files.catbox.moe/8qtrty.pk3
Loaded alongside Comatose and requires GZDoom because ZScript is the only language that lets me override Tick. Version is set to 4.8, but you might get away with setting it to something lower since there's nothing in there that actually requires higher versions.

>> No.11331270

>>11330883
What about Scythe X-2? Played with La Tailor Girl, naturalily.

>> No.11331271
File: 27 KB, 1122x764, EWtI0E_XgAcRsyi.png [View same] [iqdb] [saucenao] [google]
11331271

>>11331105
Every time I put it on I just the get the itch to replay Ancient Aliens. It more or less has the same theme but it's actually fun to play.
Pairing it with mods like Treasure Tech makes it a little more palatable, but then again you could be using them on better mapsets like AA lol

>> No.11331280

>>11331029
>Should I place two linedefs to proof against skips?
Might not help much if the teleport destination is blocked when they cross them. Are you using conveyors? I'd recommend against those unless you're specifically trying to teleport a monster without it being aggro'd.
I've learned it's best to give each monster a dedicated closet, just long enough to fit two of the monster type, and exactly as wide as the monster so it can only move forward and backward. That should let it run back and forth until it triggers the teleport line.

>> No.11331297
File: 123 KB, 1920x1080, 1685274153712144.png [View same] [iqdb] [saucenao] [google]
11331297

>>11331271
I like the Icon texture nervously sweating.

>> No.11331306

>>11331235
It didn't have big enough turnover to make a complete map.

>> No.11331313

>>11331306
Really? I remember it being finished.
Is there a WIP version of the wad available?

>> No.11331390

>>11331271
>Pick up a key
>Either walls lower revealing shitton of monsters or they teleport in
Every fucking time in Epic 2. Also
>Have to find hidden switches that on itself would count as secrets in a normal level

>> No.11331472

>>11331231
Man, that's not old.

>> No.11331474

>>11331120
>music tracks that use the flac format that's also huge and doubled for L and R stereo
This is still so fucking funny to me.

>> No.11331493

>>11331120
and the 1GB "lite" version uses jpegs for textures instead of properly crushed + resized pngs.

>> No.11331536
File: 270 KB, 934x1024, m.png [View same] [iqdb] [saucenao] [google]
11331536

Just finished map18 from ad mortem. I got scared after seeing the enemy count and thinking the map would be a tyson one in the first couple of minutes. It ended up being one of the most mindlessly fun ones.
This probably sounds awkward but thank you guys for coming up with such a good wad. Every level so far has been a blast.

>> No.11331621
File: 169 KB, 389x374, 21d236e2-e8da-424f-8626-3aeae8af0c03.png [View same] [iqdb] [saucenao] [google]
11331621

what do you guys think of the new kex engine port for doom? mostly the multiplayer.

>> No.11331630

>>11331621
Unfinished and shitty, we'll see if they'll fix it. Haven't tried the multiplayer.

>> No.11331641
File: 142 KB, 1242x937, 62f1dbd7-ab5b-4480-8298-ed2ab378008a.jpg [View same] [iqdb] [saucenao] [google]
11331641

>>11331630
aside from the mod browser being as quality controlled as any official bethesda net mod browser and the analog look smoothing settings being bugged its pretty nice improvement from the unity ports. multiplayer is pretty fun when the host doesn't have chuck e cheese internet and they actually have people wanting to play deathmatch. had a good lobby on entryway a few hours ago

>> No.11331646

>>11331641
The Unity port didn't have memory leaks or stutters.

>> No.11331651

>>11331646
the unity port definitely has a stutter problem from my experience especially in the later updates. I've been running the kex port on my console so I guess I don't have the memory leak problem or I just haven't encountered it yet

>> No.11331653

>>11331641
Nah mate, they need to put KexDoom back in the oven for a bit to let it finish cooking.

>> No.11331654

>>11324483
https://github.com/MrAlaux/Nugget-Doom/releases/tag/nugget-doom-3.3.0
Nugget Doom 3.3.0 Released

>> No.11331662
File: 364 KB, 1080x967, b0bb72a5-27b4-4498-abda-cecde95b65bd.png [View same] [iqdb] [saucenao] [google]
11331662

>>11331653
come on a little medium rare in your boom shoot port won't kill ya, it adds some amusing jank till they fix it. kex doom has nothing on xbox arcade doom 2 jank

>> No.11331681

>>11330214
May he rest in peace now.

>> No.11331716

>>11331654
>woof new versions are probably delayed indefinitely because they want to implement KEK features
As if I needed more reasons to not like this slop corporate port.

>> No.11331729

>>11331630
I'm not gonna hold my breath on ID24 ever being finished, let alone the rest of the port.

>> No.11331730

>>11331729
Has there been any work on it done on it since August?

>> No.11331740
File: 609 KB, 1920x1080, 1363776699127.png [View same] [iqdb] [saucenao] [google]
11331740

>> No.11331769
File: 1.17 MB, 1916x1014, a-train-classic.jpg [View same] [iqdb] [saucenao] [google]
11331769

>>11331740
Planisphere 3 when?

>> No.11331798

>>11331662
>so you want to know the mapping method...

>> No.11331802
File: 15 KB, 256x197, apu.jpg [View same] [iqdb] [saucenao] [google]
11331802

>Friend offers me to make music for my wad
>Why not, let him do so
>Sends me this
https://vocaroo.com/1eRXqkw1H8xG

What is the nicest way to tell him that I am just going to use Final Doom music?

>> No.11331805

>>11331802
That is pretty rough, but I figure it could be fixed to be half-decent by changing tones and pitches on instruments.

>> No.11331808

>>11331802
That sounds dope as fuck
>That polymeter on the drums
keep it in you faggot

>> No.11331834

>>11331802
Sounds like something for a schizo map

>> No.11331838

>>11331802
Is your friend a cat walking across a keyboard?

>> No.11331839

>>11331802
Only part that could use some tweaking is the part at 21. Think the rest of it sounds decent.

>> No.11331841

>>11331838
lol'd

>>11331839
I think it has potential, but it has like a very 'flat' sound to it.

>> No.11331865

>>11331802
That's sick, keep it in

>> No.11331878

>>11331802
That does sound like something from TNT.
Tell him it's FUCKING RAW.

>> No.11331883

>>11331878
No it doesn't.

>> No.11331903

>>11331802
As someone that's fucked around with music his whole life yet is also just an amateur, it's a little schizophrenic, but otherwise it fine okay to me. If you don't want it for the map, just tell him you wanted something with a different tone/energy/etc. You could easily make up some vague "artist-y" sounding term for why it doesn't quite work with your map. If he considers himself an artist at all, he should be able to accept when someone doesn't like his work even if it isn't for any quantifiable, creative or rational reason.

>> No.11331912

>>11331834
or a terrywad

which means troonworld would probably love it

>> No.11331914

>>11331912
what?

>> No.11331934

its almost halloween how come there's no halloween maps in development? everyone always bothers when it comes to a Christmas theme though.

>> No.11331938

>>11331914
That's IKOL posting, a kf schizo with a raging hateboner on doomworld for whatever reason

>> No.11331943

>>11331934
I had half a mind to do it but my skeleton mod is just keeping me busy.

Yeah I think I'm definitely a mapper.

>> No.11331947

>>11331912
When the fuck have they ever liked Terry shit? They reject it from iDGames on principle.

>>11331938
Who, what? There's more than just a few people with their axe to grind with Dumbworld, at any rate.

>> No.11331959
File: 1.76 MB, 400x225, 1557734521170.gif [View same] [iqdb] [saucenao] [google]
11331959

>> No.11331964

>>11331943
skeleton mod?

>> No.11331972

>>11331947
Well their "art" wads are practically terrywards aren't they

>> No.11331974

>>11331972
Like which?

>> No.11331993

>>11331802
It's okay.

>> No.11332083

>>11331947
Dumbworld is the old name of Doomer Boards

>> No.11332096

>>11331947
still making terry wads, unfortunately.

>> No.11332146

>>11331964
Yeah, play as a skeletonman with cool guns

>> No.11332149
File: 666 KB, 1920x1017, Screenshot_Doom_20241020_175514.png [View same] [iqdb] [saucenao] [google]
11332149

Thread needs moar calcium.

>> No.11332172

>>11332149
Thanks, I had a mighty craving for cheese.

>> No.11332217

why has the Doom Engine aged better than the Quake Engine?

>> No.11332235

>>11332217
Considering how many modern titles are still built on some form of the Quake engine, it hasn't.

>> No.11332292

I like Doom and Quake engines, they both embarrass their contemporaries and even engines made afterwards
Carmack is a smart guy
https://youtu.be/wVF08VN5s2s?t=692

>> No.11332315
File: 8 KB, 320x200, Slordax_Title_Screen.png [View same] [iqdb] [saucenao] [google]
11332315

>> No.11332317
File: 320 KB, 600x652, 1723722077794764.png [View same] [iqdb] [saucenao] [google]
11332317

>>11327698
>>11327704
>>11327707
>Stalker starts playing

>> No.11332349

AMC squad is chock full of maps with softlocks. Just now played a map that was literally unfinishable because the last door is bugged and wasn't opening.

>> No.11332358

>>11331802
>Bro, I found https://m.youtube.com/watch?v=li5mXnHyg9w&pp and was thinking using it until you sent me your piece, but i settled for Final Doom music.

>> No.11332385
File: 54 KB, 474x497, 1727738244535629.jpg [View same] [iqdb] [saucenao] [google]
11332385

>realize that it wasn't actually GzDoom's new update which fucked something up
>I just didn't set up the convoluted multiple VooDoo script sequence with its fake floor and ceilings properly like I thought I had before
>think maybe I can't actually fix this
>stress
>think really hard
>start realizing that I can actually fix this
>actually do
>relief

>> No.11332389
File: 54 KB, 885x1568, , njbhvgcfcygkuhijo.png [View same] [iqdb] [saucenao] [google]
11332389

MORE C.KID ON THE WAY

>> No.11332392

>>11332389
I'm glad you're still around.

>> No.11332420

>>11332217
It's way more accessible as a modding platform than Quake ever was, you don't have to know about modelling or anything, Dehacked and Decorate are pretty fucking entry level stuff (especially with Decohack), your average random with little experience in anything can manage to do a thing and have it work.

>> No.11332451

>>11332420
Not to mention 2d mapping is easier and faster than 3d mapping.

>> No.11332453

the homing rocket when i run down a winding corridor and it still hits me
https://youtu.be/mI5BFmOA-V4?feature=shared&t=473

>> No.11332457
File: 3.97 MB, 1920x1080, 1721424783656074.png [View same] [iqdb] [saucenao] [google]
11332457

Serious Site just finished a mapping contest called Castlemania 2024. This map called Symphony of the Night for TSE looks pretty cool. Going to give it a try in a bit.

>> No.11332459
File: 3.79 MB, 1920x1080, 1726292881671573.png [View same] [iqdb] [saucenao] [google]
11332459

>>11332457

>> No.11332463
File: 3.13 MB, 1920x1080, 1701649828642143.png [View same] [iqdb] [saucenao] [google]
11332463

>>11332459

>> No.11332469
File: 3.65 MB, 1920x1080, 1711560259954039.png [View same] [iqdb] [saucenao] [google]
11332469

>>11332463

>> No.11332482

is the mark v engine for quake servicable? is it "an engine port with BSP2 support" like how most of quaddicted recommends and requires?

>> No.11332505

>>11330878
Where would I download the updated version? I was using the original and am curious. Maybe I'll like the changes more.

>> No.11332507

>>11332482
nvm, found a list of engines with BSP2 support
here for anyone who might need it:
https://quakewiki.org/wiki/BSP2

>> No.11332509

>>11332482
It's probably the most modernized software renderer engine, so if you're really that autistic about wanting an 'authentic' look then it's the best port.
Performance can vary drastically on big maps/mods depending on hardware however, so I'd generally recommend just using Ironwail or vkQuake with their respective 8-bit color modes.
>is it "an engine port with BSP2 support"
Yes.

>> No.11332516

>>11332509
honestly, I wasn't concerned about how it looks or even runs. I really just wanted to play it on my phone since my computer is down at the moment and I'm a poorfag (q-touch is 4$ I cant spare atm)
>Yes.
thanks, anon. much appreciated

>> No.11332537

>>11332469
It's pretty great so far. But right now all the text is in russian and there's a side quest system so it's hard to tell what you're doing if you go off the beaten path. The creator did say he'll translate it later so I might wait until that's out before continuing.

>> No.11332552

We can probably have a quilt project, with fixed door location. Just need to keep overhead low and not rely on anyone specific.

>> No.11332629

>>11332217
It didn't.

>> No.11332683
File: 14 KB, 227x231, 1617247170146.jpg [View same] [iqdb] [saucenao] [google]
11332683

>>11331802
this sounds like a King Crimson song lol
keep it for a slaughter map if there's gonna be any in the wad

>> No.11332687
File: 465 KB, 200x161, 1711524181627582.gif [View same] [iqdb] [saucenao] [google]
11332687

>>11331802
i unironically like it but the chord at 0:22 is a little too off key
boss fight music

>> No.11332749

>>11331802
Use part of it for a cinematic like an opening or closing credits.

>> No.11332752

>>11332172
Sometimes I dream of cheese.

>> No.11332754

>>11332505
Oh, I hadn't uploaded it yet.

https://files.catbox.moe/iu8i70.zip

>> No.11332765

Want to gauge interest to the idea of trying a /vr/ quilt again. Probably in MBF21 with some texture pack. Everyone can submit one 1024x1024 square with doors in the middle of the edges. In the end stictching them together.

Maybe a few custom MBF21 monsters and decorations, because why not.

>> No.11332781

>>11332765
I'm up for it.

>> No.11332814
File: 1.62 MB, 1983x2700, ninjhvtcr6tyvtcrtyu.png [View same] [iqdb] [saucenao] [google]
11332814

we should host a doom drawpile, maybe i will do it if nobody else will

>> No.11332818

>>11331716
Not seeing anything near semi-important about it, neither that lenghty mess of JSON for mere flavor features nor extra weapons which no one talented may find a proper use of. Guys are keen to milk a racehorse until it turns into a defective jetliner out of sheer boredom. Eternity Engine with its stale modding scene makes more sense.

>>11332765
https://www.realm667.com/repository/texture-stock/doom-style/1968-patched-up-textures
These look fairly good and may just fit the theme

>> No.11332834

>>11332752
Cheese is supposed to give you strong dreams.

>> No.11332857
File: 388 KB, 665x510, 1703909206688321.png [View same] [iqdb] [saucenao] [google]
11332857

>>11332834
It will also get you women.

>> No.11332861

>>11332292
Interesting video. Partially related but I couldn't stop thinking about gzdoom being bloated, and how it would be nice to have an alternative that can do the same things but using less features that are more on a low level, so modders could code specific features in their own files if they need to do so.

>> No.11332863
File: 233 KB, 1356x602, tfyuytretyui.png [View same] [iqdb] [saucenao] [google]
11332863

>> No.11332873

>>11332765
I like the idea, but considering the low turnover rate of the original, I don't think doing it in MBF21 and using texture packs would help with that. It's not much, but it's just yet another small hurdle that might prevent casual mappers from opening up Doombuilder for 40 minutes to make their chunk of the map.

>> No.11332912

>>11331716
>citation needed

>> No.11332914

>>11332873
What about a simple texture pack like CCTex4? That offers some more optiobs and flexibility while fitting with the stock textures.

I agree that it's probably not necessary for custom decorations, unless a specific theme is sought out.

>> No.11332915
File: 155 KB, 1314x604, ngfvghjk.png [View same] [iqdb] [saucenao] [google]
11332915

>> No.11332916

>>11332912
>probably
Citation of what, of an alphabet?

>> No.11332926
File: 781 KB, 1280x720, Screenshot_2021-01-05-11-46-11-15.png [View same] [iqdb] [saucenao] [google]
11332926

OMG IT'S AQUA!!!!

>> No.11332940

>>11332916
What?

>> No.11332942

>>11332814
I like the idea, but I can't draw.

>> No.11332945
File: 408 KB, 1216x3800, 1710971506960808.png [View same] [iqdb] [saucenao] [google]
11332945

>>11332942
Another day where this comic is proven right yet again.

>> No.11332961

>>11332915
Cute 'Rugi.
>>11332765
I'd be down, but what happened to the last one?

>> No.11332982

>>11332940
What kind of citation do you expect for my assumptions?

>> No.11332998
File: 98 KB, 800x600, Defender.png [View same] [iqdb] [saucenao] [google]
11332998

>>11332942
Neither could I at the start. This was may 2018

>> No.11333002
File: 335 KB, 1313x2533, 2019.png [View same] [iqdb] [saucenao] [google]
11333002

>>11332998
This was 2019

>> No.11333012

>>11333002
well i respect the grind

>> No.11333013
File: 16 KB, 640x480, Hot dog patrol.png [View same] [iqdb] [saucenao] [google]
11333013

>>11333002
I can't recall if I did any art just for fun for a bit, but this one was at the start of 2023. But you get the idea.
It's just like anything else, you just keep doing it. I still got a lot to learn when it comes to doing art shit.

>> No.11333027

>>11331802
>https://vocaroo.com/1eRXqkw1H8xG
>that 12-second patterning
The only actually terrible part TBQH, if it had some variety in how the sections flowed and didn't straight-up repeat so much, it would be perfectly fine.
>>11332683
Yeah, maybe bad King Crimson like Starless and Bible Black or Beat or something, but this shit ain't no Discipline or THRAK.

>> No.11333037

I've tried drawing so many times and I never found much joy in it, but that goes for most things. I think I might just have chronic depresso, I don't feel much of anything, it's all mechanic and meaningless to me. Mapping feels better for me but I still don't feel much.

Picrel was some concept for the protagonist of an absurdly ambitious GZ TC I made the soundtrack for. Instead of dying, he'd keep going with a more agile but weaker form until getting more healthpacks. I think I called him Vikha.

>> No.11333038
File: 78 KB, 694x694, unknown-123.png [View same] [iqdb] [saucenao] [google]
11333038

>>11333037
Picrel got ated because poor connection.

>> No.11333054

>>11332945
Look, man, I can actually draw kind of on paper, but somewhat poorly with a mouse, and I can't really draw characters well at all. Maybe I can get a cheap drawing tablet some day to help me with spriting or something

>> No.11333064

>>11333037
idk man but that sounds more like you perceive that stuff as a chore so you don't get as much joy from it. Need to find something you just enjoy for the hell of it.
Personally I love starting maps but hate finishing them as then it starts to become work

>> No.11333084
File: 8 KB, 389x371, 1698009276545215.png [View same] [iqdb] [saucenao] [google]
11333084

SNS is up btw
search "shit" in doomseeker, no password

>> No.11333096

>>11333064
I don't know, I usually just sit down and do it without thinking much about it. It all just sorta happens regardless of how I see it. My maps all follow that same detached process, but I think experiencing them in first person makes them more...I don't know, rewarding

>> No.11333321
File: 268 KB, 1845x805, 7a3ad8ec-1fb2-472c-b512-fdf765a72380.jpg [View same] [iqdb] [saucenao] [google]
11333321

Has anyone ever seen this wad being shared around?
I never really seen anything from the source material but it was too funny that it was uploaded I played through of all of it. levels can be really basic and straightforward to broken doors that lock you in secrets if you stick around too long, unorthodox use of colored door textures, massive locked doors where you expect a hoard of demons and its just nothing. this 2 episode experience is like I stumbled upon someone's discord server's inside joke if that server was a ship with a stranded crew and they started eating each other 3 months in. the hud and weapon retexture is pretty solid where it was put effort in so I'll give them that.

>> No.11333353
File: 40 KB, 320x240, Simpsons_doom_splash.gif [View same] [iqdb] [saucenao] [google]
11333353

>>11333321
I'd hate more on this, but I loved Simpsons Doom back in the day.

>> No.11333365

>>11333353
to be fair that one had the demons fully retextured as Simpsons characters, the most you get in the hazbin shit is a red imp

>> No.11333380

>>11333365
Oh, ok, then it's actually lame.

>> No.11333384
File: 509 KB, 1536x2048, 1509639993031.jpg [View same] [iqdb] [saucenao] [google]
11333384

>> No.11333385
File: 141 KB, 537x594, laugh.png [View same] [iqdb] [saucenao] [google]
11333385

>be me
>want to start recording doom and other retro fps youtube videos
>record me playing tnt evilution since ive never played final doom (ive just always skipped)
>obs only records the title screen and pauses for the entire 40 minute recording
>be pissed
>FF to today
>want to start making videos again
>record me playing plutonia for 25 minutes
>recording pauses at the title screen again
i think god doesnt want me to make shitty doom videos nobody will watch, possibly

>> No.11333386

>>11333321
Assuming it's the same as the link below, op is a fag.

>https://www.doomworld.com/forum/topic/148664-cringe-doom-wad-moxxies-damnation/

>> No.11333389
File: 2.55 MB, 1920x1080, jam2_tronyn_2024-10-21_09-28-10.png [View same] [iqdb] [saucenao] [google]
11333389

>>11330214
Oh.
Oh, this sucks. And so fucking young too, shit. Like >>11331180 Tronyn was one of my favourite Quake mappers and the most inspiring. I'm doing a rerun of everything of his I can get my hands on tonight, for sure.

>> No.11333392

>>11333385
What port and capture method are you using? I've been doing shitty videos no one will want to watch for like 3 years so I think I can help.

>> No.11333395

>>11333392
For TNT I used the steam DOOM + DOOM II port but now I decided to record Plutonia using GZDoom but they both failed. I have OBS set up to record the GZDoom window but once I get into the game it just pauses, is it starting a new window and that's why OBS isn't picking it up? I don't want to do record entire screen because I have the Activate Windows watermark on my PC.

>> No.11333402
File: 405 KB, 1920x1080, 887a6b8c-a4c2-429f-81fd-ccd29f6488f8.jpg [View same] [iqdb] [saucenao] [google]
11333402

>>11333386
op here, picrel is what the wad on the Bethesda catalog looks like
im horrified that there is more of these now

>> No.11333405

>>11333402
wdym this looks amazing

>> No.11333409
File: 507 KB, 1200x803, 1630547820_4645.jpg [View same] [iqdb] [saucenao] [google]
11333409

Thoughts on the old shadow warrior? Just completed it from steam (had to use VoidSW because the DOSBox port sucks dick) and thought it was pretty fun.

>> No.11333414

>>11333409
Love it. Out of the big Build three I think it has my favorite combat.

>> No.11333416
File: 90 KB, 700x1000, 57bee7d1-4009-4414-b3e3-13890297f2c1.jpg [View same] [iqdb] [saucenao] [google]
11333416

>>11333409
oh I think my dingy hanging out

>> No.11333421

>>11333405
play the whole thing in one sitting like I did and that's gonna change

>> No.11333425

>>11333414
>>11333409
I want to say this too. Enemy and weapon roster feels the most rounded compared to Duke or Blood.

>> No.11333426
File: 29 KB, 320x320, 1727763471793129.gif [View same] [iqdb] [saucenao] [google]
11333426

>>11333395
>I don't want to do record entire screen because I have the Activate Windows watermark on my PC.
go to the friendly windows thread on /g/

>> No.11333431

>>11333425
As much as I love Shadow Warrior's combat, I do think Douk 3D has a better balanced roster as you have a variety of monsters that do different things. Whereas Shadow Warrior has a roster where about 90% of the enemies are just capable of making you explode nearly instantly.

>> No.11333434
File: 66 KB, 600x385, 1727404446756702.jpg [View same] [iqdb] [saucenao] [google]
11333434

Hmm, Halloween is slowly drawing closer and the weather is growing yet more comfy, I think that I will begin my annual Doom 64 playthrough tomorrow.

>> No.11333438

>>11333395
Try using game capture on GZ, it's how I use it myself. For DSDA, Nugget and friends, window capture.

I don't have a KEX copy so I can't help you there, I imagine window/game capture should work but no clue. Make sure you disable exclusive fullscreen in the port if you use window capture.

Also, it's not hard at all to disable the watermark, anon. Google it for your Windows version, it should take less than 60 seconds to get to the command prompt and remove it. drop name so I can sub, bros help bros.

>>11333402
I don't know shit about this show aside from LE HELL BASED, LE GOD CRINGE themes. If it's bad, at least the wad's being accurate to something.

>> No.11333440

>>11333402
>im horrified that there is more of these now
What, reskin mods? The Simpsons one could be kinda fun, sounds would be Simpsons soundbytes, and then sprites would be replaced, the more famous and ambitious one used pre-rendered 3D, but the one I played as a kid had shitty MS Paint drawings which I'm kinda nostalgic for.

>> No.11333449

>>11333440
no just the fact there is more than one helluva boss wad

>> No.11333552

>>11333385
I had that happen last month, except OBS recorded my Steam library instead of the window it was specifically meant to be recording.

>> No.11333637
File: 509 KB, 1920x1080, Screenshot_Doom_20241020_234846.png [View same] [iqdb] [saucenao] [google]
11333637

>>11333084
GGs

>> No.11333641
File: 150 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
11333641

>>11333084
>>11333637
GGs
>>11333402
Stop making red status bars with red numbers, I don't even care about anything else in this image.

>> No.11333646

>>11333084
>>11333637
>>11333641
GGWP

>> No.11333682
File: 262 KB, 1920x1080, Screenshot_Hexen_20241020_205857.png [View same] [iqdb] [saucenao] [google]
11333682

>> No.11333687
File: 1.24 MB, 498x281, 1698351274542712.gif [View same] [iqdb] [saucenao] [google]
11333687

>>11333637
>>11333641
>>11333646
ggs

>> No.11333693

>>11331972
Yo Graf, it's time to get over Lilith. It's been seven years.

>> No.11333730
File: 1.28 MB, 1920x585, pics_when_I_was_dead.png [View same] [iqdb] [saucenao] [google]
11333730

>> No.11333737
File: 420 KB, 1920x622, 2024-10-20 21_08_42-ZANDRONUM 3.2-alpha (240414-1910).png [266_269].png [View same] [iqdb] [saucenao] [google]
11333737

>> No.11333740
File: 487 KB, 1920x814, 2024-10-20 23_03_53-ZANDRONUM 3.2-alpha (240414-1910).png [268_270].png [View same] [iqdb] [saucenao] [google]
11333740

>> No.11333749
File: 2.80 MB, 1920x1080, Screenshot_Hexen_20241020_212415.png [View same] [iqdb] [saucenao] [google]
11333749

>> No.11333758
File: 646 KB, 1920x711, 2024-10-20 20_36_28-ZANDRONUM 3.2-alpha (240414-1910).png [265_271].png [View same] [iqdb] [saucenao] [google]
11333758

>> No.11333790
File: 1 KB, 96x94, 1704445758503917.gif [View same] [iqdb] [saucenao] [google]
11333790

>>11333758

>> No.11333852

>>11332765
>>11332961

The last attempt at this idea had 11 claimed tiles and only 7 submitted out of a planned 16. I think the turnout was in part detracted by the rule that people draw their map before submitting.
https://desuarchive.org/vr/thread/8395904/#q8395935

If you go ahead with this attempt I'll just retrofit my old submissions. I wonder though, why not just do "1024 units of /vr/" or "2049 units of /vr/" or something? How many people here actually prefer playing patchwork maps?

>>11332873
I don't think MBF21 mapping is any more complex than boom. I'm ambivalent about texture packs. Adding a custom monsters might actually improve turnout by drawing the interest of mappers who are otherwise bored designing around the defaults. Custom decorations seem pointless.

>> No.11333858

>>11332873
MBF21 is fully backwards compatible, so you can submit something made for vanilla and nobody would know.

>>11333852
The benefit is that if we can ensure all pieces fit together, we won't be constrained by needing to meet any milestone.

>> No.11333950
File: 385 KB, 960x540, 1714033355650049.png [View same] [iqdb] [saucenao] [google]
11333950

Enjoying this more than Hard Reset desu

>> No.11333962

>>11333950
yo what is that? fan expansion to ashes?

>> No.11333970
File: 454 KB, 960x540, 1723661304035901.png [View same] [iqdb] [saucenao] [google]
11333970

>>11333962
DBP68 with the Ashes monster/weapon packs installed. I had to mod the monster pack to nerf Vinaya to make it playable (4000 hp --> 250 hp and half speed), several of her appear in just the first level. No hub stuff like Ashes but I'm amazed how well the Ashes content slots in for most levels.

>> No.11333984
File: 15 KB, 371x332, 07b89df0-371b-474d-b839-4b37f80e6ee0.jpg [View same] [iqdb] [saucenao] [google]
11333984

AH

>> No.11334045

>>11332349
Personally I don't like that early mission in AMC Squad where you need to find the artifacts because the map is simply too big.

>> No.11334060

>>11334045
Dis base map, and it's not even the largest map in the game. Zeta base and the jungle mission are both larger and harder to navigate and orientate at than Dis.
I am currently at the Madagascar jungle map and that one anon was being too generous when he said it's simply "the low point" of AMC, it's one of the worst maps I played in general.

>> No.11334427

In vanilla/Boom/mbf21 can you use sky as floor and walls/ceiling at the same time to make a floating in the sky effect like quake 3 or does that only work in udmf?

>> No.11334475

>>11334470
>>11334470
>>11334470

>> No.11334536

>>11333970
Different anon here. I tried the Ashes Monsters and weapons with DBP68 as well but got side-tracked quickly because of spongey Vinaya. I'll probably try again in a bit and make the same adjustment to the monster pack.