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/vr/ - Retro Games


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5716134 No.5716134 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>5711073

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE/HERETIC/HEXEN/ETC
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct

SO YOU WANT TO PLAY SOME...
Doom, Quake, Duke, Marathon, or Thief:
https://imgur.com/a/wWS8zXz
-Album of infographics with setup information and user-made content recommendations

Same thing, but in video format:
https://www.youtube.com/watch?v=ietb4JwaaXA
https://www.youtube.com/watch?v=CGj4gXyCzg0

IWADs and more (>6 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Downloads for various /vr/ shooters. (Includes Duke Nukem, Doom, Blood, and Quake.)
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA

Doom RPG series
https://doomrpg.weebly.com/

Launchers for Build Engine games
http://buildgamedosboxlaunchers.weebly.com/

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

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

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

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

== /VR/DOOM COMMUNITY ==

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

MAKING NEW THREADS PROPERLY
https://pastebin.com/yzwgaLp7

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
https://pastebin.com/5sKRiJzS
https://pastebin.com/aiEgdB3K
https://pastebin.com/idahQRj2

>> No.5716135

=== ONGOING ===

H.U.H. - /vr/ Quake Mapping Project
-Deadline: July 14th 23:00 GMT (extended one week)
-All details and a FAQ can be found in the following pastebin to help get you started
https://pastebin.com/j8crafJN

=== NEWS ===

[07-4] Alien Bastards! a new Doomer Boards mapset inspired by Alien Carnage
http://doomer.boards.net/thread/1541/dbp13-alien

[07-03] Quake Speedmapping Pack 198: 768 ^ 2
http://www.celephais.net/board/view_thread.php?id=61748

[07-01] Anon updates 'Demon CounterStrike' to fix Rocket Launcher spawns
https://desuarchive.org/vr/thread/5701806/#5702668

[06-29] Anon map release: TESTINGGROUND.wad
https://www.dropbox.com/s/ehkggu5q3p4n8jp/TESTINGGROUND.wad?dl=0

[6-28] Masters of Doom to get a dramatized TV adaptation
https://www.pcgamer.com/james-and-dave-franco-are-producing-a-television-show-based-on-masters-of-doom/

[6-27] 'Vanilla Doom Plus', a monster variant randomizer balanced closer to vanilla
https://www.doomworld.com/forum/topic/106432-vanilla-doom-plusmonster-randomizer-updated-june-25th40-added-monsters/

[6-22] /vr/ is hosting it's own Quake mapping project! GET IN HERE FAGETS

[6-20] Copper for Quake released: a vanilla+ mod (includes optional map pack)
http://lunaran.com/copper/index.html

[6-17] Coffee Quake released, 76 speedmaps in 4 episodes
http://celephais.net/board/view_thread.php?id=61745
https://www.youtube.com/watch?v=Yu_p8iwL2Vw&feature=youtu.be

[6-15] Guncaster 3.3 released
https://www.youtube.com/watch?v=xcUHPmb76do

[6-15] Doom the Golden Souls 3 announced
https://www.youtube.com/watch?v=rivZEQ2mNFg

[6-15] MetaDoom player feedback survey
https://docs.google.com/forms/d/e/1FAIpQLSfRZWx1kN9FpAShfjXcmS9Co9MNTYWLwD-hupYfhAduD5334g/viewform

[6-13] FUNC- Sm197 Six Textures released
http://www.celephais.net/board/view_thread.php?id=61741

=== PREVIOUS ===

https://pastebin.com/PZDkqABT

== PROTIP ==

To submit news, please reply and anchor it to this post.

>> No.5716143

>>5716134
I still think it would be cool if the demons home realm is revealed to be a region within Otherspace and the techno-angels are from the other side of the galaxy.

>> No.5716171
File: 47 KB, 737x391, 1559321946993.jpg [View same] [iqdb] [saucenao] [google]
5716171

>>5716134
What if there were a version of Guncaster for Build Engine games Duke 3D, SW, Blood, and Witchraven 1 complete with the option to choose the sex of the character?

>> No.5716176
File: 457 KB, 1366x768, 1111.png [View same] [iqdb] [saucenao] [google]
5716176

The music in Alien Bastards is really catchy
apparently the first few levels feature tracks from some obscure galaga clone named Alien Sky

>> No.5716180
File: 666 KB, 989x724, file.png [View same] [iqdb] [saucenao] [google]
5716180

>>5716176

>> No.5716181

>>5716176
The floor and ceiling look like stuff from Duke Nukem 3D.

>> No.5716196

>>5716181
the mapset features lots of textures and sprites from duke

you even got tank arachnotrons

>> No.5716262

>>5716180
>666kb
Nice.

>> No.5716280
File: 331 KB, 960x540, khorus-wad.png [View same] [iqdb] [saucenao] [google]
5716280

Khorus.
Play this anons. Highly reccomended.
https://www.doomworld.com/idgames/levels/doom2/Ports/j-l/khorus
Turn off the music if you're not hippie or something

>> No.5716284

>>5716280
Also, I'm diggin into Russians designed levels. I already played some of Memfis' but I want more. Some suggestions lads?

>> No.5716314
File: 835 KB, 1920x1080, GMOTA.png [View same] [iqdb] [saucenao] [google]
5716314

>>5716280
BRING IT VATNIKS

>> No.5716332

>>5716196
>you even got tank arachnotrons
That's doomazing.

>> No.5716345
File: 459 KB, 548x552, T4FWUqdkM0daW-_eFgSFyqicJq3f8ccJ2ZbEybn6-T8.png [View same] [iqdb] [saucenao] [google]
5716345

HEY YOU
YES
U
SHOW ME YOUR HUH MAPPING
YOU ARE MAPPING FOR HUH RIGHT

You got more than a week to open up TrenchBroom and start your own map, don't be discouraged, I have a map from a fellow newbie that did it in like two days sitting snugly in my hard drive, you can do it soldier.

>but anon how can I go from 0 to wizard in just one week.
Read the FAQ my friend:
https://pastebin.com/j8crafJN

need help? remember that func_msgb and the quake mapping discord are full of experienced people willing to lend you a hand.
http://www.celephais.net/board/

>I'm not gonna make it
It ain't over yet, So don't give up.

>> No.5716346
File: 495 KB, 1008x780, Screenshot_Doom_20190706_105246.png [View same] [iqdb] [saucenao] [google]
5716346

ur mom gay lol

>> No.5716348

>>5716346
dilate

>> No.5716349

>>5716346
>>5716345
Ouch.

>> No.5716351

>>5716345
Fucking lighting, how does it work? Are all lights spotlights? I am just trying to make wall panels, but they don't work as intended.

>> No.5716352

>>5716345
>YOU ARE MAPPING FOR HUH RIGHT
No, I'm not.
But I wish

>> No.5716357

>>5716345
8 days remain. HUH?!

>> No.5716361
File: 1.83 MB, 4862x4862, light_chart_01.jpg [View same] [iqdb] [saucenao] [google]
5716361

>>5716352
the best time to plant a tree was ten years ago
the next best time is TODAY

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

>>5716351
pic related

>> No.5716364

>>5716361
Yeah I know that dumb fucking asshole chart and it's absolutely useless because apart from delay 4 everything looks the very fucking same

>> No.5716367

>>5716134
https://youtu.be/c6_Nv41zSiE

It's out lads

>> No.5716371

Does anybody still have TNT2 Devilution demo? The one with dead IoS on first level. I need this to calm down while waiting for full megawad.

>>5716284
Lainos' stuff. Comatose and 5till L1 Complex are cacoward winners. I also remember loving his Object 32-34 trilogy long ago.

>> No.5716376

>>5716284
Seconding Lainos, his maps are top tier.
I think Epic 2 was made by a Russian too, Alexander S. 'Eternal'

>> No.5716384

>>5716371
https://www.doomworld.com/vb/wads-mods/47721-tnt-2-devilution-dec-15th-deadline-approaching-submit-your-maps/

>> No.5716393

>>5716384
That thread is locked, is that .wad ever going to be finished? I think I played that demo years and years ago, it was cool, but short.

>> No.5716398

>>5716393
Demo links are there at least. Also there's a new thread. Maybe more than one? I dunno. That thing's been in development hell since at least 2011.

>> No.5716404

>>5716376
How could I forget about Epic 2, while having it in my super essential wads collection. Alexander S. 'Eternal' is Russian, yes. His other works are worth checking out too, like 32 Inch Nails and Hell Ground.

>>5716384
Link to demo 1 in this thread is dead.

>> No.5716405
File: 2.96 MB, 640x360, making an entrance.webm [View same] [iqdb] [saucenao] [google]
5716405

marswar is pretty good

>> No.5716409

>>5716371
>>5716376
Thanks. Keep this going, I want to compile a list.

>> No.5716417
File: 97 KB, 1022x639, in the year 1996.png [View same] [iqdb] [saucenao] [google]
5716417

>latest Devilution thread
MY GOD! What a nightmare.

>> No.5716418

>>5716393
It's like 1-2 maps away from being finished, here's fresh thread: https://www.doomworld.com/forum/topic/104882-tnt-2-devilution-clean-thread-new-updates/

>> No.5716421
File: 235 KB, 799x598, i wanna play it.gif [View same] [iqdb] [saucenao] [google]
5716421

>> No.5716427

>>5716371
This one?
https://www.dropbox.com/s/19j9koqk2zzrt98/tnt2_demo_11c.zip?dl=0

>> No.5716429
File: 254 KB, 764x1160, Eric.jpg [View same] [iqdb] [saucenao] [google]
5716429

>>5716405

>> No.5716431

>>5716409
Shadowman is a cool Russian mapper too, his notable works are Cheogsh and Hellfire.

>> No.5716434 [DELETED] 
File: 2.16 MB, 1000x1000, .png [View same] [iqdb] [saucenao] [google]
5716434

>>5716431

>> No.5716436

>>5716427
Thank. You. So. Much! I can now wait for full thing in peace.

>> No.5716451

>>5716436
Found it in a 2014 thread. So many threads. Holy crap.
Have fun.

>> No.5716457
File: 342 KB, 960x540, Hurt.png [View same] [iqdb] [saucenao] [google]
5716457

>>5716280
Play also this. https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/hurt
It's huge ad beautiful/spoiler]

>> No.5716458

Redpill me on Ancient Aliens. What should I expect from it? Is it OK to play it with Final Doomer on my first run?

>> No.5716461

>>5716458
>What should I expect from it?
Death if you're not for slaughter. Glory if you finish and sometimes some lulz
You must love X-Files to enjoy it more

>> No.5716467

>>5716458
Expect smoking some mystical pipe and then going completely bonkers coocoo.

>> No.5716470

>>5716458
>Final Doomer
It's okay as long you like it. If remember right, it's a sprite replacement mod or isn't?

>> No.5716471
File: 28 KB, 720x405, 332403919.jpg [View same] [iqdb] [saucenao] [google]
5716471

What's the best way to play DOOM 64? EX or just emulate it?

>> No.5716473
File: 76 KB, 198x198, file.png [View same] [iqdb] [saucenao] [google]
5716473

>>5716467

>> No.5716474

>>5716470
New guns with altered mechanics. Revamped vanilla, pretty much. Slightly OP

>> No.5716475

>>5716471
>the best way
There is no best way to play, but if you're purist you should stick with the emulation.

>> No.5716476

>>5716474
I don't like/understand this kind of mods.
But this is my taste.

>> No.5716478

>>5716471
Emulate if you want a slog. EX if you want fun.

>> No.5716479

>>5716470
New sprites, weapon tweaks (the shotgun in Plutonia fires pellets in a cross shape instead of a line, for example). Six kits, makes named WADs stand out more

>> No.5716480

>>5716421
Yes, I do.
Link or info?

>> No.5716489

>>5716480
Not out yet. Devilution. We've been talking about it here.

>> No.5716496

>>5716364
you might be retarded, unfortunately, or you don't understand how light works

>> No.5716504

>>5716496
yeah turns out I am retarded, I didn't know mangle makes spotlights

>> No.5716505
File: 171 KB, 600x590, Alien Trilogy.jpg [View same] [iqdb] [saucenao] [google]
5716505

I must admit, I unironically love Alien Trilogy for the PS1, a typical mid-90's "Doom clone" FPS game (not sure if they used the Doom engine, the Duke Nukem 3D engine, or something else)

Alien Trilogy was basically an official version of the Aliens TC WAD but it also had levels based on locations from Alien 3 and the first Alien.

The weird part is that the stages went from the colony in Aliens to the prison from Alien 3 and the final stage was the wrecked Engineer ship from the first Alien (the game calls it "The Bone Ship" since Prometheus wasn't out yet)

It's fun and you get to fight both Xenomorphs and mercenaries from the Weyland-Yutani company

It's a fun game, but from what I can tell, it's one of the more overlooked retro FPS games.

>> No.5716506

>>5716473
GOD MODE
GOD DO ME
STOP STOP STOP I WANNA GET OFF! NO NOT LIKE THAT! AAAAAAAA!

>> No.5716510

>>5716505
how was the saturn port?

>> No.5716513

>>5716505
I wanted it to be more Doom than spook. Something like that. Couldn't get into it at all.

>> No.5716530

Maybe I'm a crazy man but I seem to have more fun playing competition/community mapsets more than anything. Maybe it's the gimmicks running through the levels but I always get a kick out of shit like 10 Sectors or Congestion.

>> No.5716543

>>5716530
Speedrun that stuff. Maximum competition!

>> No.5716546

>>5716429
This is a Bomberman game. No, seriously.

>> No.5716553

>>5716345
I've actually finished it yesterday
http://www.mediafire.com/file/qqp597559ca2qyp/4HUH.zip/file
Here's the map, it's already been playtested by 2 people, but more feedback is appreciated. It probably shows, but this is my first map and some things that might have escaped me

>> No.5716567
File: 25 KB, 398x500, RANGERKID.jpg [View same] [iqdb] [saucenao] [google]
5716567

>>5716553
atta boy

>> No.5716578

>>5716553
Died all the time, but I am not a big fan of slaughtermaps anyways. But I really liked the holy water dispenser.

>> No.5716580

>some guy in here a few days ago asking what the shadow cloak in Cryptic Passage of Blood is
>Civvie has a whole section explaining that it does nothing and everything on his new Cryptic Passage video, posted just a few hours ago
Civvie fucking browses these threads. This is proof.

>> No.5716583

>>5716580
he did mention it on another video though
so probably not
but just in case
QUAKE WHEN YOU DUMB FUCK

>> No.5716589

>>5716553
U DID IT. Your reward is Andrew Hulshult.
https://www.youtube.com/watch?v=Y_wiaVl1i9Q

>> No.5716590

>>5716553
>>5716578
and btw, I could almost comfortably camp behind the church door in the initial fight

>> No.5716593

>>5716134

What are the best Doom mods?

>> No.5716594

>>5716553
Congrats on your first map, even though it wasn't very fun to play through.

>> No.5716596

Can anyone recommend me some Quake maps that take place outdoors? Like during the daytime? For some reason I seem to enjoy these the best, especially if they're very open.

Any ideas?

>> No.5716603
File: 390 KB, 393x666, sneaky dead man.png [View same] [iqdb] [saucenao] [google]
5716603

>>5716580
Of course he does. Lurking in the shadows.

>> No.5716606

>>5716593
Read the post you pinged, motherhonker

>> No.5716646
File: 124 KB, 1440x810, stroheim.jpg [View same] [iqdb] [saucenao] [google]
5716646

>>5716418
>only one map left
>yet another TNT style megawad
Oh boy, I can't wait you guys! TNTR felt little like the original TNT, but it was great on all its own merits, if TNT2 is good either as a TNT tribute, or fails at that but is still good, I'm still winning.

>> No.5716653

Man, duke3d really loves to fuck you over with unreactable environment damage.

>> No.5716657

>>5716590
I didn't notice that, thanks for the heads up. I'll leave it in though, for the players that are sick of my shit

>> No.5716658

>>5716653
hold on to any jetpacks you find, they’re probably the best inventory item, I used one to traverse half of a level because I didn’t know how to advance

>> No.5716673
File: 141 KB, 800x1025, download (18).jpg [View same] [iqdb] [saucenao] [google]
5716673

Tell me about the old guard of the more realistic side of the genre
how does it hold up?

Hideous Destructor makes me want to play more tacticool games but I don't think my shitty laptop with a gt940MX can pull the weight of more modern operator stuff like Arma 3

>> No.5716695

>>5716673
Rainbow Six is a planning game. Run and gun will get you killed quick. Route planning simulator.

>> No.5716701 [DELETED] 
File: 146 KB, 589x362, civvietwitter.jpg [View same] [iqdb] [saucenao] [google]
5716701

>>5716580
He's mentioned several times he's browses /vr/

>> No.5716712

>>5716673
>playing this at a cousin's house when I was 10
>put all my guys in heavy armor and give everyone machineguns or something
>5 minutes into the mission some random guy walks around a corner with an smg and hoses down my whole death squad in about 1 second
Good times

>> No.5716713
File: 2.49 MB, 1089x1701, spetznaz.png [View same] [iqdb] [saucenao] [google]
5716713

That one time when Doomguy was some kind of weird future spetznaz man.

>> No.5716743

>>5716580
I remember him explicitly stating that it was really useful in the first video on Blood, did it break in Cryptic Passage?

>> No.5716747

>>5716593
IDCLEVer Starter.

>> No.5716751

>>5716743
Two different items. One turns you invisible and the other does nothing.

>> No.5716806
File: 239 KB, 800x600, 1561830720082.png [View same] [iqdb] [saucenao] [google]
5716806

SCREENSHOT SATURDAY HAAAAAAA

>> No.5716814

Is Redemption of the Slain worth playing? Is it as good as No Rest for the Living? I heard it's only compatible with Bru'l Doom.

>> No.5716851

>>5716345
Do you guys use boxes to sort of plan out your map and then just add detail later? I'm kinda focusing on making something small and fun but I'm spending so much time on worrying about how UGLY everything looks that I'm not actually getting anything done.

>> No.5716854
File: 620 KB, 1680x1050, Screenshot_Doom_20190627_151035.png [View same] [iqdb] [saucenao] [google]
5716854

>>5716806

>> No.5716874
File: 1.30 MB, 1920x1080, stadium.png [View same] [iqdb] [saucenao] [google]
5716874

>>5716806

>> No.5716886

>>5716806
You really should have specified the point of screenshot saturday.

>> No.5716887

>>5716851
I do everything in rough shapes and plan out the player route and the monsters, then I add detail

>> No.5716901
File: 6 KB, 84x66, A.png [View same] [iqdb] [saucenao] [google]
5716901

>>5716806
>>5716886
WOOP WOOP
SCREENSHOT SATURDAY IS FOR SHOWCASING WHAT YOU'VE BEEN WORKING ON, NOT WHAT YOU'RE PLAYING
WOOP WOOP

>> No.5716904

>>5716510
Never played the Saturn port. I was a Playstation kid back in the day.

>>5716513
I dunno, I liked it because I enjoyed the PS1 port of Doom unironically, which was more spooky than the original PC version.

Yeah, PS1 Doom and Final Doom were a big part of my childhood back then.

I didn't play the PC versions of Doom until I was in my freshman year of high school (it was playing the Ultimate Doom Trilogy for Windows XP, IIRC)

>> No.5716909

>>5716887
Okay, that sounds a lot more manageable than what I've been doing, so I'll do that. Thanks anon.

>> No.5716910

Why skillsaw let the third episode of AA to be half-made by hacks?

>> No.5716912

>>5716874
DAMN

>> No.5716913

DOOM mods are awesome but I'm a retard and I don't know how to set up any doom launchers on Linux.

>> No.5716921

>>5716913
google how to compile gzdoom

>> No.5716940
File: 333 KB, 1920x1080, 2019-07-06-141255_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
5716940

>>5716913
>>5716921
No need. I gotchu famicon. Here's a quick and dirty bash script that I use for launching my stuff.

This one assumes that you have the doom_complete.pk3 WAD smoosh
https://pastebin.com/kQVs46z3

This one assumes you do not have it
https://pastebin.com/tZPWpvXt

I pair it with a simple alias that prints my collection of WADs like in pic related. Of course, for this to work you need to tell gzdoom.ini the path to where you keep your stuff.

>> No.5716952
File: 512 KB, 1920x1080, 2019-07-06-141748_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
5716952

>>5716940
and voila, we're in with the selected WAD, the desired gameplay and cosmetic stuff loaded, EZ PZ

>> No.5716957

>>5716952
what's wrong with that caco's eye

>> No.5716960

>>5716957
That's how he looks when the sprite is rotated looking to the side

>> No.5716971
File: 315 KB, 1920x1080, 2019-07-06-142416_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
5716971

>>5716957
>>5716960
Huh, wait a sec you're right
I guess it's an Ancient Ayys thing (?)

>> No.5716974
File: 1.00 MB, 1920x1017, Screenshot_Doom_20190706_222252.png [View same] [iqdb] [saucenao] [google]
5716974

>>5716806

>> No.5716976
File: 439 KB, 1920x1080, 2019-07-06-142553_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
5716976

>>5716971
>>5716960
>>5716957
It's not. I shall investigate which of my loaded mods is doing that

>> No.5716979 [SPOILER] 
File: 1.38 MB, 1920x1017, 1562441198085.png [View same] [iqdb] [saucenao] [google]
5716979

>>5716974

>> No.5716981

>>5716979
>>5716974
You monster

>> No.5716992

Besides that Mario themed WAD, any other ones that did the Plutonia cube trick of giving stuff to the player if he walks beneath it?

>> No.5717000

>>5716979
>>5716981
Needs more barons

>> No.5717003
File: 106 KB, 1310x1000, 1560804145365.jpg [View same] [iqdb] [saucenao] [google]
5717003

>>5716976
>>5716971
>>5716960
>>5716957
>>5716952
Aha! I found the culprit. My brightmaps_plus depends on d2_sprite_fix being loaded. And since my script tells d2_sprite_fix not to load for any WADs with custom sprites, the brightmaps for the cacos are slightly fucked up. Interesting.

It's just a matter of adding an exception to the script then - if the sprite fix ain't loaded, then load the standard brightmaps, not the brightmaps_plus.

Thank you for noticing anon, gonna fix it real quick.

>> No.5717013
File: 375 KB, 1920x1080, 2019-07-06-143845_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
5717013

>>5717003
*pats caco*
You're all fixed up now buddy

>> No.5717031

>>5717013
Here's something for proper head pats. Don't do it.
https://forum.zdoom.org/viewtopic.php?f=43&t=60054

>> No.5717041

>>5716952
>>5716957
>>5716960
>>5717003
I had the same thing happen before.

>> No.5717051

WHAT ARE THE BEST FUCKING WADS FOR DOOM THAT ARE FUCKING MUST PLAYS

JUST FINISHED EVETERNITY AND IT WAS FUCKING GREAT

>> No.5717053

>>5717051
Pirate Doom

>> No.5717062

>>5717051
the rebirth was good

>> No.5717073

>>5717041
And you got it fixed?

>> No.5717079

>>5717051
Ancient AyyLmaos

>> No.5717081

>>5717051
Back To Saturn X
UAC Ultra

>> No.5717091

>>5716701
yikes

>> No.5717098
File: 415 KB, 1360x768, Screenshot_Doom_20190706_131228.png [View same] [iqdb] [saucenao] [google]
5717098

LOOK MOM IM LEVEL DESIGNING

>> No.5717103

>>5716701
Genuine cringe

>> No.5717123

>>5717098
Is it from Disjunction? Pretty good level and pretty good wad, as i remember.

>> No.5717141
File: 1.62 MB, 1600x1200, BXI9DtV.jpg [View same] [iqdb] [saucenao] [google]
5717141

>>5716901
Not mine. Just found on DW.

>> No.5717142 [DELETED] 

why doombabs pretend their game is hard? Blood, Shadow Warrior, Duke Nukem offer challenge in their vanilla forms but if you ask a doomfag what's so hard about his game he will mention fan made wads and retroactively apply their traits to vanilla doom

>> No.5717150

>>5717142
fuck off

>> No.5717153
File: 122 KB, 640x480, what a thrill.png [View same] [iqdb] [saucenao] [google]
5717153

Anyone here like OP weapons? Because I got one here. Only tested on GZDoom.
https://file.io/uvspch
Use it on a really unfair slaughter map to even the odds a little.

>> No.5717156

>>5717153
it gives me the 404 error

>> No.5717158
File: 319 KB, 539x452, tacodemon.png [View same] [iqdb] [saucenao] [google]
5717158

>>5716901
Well, maybe the image should specify that.

>> No.5717159
File: 1.85 MB, 720x360, Gildmaster stuff.webm [View same] [iqdb] [saucenao] [google]
5717159

>>5716806
Started work on the knightmare Cybermancer, he still needs a proper sprite set but his attacks are done, save for some tweaking and balancing as Yholl went overboard and made this guy a fucking menace.

>> No.5717160

>>5717158
Usually the person who posts it mentions what you're working on. Except in this case some dumb rookie jumped the gun and posted it right as I was getting ready to do it myself.
Besides, screenshot saturday is a trend amongst indie devs and shit.

>> No.5717161

>>5717156
Well shit
Try this http://s000.tinyupload.com/index.php?file_id=51950337673085968666

>> No.5717167

>>5717123
Yes. It has some good parts but some of the fights get really retarded with the enemy spam. Like there's just a million hell knights, imps, & barons down there, but you're on a raised elevation where they can't get to you. So you have a choice of either bumrushing past them risking death, or camping for a million years picking them off. How does someone playtest that and think "Yep, this is fun"?

>> No.5717168

>>5717161
i works now

>> No.5717169

>screenshot saturday is a trend amongst indie devs
How did that come about? And why saturday in particular?

>> No.5717170

>>5717169
meant for >>5717160

>> No.5717173

>>5717169
>>5717170
Fucked if I know, it's just a thing that popped up, if I were to hazard a guess I'd say Saturday is a good way to end the week and cover anything that was made. Plus the alliteration sounds nice.

>> No.5717175

>>5716580
And?

>> No.5717182

>>5717159
We need to get you an edited MAP01 where there's a chaingunner waaaaay off in the distance

>> No.5717198

>>5717161
Ok so i tried it and i gotta say it has so many function i think i might just add the skullthrottle
music function from trailblazer to this gun just to add more hilarity into this.

well done, lad
The rocket kick made me laugh holy shit.

>> No.5717217

Are you a bad enough dude to pistol start Plutonia in Ultra Violence with -fast enabled?

>> No.5717219

>>5717198
I'm glad it has appeal, makes me want to make more cool/weird weapon mods

>> No.5717227
File: 87 KB, 800x493, sigil.jpg [View same] [iqdb] [saucenao] [google]
5717227

>>5717098
"level design"

>pic related
level design

>> No.5717234

>>5717217
I barely got through PSUV without -fast, don’t make me do it again

>> No.5717241

>>5717217
Nope

>> No.5717242

>>5716874
What this?

>> No.5717264

>>5717219
Well let me give you that small edit i did to add a song there, the credits and the decorate should tell you what it does, hopefully it can help you!
https://drive.google.com/file/d/11D0USQHWNfAYfd-q4zZ-8z7gMtWnCr5a/view?usp=sharing

>> No.5717278

>>5717241
Neither am I

>> No.5717281

>run into a room like a retard
>uh oh there are a lot of enemies lmao
>run back into the entryway that I came into the room from
>shoot at things in the room for about 5 minutes from the safety of the doorway
ogDoom's "combat" is a joke.

>> No.5717291

>>5717217
I'm not ready, decino

>> No.5717307
File: 1.19 MB, 1920x1080, yep.png [View same] [iqdb] [saucenao] [google]
5717307

>>5717242
It's WIP Ashes 2063 ep2 stuff.

>> No.5717312

>>5717281
Don't play like a scared baby?

>> No.5717331

is Fresh Supply worth buying if I already have BloodGDX?

>> No.5717332

>>5717312
Why wouldn't I when the game rewards me the most for playing that way?

>> No.5717337

>>5717332
Trading in fun for constant 100% health doesn't sound very rewarding.

>> No.5717342

>>5717337
>playing inefficiently is the only way to have fun
#1 sign that a game is poorly designed.

>> No.5717345

>>5717337
He's not posting in good faith you ding dong, he's playing like you a damn fiddle.

>> No.5717346

>>5717342
Why do mappers even place medkits and armor when scared baby mode is the best option, right?
You're an obvious troll, my dude.

>> No.5717348

>>5717345
Benefit of the doubt. You never know until the second or third post.

>> No.5717349

>>5717332
When I map I relish giving players maximal freedom to traverse the level as they wish.
Then door cowards like you abuse that freedom and complain that they're making the game unfun for themselves.
So whenever I set up a forced ambush encounter that seals you into an arena, It gives me great satisfaction knowing it'll piss off nerds like you.

>> No.5717352

>>5717349
Yeah but the thing is I wish the game had more locked arenas because they force me to get good at the game. Sorry you lose either way my friend.

>> No.5717358

>>5717227
"level design"
>romero

>> No.5717369

>>5717352
So play Stronghold.

>> No.5717397

Has anyone ever made any Doom 2016 inspired TC?

>> No.5717427

>>5717073
Yeah, I just changed a few things with my autoloads.
Turns out also that a new set of brightmaps I was using conflicted with the spritefixed ones, so I cut a few from those (they were basically the same anyway).

>> No.5717462
File: 399 KB, 760x540, strawman.png [View same] [iqdb] [saucenao] [google]
5717462

>>5717142
Unless you're maybe talking Plutonia on Nightmare! difficulty, nobody anywhere is fucking saying that, 99% of people who have played the original Doom episodes will tell you that they're not very hard.

>> No.5717474

>>5717397
theres like four i think, metadoom, argent, d4d, probably some other shit.

>> No.5717478

>>5717474
Inb4
>GRRRR THOSE DON'T COME WITH ARENA MAPS

>> No.5717508

>>5717331
No.

>> No.5717514
File: 8 KB, 389x371, that is my huge guts.png [View same] [iqdb] [saucenao] [google]
5717514

Haven't been here in years, felt like playing some cooperative online. Did Zandorum get more popular, less, or stay the same?

>> No.5717515

>>5717478
honestly i think porting doom 3 and 2016 into gzdoom and zandronum is just wasting potential that could be used to make actually interesting wads. I don't really like any of the doom 2016 gameplay mods but i like doom 2016, it doesn't translate well into 2d and just ends up being unsatisfying and janky.

>> No.5717521

>>5717474
I mean like mapsets

>> No.5717534

>>5717514
i think it's still megaman/complex stuff
unless you want to start a new server or something

>> No.5717538

>>5717515
>I don't really like any of the doom 2016 gameplay mods but i like doom 2016, it doesn't translate well into 2d and just ends up being unsatisfying and janky.
This, thank you.

>> No.5717550

>>5717515
a problem i have with 2016 mods for doom 1 is when they translate the balance of that game and not just some of the features
like the rocket launcher having a different firing speed

>> No.5717553

>>5717534
I don't mind the complex stuff, but I remember having a blast on the zBlood server. Shame it's empty.

>> No.5717564
File: 576 KB, 1008x780, Screenshot_Doom_20190706_193503.png [View same] [iqdb] [saucenao] [google]
5717564

>>5716806
roadtrip

>> No.5717580

>>5717521
I remember someone posting about a mapset or maps made for the doom 2016 gameplay mods, trailer showed the dude doing gauss cannon rocket jumps. I can't find it, but it was on moddb, will continue looking.

>> No.5717585
File: 669 KB, 960x540, 1561675452794.png [View same] [iqdb] [saucenao] [google]
5717585

Just curious: do you anons have experience mapping for other retro games besides id-build engine games?

Such as:
Thief
Unreal
Ghost Recon/R6/SWAT
Morrowind
Deus Ex

>> No.5717592

>>5717585
I've played around a bit with Morrowind here and there, mostly for small stuff I just really wanted, or fixing one or two things which bothered me with someone else's mod.

>> No.5717602

>>5717397
Not any TC since recreating the levels would be nigh impossible, but for weapon/enemy mods you have D4D, D4T and its addons, Argent, Zion, etc.
Be warned, the only ones that are anywhere near “accurate” and “fun to play” are the first three I mentioned, and D4D is quite bloated.

>> No.5717606
File: 1.45 MB, 1920x1017, Screenshot_Doom_20190707_024642.png [View same] [iqdb] [saucenao] [google]
5717606

>>5716806

>> No.5717613
File: 2.03 MB, 1920x1017, Screenshot_Doom_20190707_024720.png [View same] [iqdb] [saucenao] [google]
5717613

>>5717606

>> No.5717626

>>5717553
You can play multiplayer on actual Blood now.

>> No.5717714
File: 146 KB, 251x288, james is shocked.png [View same] [iqdb] [saucenao] [google]
5717714

>>5717626
Wait really? Like just Co-op? Where and how?

>> No.5717727

>>5717714
bloodgdx source port.

>> No.5717759

>tfw /arena/ is dead
>remember the time where some qc stuff was leaked and turned out true

>> No.5717763

>>5717714
>>5717727
There's also multiplayer in the remaster by Nightdive Studios, though I heard it's buggy.

>> No.5717776

What's the one game you'd recommend to someone entirely new to retro fps?

>> No.5717779

>>5717776
besides doom?

>> No.5717787

>>5717776
Retro FPS 101: Doom
Wants to go a bit deeper down the roots: Wolf 3D

>> No.5717792
File: 310 KB, 1920x1080, 1553795485059.jpg [View same] [iqdb] [saucenao] [google]
5717792

>>5716345
can I scale these entities?

>> No.5717795

>>5717792
no idea
the wizards might know

>> No.5717804

>>5717787
Heretic because it's basically Doom but art direction isn't all over the place.

>> No.5717808

>>5717804
meant for >>5717776

>> No.5717809

>>5717804
well Corvus is an elf
and elves are for ____

>> No.5717813
File: 326 KB, 1920x1080, 1535935721504.jpg [View same] [iqdb] [saucenao] [google]
5717813

>>5717792
you guys are alright, just don't go to the dam tomorrow

>> No.5717832

>>5717809
Bully.

>> No.5717873

Hey, HUH project lead. You been reading up on your Quake mapping skills? Making a hub map might not be the easiest thing in the world.

>> No.5717902
File: 1.78 MB, 500x281, b68.gif [View same] [iqdb] [saucenao] [google]
5717902

>>5717873
I may have underestimated the amount of work that might take yes
I figured the only thing I would have to do is connect the end portals of each level to the start map so you go back there every time you finish a level, as I understand the game checks for the start map itself and then strips your weapons accordingly.

However one of the experienced Quake mappers approached me with a progs file that forces shotgun start at the start of each level, so we could do use that while packaging all the levels into a single episode.

We may have to put that to vote once all maps are submitted.

>> No.5717927
File: 1.97 MB, 1920x1080, spasm0001.png [View same] [iqdb] [saucenao] [google]
5717927

>>5716806
I have no idea what I'm doing in terms of map flow, but decorating is fun.

>> No.5717936

>>5717902
>as I understand the game checks for the start map itself and then strips your weapons accordingly.
What it actually checks for is whether the player has collected a rune. You can actually force shotgun start by giving the player a rune in the start map and using a separate part of the map to redirect to itself with another level trigger; it'll clear the player's inventory nicely, but unfortunately players sometimes get a little confused by the repeated rune pickup if they're not familiar with the setup. QUMP used this setup, actually.

>> No.5717937 [DELETED] 
File: 237 KB, 900x1080, 1559487157645.jpg [View same] [iqdb] [saucenao] [google]
5717937

>>5717281
Once you get more confident at the game and learn how to better manipulate enemies, you'll kick that habit. I find that in a lot of areas it's better to run forward to a better hiding spot inside, and in the process of doing that you'll cause half the enemies in a room to infight, making it easier to pick off the ones that aren't since you have less focus on yourself.

>> No.5717940
File: 71 KB, 303x478, 1559828737133.jpg [View same] [iqdb] [saucenao] [google]
5717940

>>5717281
Once you get more confident at the game and learn how to better manipulate enemies, you'll kick that habit. I find that in a lot of areas it's better to run forward to a better hiding spot inside, and in the process of doing that you'll cause half the enemies in a room to infight, making it easier to pick off the ones that aren't since you have less focus on yourself.

>> No.5717948

>>5717937
>>5717940
You gotta organize your images better dude.

>> No.5717953
File: 75 KB, 640x412, 1559000364456.jpg [View same] [iqdb] [saucenao] [google]
5717953

>>5717948
I mean he wasnt that far off, since we got a gote companion mod for a while now

>> No.5717954
File: 36 KB, 640x400, 1548872512191.png [View same] [iqdb] [saucenao] [google]
5717954

>>5717948
I usually do, sorry anon.

>> No.5717957

>>5717936
in any case whether or not we do a hub map the progs will come in handy to make that cleaner

>> No.5717962

>>5717953
>>5717954
> thr gote
> not the bully lizard

>> No.5718016
File: 61 KB, 704x704, DNV9koMXkAAnqFu.jpg [View same] [iqdb] [saucenao] [google]
5718016

>>5716134
How does MGQ3D work? Do you just dump the entire .zip file into your GZDoom folder?

>> No.5718023

>tfw Blood's best levels are fantastically intricate and complex and the game pushes its engine to the absolute limit but the enemies aren't very interesting

>> No.5718047

>>5718016
Better call the id hotline

>> No.5718107

I'm sure this question has been asked a million times but exactly how did Bobby Prince avoid getting sued out of existence for Doom 1/2's soundtrack?

>> No.5718110

>>5717714
Do you want to play?

>> No.5718112

>>5718107
I assume he coasted entirely on the good will from the artists and/or they didn't care because it was doots in a videogame

>> No.5718114

>>5718107
He was a lawyer so maybe he knew how much you can get away with before it infringes on copyright.

>> No.5718116

>>5717962
She’s a companion too.

>> No.5718118
File: 85 KB, 1280x800, evi-title-moddb.png [View same] [iqdb] [saucenao] [google]
5718118

Will it ever be topped?

>> No.5718125

Should I use cosmetic Duke

>> No.5718126

Fuck Quake Live's community

>> No.5718141

>>5718126
You don't like Clan Arena?

>> No.5718143

>>5718141
*instagib

>> No.5718148

>>5718118
Ancient Ayys is better

>> No.5718167

>>5718118
Depends on what you like, buuuuuuuuddy

>> No.5718171

>>5718141
Good thing there's years and years worth of Q3 community content that nobody plays anymore

>> No.5718226

>>5717227
Fucking based. These poor anons think their sorry excuse of "levels" become unconditionally good with sprawls and shitton monsters.

>> No.5718259

TNT2 Devilution is going to suck bad

>> No.5718262

>>5718259
What's the point of remaking TNT? Any random oldschool wad do the same. TNT has no style, it's a collection of maps.

>> No.5718263

>>5718171
I’d be willing to do multiplayer of any game that has it with people from here, but it’s even harder than starting mapping projects

>> No.5718265
File: 126 KB, 384x313, idk.png [View same] [iqdb] [saucenao] [google]
5718265

>>5718262

>> No.5718268

>had first dream about a game in years
>it’s about a doom mod
I was dreaming of samsara, but made with the budget of an AAA studio, so basically quake champions but you know, not a complete mess

>> No.5718270

>>5718268
Return to the source.

>> No.5718275

>>5718268
That would be the greatest game, but getting all the people who own the rights to each series to cooperate would be an absolute, costly, time wasting nightmare. Think of how many notable retro shooters there are. Now imagine all the ones that flew under the radar. Now imagine if this was expanded to FPS games released this century. Think of all the generic shovelware shooter games released in the mid-2000s. The way I see it, you’d have to add a small amount of popular characters to the base game, and then either release new characters over time, or allow extensive mod support so fans can add in whoever they please.

>> No.5718279

>>5718275
go the smash brothers route and only add in famous (relative to fps) characters and then hold ballots to see what the people want

or just asset flip ripped models and make a bootleg gmod gamemode

>> No.5718304

>>5718268
Stephan Weyte is getting up there in years. Get him to do a ton of Caleb lines before it's too late! It can still happen!
Nah. Sounds like a nice dream though.

>> No.5718307

>>5718279
Getting all of the rights holders to cooperate would be a hideous ordeal.

>> No.5718324

>>5717051
I'm personally a fan of Eternal Doom

>> No.5718337

>>5718304
>77
oh no
At least I recall him saying somewhere that he’d be up for reprising his role. After everything Duke has been through, I’m not so sure Jon is very enthusiastic about being him anymore.

>> No.5718365

>>5718337
except Jon loved the shit out of DNF when it came out. still does I believe.

>> No.5718374

>>5717051
This type of posts are stupid imho

>> No.5718389

>>5718259
I thought Devilution got rebooted into Revilution, which was released in 2017. Or did another "Devilution" project get started?

>> No.5718391

>>5718118
Once SUPPLICE comes out

>> No.5718393

>>5718262
>TNT has no style
I disagree with you there heavily. TNT is pure techbase goodness for like the first two-thirds of the game. I haven't played it in like half a yaer but I remember it having a lot of cramped, dark areas and nonlinear mazes. It's certainly different than DOOM2 or Plutonia, which have their own styles.

>> No.5718403

>>5718389
>Or did another "Devilution" project get started?
No. The 2 stands for TNT 2.
In fact the story continues to where it's left.
But it sucks anyway

>> No.5718410

>>5718393
>techbase goodness
lmao
The original TNT is pure shit in his architecture and style.
If you want what you described, just play TNT Revilution.

This TNTmeme just gone too far

>> No.5718413

>>5718389
Revilution was a split from TNT2, not a reboot.

>> No.5718414

>>5718118
In terms of what? Gameplay? Style?
I think that there are other megawads that plays better.

>> No.5718417

>>5718016
have sex

>> No.5718421

>>5718391
I agree.

>> No.5718427

>>5718410
TNT TNT TNT TNT TNT TNT TNT TNT
Halderman died. Too bad. He should've been part of it.

>> No.5718432

>>5718427
Yeah.

>> No.5718443
File: 444 KB, 2048x1360, aa6507522e1c606ba0e2475ed06a734b.jpg [View same] [iqdb] [saucenao] [google]
5718443

>>5718417
Even if it did, it's "partner" would be guilty of beastiality.

>> No.5718446

>>5718391
>“But Mek!” I hear you ask, “What about Supplice/Vela Pax/[insert project here]??!?” Aw shucks, you remembered! Well I think this post has drug on a bit too long now, so I’m not going to go into details on those projects. What I’ll do instead is make proper posts for them in the future (I swear I’ll try to make time for it). The quick answer to that question is that everything is still in progress in one form or another. It’s a bit surreal to think how long I’ve been working on those things…or not working on them, depending on your view. So hey, look forward to that I guess!
Pretty dead.

>> No.5718448

>>5718118
Eviternity is great, the texture set is absolutely phenomenal. I just think, besides the cyberbaron (i like the idea of having both a rocket launcher and chaingun on it), a couple of its new monsters are a bit boring in concept compared to what Valiant did.

>> No.5718450

>>5718391
I'd honestly expect BTSX E3 to come out before that one does.

>> No.5718451

>>5718324
I like Eternal Doom too, but its very much an acquired taste kind of level set. Not everyone enjoys hexen-esque switch hunts.

>> No.5718454

Shambler's List.

>> No.5718457
File: 1.18 MB, 1330x915, supplice.png [View same] [iqdb] [saucenao] [google]
5718457

>>5718446
>last screenshot post 10 days ago
>dead

>> No.5718458

>>5718450
Sure

>> No.5718459

>>5718454
Shambler is pissed.

>> No.5718460

>>5718446
There was an update late last month.
A DM map. Great.

>> No.5718464

>>5718457
Happy to see that there's some update for Supplice.

>> No.5718465

>>5718460
Play DM.

>> No.5718467

>>5718465
Nah dude.

>> No.5718468

>playing through the 100 Greatest WADs list
>H2H-XMas
I'm kind of confused at why this made it. The maps are practically spam with some really fucking dick moves (e.g. MAP07 having a space you can drop down to where you're just boxed in by barrels and have to kill yourself), and after the first couple levels it doesn't even really resemble anything winter-y. Did it just make the list for historical significance or somesuch, being one of the first megawads with a theme?

>> No.5718469

>>5718465
>picks the SSG
>everyone just spamming plasma
DM is a mistake in my opinion. It's pretty boring to play, even in LAN.
Coop is much better. Plus in LAN.
I play it with my girlfriend

>> No.5718483

my god the 2016 mancubus looks like shit lmao why'd they give this a pass

>> No.5718484

Trying to compile in QuakeC (I just want to change damage output of some weapons for a mod). What's the best QuakeC compiler for Windows 10 64-bit computer?

>> No.5718497

Be honest with me. Do I need to learn QuakeC to make mods for Quake? Beyond just making new maps?

>> No.5718505

>>5718457
Still just deathmatch maps, though.

>> No.5718509

>>5717564
god damn that coloring is terrible

>> No.5718512

>>5718468
I believe it was mainly designed with deathmatch in mind with single player just slapped on. And yeah, it probably was included for being the very first community megawad to release.

>> No.5718514

>>5718512
You know I probably should have considered the deathmatch possibility. I feel kind of bad for being so negative if that was the case.
I feel like it would be good for me to explore DM maps and not just play single player, but Doomseeker doesn't seem to really play unmodded DM anymore. I really enjoyed CTF back when people played that, but I feel like versus has died off in general unless you like MM8BDM which I kind of still do gameplay-wise but don't play it anymore because of its community, which is a shame.

>> No.5718515 [DELETED] 
File: 771 KB, 320x240, bri.gif [View same] [iqdb] [saucenao] [google]
5718515

wtf is this thing from the last thread¿?
does it even exist
somebody give a link please

>> No.5718517

>>5717142
Never once have I seen a doom fan claim that the iwads are hard because of pwads. Not sure where you're getting this rubbish from.

>> No.5718518

>the official name for a Spore in Quake's source files is "tarbaby"
lol ok

>> No.5718523

>>5718483
thats the point its supposed to be a gross shitty looking monster

>> No.5718526

Is Quake harder to mod than Doom?

>> No.5718527

https://www.youtube.com/watch?v=7vy_WohN_ic
best theme standing by

>> No.5718531

https://www.youtube.com/watch?v=ET3HgFwRIO0

>> No.5718546

>>5718531
Shit, my long as hell trigger phrase! I've been a sleeper agent this whole time. Now I have to go do the thing. Can't control it.
Oh, you satanists. You got me!

>> No.5718581

>>5718118
NRFTL, Sigil are miles better than your overrated mapset, Dragonfly.

>> No.5718598
File: 318 KB, 1256x2047, IMG_20190707_130915.jpg [View same] [iqdb] [saucenao] [google]
5718598

>>5716134

>> No.5718602

>>5718598
Why DOOM doesn't receive that love from artists

>> No.5718604

>>5718515
It's photoshopped. Not real.
Or never released

>> No.5718615
File: 406 KB, 874x895, IMG_20190707_132731.png [View same] [iqdb] [saucenao] [google]
5718615

>>5718598

>> No.5718623

>>5718526
>>5718497
>>5718484
Can anyone here respond?

>> No.5718625

>>5718623
Quake is harder because is more complex and modern.
If you don't have a clue about thinking clever, like programming and problem solving, it's better that you stick with DOOM mapping.

>> No.5718629

>>5718625
I've never mapped for Doom or Quake, but I just spend a few hours experimenting with Quake. I now have a version of progs.dat with all the movement and weapon damage physics changed, 2D images like the main menu are different, and I made a basic map.

So I think I get how to change everything except for the models. I want to change what the main player looks like and some enemies but I can't find a free model editor yet. QuakeC actually seemed simple enough to learn even though I just skimmed through it for things that obviously signified health, running speed, or damage and changed the numbers around. From what I can tell, I change the quakec files and compile it for basic gameplay changes, change the gfx stuff for 2D image changing, make my own maps with Trenchbroom, and somehow (I am stuck here) change the .mdl files in prog with a model editor.

What do you mean about needing programming and problem solving though? What problems could I encounter?

>> No.5718632

>>5718629
>What problems could I encounter
Everything is a problem.
When you write code, every digit is a permutation in your coded reality. For what I see, you have a clue for what's going on, so, keep this way, and don't fall, or maybe, fall with no disgrace.

>> No.5718636

are you on drugs

>> No.5718643

>>5718632
So the problems will come up when I try to get deeper into editing the quakec files to make progs.dat then? On the mapping side Trenchbroom seems beautifully made. I guess there are problems with collision to watch out for in Trenchbroom and I read something about sky and water textures never touching. I'll play around with it some more then before I actually try to make a map.

>> No.5718646

>>5718643
Good luck, anon. I believe in your determination, here, on 4chan there are no people like you.

>> No.5718650

>>5718523
so you're saying the design is garbage on purpose
ok

>> No.5718662

The mega download failed on me now my transfer quota exceeded. Could someone give me a mirror to the quake1 file? thanks :)

>> No.5718667

>>5718650
Stop this shitpost please.

>> No.5718676

>>5718667
stop crying to me for literally no reason

>> No.5718680

>>5718667
the fuck do you expect me to do about it?

>> No.5718681
File: 379 KB, 1600x1024, kill-room.jpg [View same] [iqdb] [saucenao] [google]
5718681

>>5716673
Rainbow six is not really realism in the fighting itself, it's a simulation of planning and execution. Anyway, Rainbow Six Raven Shield is the best in the series, it has the planning stage like the older titles, but now you can also give direct orders to your squad during the execution phase. The AI can spaz out sometimes, but overall, it's a very fun and challenging experience.

For alternative Tacticool recommendations
SWAT 3/4 are great, SWAT 3 having some of the best AI team mates i have seen in a videogame, and SWAT 4 nailing the atmosphere of raiding the apartment of a serial killer. SWAT 4 can spook you to the core, even if there is literally only 1 suspect in the entire map.
https://youtu.be/vPmrXozKbhQ

For a never title you might want to check out Door kickers, it's an indie game taking direct inspiration from the planning stage in the Rainbow Six games, and mixing it with some elements from SWAT. It's a 2D top down game, so don't worry about it not running well.

>> No.5718683

>>5718650
Hey, at least they changed it for Eternal. I didn’t think the D4 design was the worst, but the Oculus Rift version can fuck off.

>> No.5718689

>>5718683
oh no eternal's version works because they took the original one and put a spin to it. but its mostly the original design that does it for me. whereas the 2016 mancubus looks like a fucking ben 10 alien more than it does a demon, and it fucking boggles me hearing people liked it but >opinions

>> No.5718717

>>5718469
can i play with you_ __________

>> No.5718718

So is Blender the best model editor for Quake out there or is there one better designed for Quake I should be using? I'm new to any kind of graphical design.

>> No.5718726

>>5718718
make models in whatever editor you are proficient in, getting models into quake is another story, there are plugins for that but best option is probably using Noesis to convert your models

>> No.5718728
File: 8 KB, 259x194, bobby.jpg [View same] [iqdb] [saucenao] [google]
5718728

>>5718107
He told iD he would only give them the music if they took full responsibility for whatever happens, expecting that they'd get their tits sued off.
To his surprise, the guys didn't ever get sued into oblivion by record labels.

>>5718114
He denies this, he says there's really no clear rules on sampling, and he thought he could get in trouble for the material he did for Doom, hence why the previously mentioned agreement.
He thought they were nuts.

He did a few interviews a while back:
https://www.youtube.com/watch?v=WMviJll6JZE
https://www.youtube.com/watch?v=q1vNWT9Fbuw

>> No.5718747

>>5718728
Cool stuff.

>> No.5718759

>>5718726
Oh yeah I have Noesis. I'll keep that in mind.

>> No.5718776

>>5718728
Welp, I'm never ripping on him for plagiarism ever again. He simply gave them the tracks they wanted from him.

My guess is that iD felt safe doing it because of the shitload of (admittedly, Japanese) game devs who were getting away with doing it.

>> No.5718783

>>5717585
I tried to make maps for Deus Ex but UEd1 is so janky I gave up.

>> No.5718797
File: 127 KB, 722x683, 1558000856414.png [View same] [iqdb] [saucenao] [google]
5718797

>>5716553
Why God why? Slaughter map. I died like 30 times.

First off. What the fuck is bounce-1? My compiler hasn't got that option. Will that fuck with my gameplay?

You should mention you have difficultys in the readme. I realised I was only on skill 1 after a few deaths which had 98 or so monsters then changed to Skill 2 and it had 128 then. Most map readmes will tell you what skills are supported.

In terms of the map, ok so, were the shamblers supposed to be stuck in place? If so that's fine. How do you do that? I want a vore to stay in place in a room but by the time you get to him he's wandering around. Also the shamblers die in 1 grenade hit. Also on purpose?

It's pretty funny all these monsters are chilling out having Sunday mass before you show up. I liked the modelled open doors. I liked the candlesticks. Cool detail. I liked the little holy water hand dip thingy.

I found the second secret with the mega health and the ammo. But where's the 3rd secret? Couldn't find it.

I liked the little trick monster closet area. One piece of feedback would be to put ammo in the monster closets. I picked wrong a few times and out comes 6 monsters and by the time you've cleared them out you have no ammo for the next door attempt. So stick some ammo in the back of the rooms in case you pick wrong.

The ending was pretty unique too reminds me of Goldeneyes first level end.

I enjoyed it for a first map. Also fuck you for using those blue slime things lol

>> No.5718803

>>5716580
>Says shadow cloak does nothing
>Literally has a 30 second segment in the same video where he picks it up, becomes invisible and just mows 30 enemies down and they can't even see him

Did I watch that right?

>> No.5718814

>>5717585
Unreal Tournament.

>> No.5718826

>>5718803
There are 2 cloaks. One is Cloak of Invis, which works
Other is Cloak of Shadow which does nothing.

>> No.5718842

Confession: I can't bring myself to play through the entirety of any Duke3D episode past the first one because the sight of the slimers crawling up the screen gives me pants-shitting terror

>> No.5718845

>>5718842
Maybe "The Adventures of Square" is more your style....

>> No.5718852

>>5718845
That game has shit crawling up the screen, doesn't it? Alien Trilogy has the same effect on me. The choking hands in Blood just make me laugh.

>> No.5718854

>>5718842
Are you serious? Lol. They do like 5 damage.

>> No.5718856

>>5718852
Nigga The Adventures of Square is like Doom for 7 year olds. Just play it. It's actually fun and no there's no shit crawling up the screen. It's bright and happy all the way through.

>> No.5718857

>>5718856
>>5718852
It's also fucking free just look it up and try it.

>> No.5718875

The speedmapping guys for Quake 1 either need to take a break or just stop entirely. The amount of cheap bullshit that's been popping up in recent releases is unbearable. STOP WITH THE FUCKING VORE SPAM AND POORLY TESTED GIMMICKS, YOU HACKS!

>> No.5718884

>>5716553
>download and open
>starting area is slaughter-shit
>into the trash it goes
These aren't fun. They are never fun.

>> No.5718885

>>5718875
Clearly you don't have the need..... The need for speed.

>> No.5718889

>>5718885
Ironically their gimmicks that they're shoving into these things bring the game down to a snail's pace. The Sandtrap map in the most recent 1 was fucking awful at this

>> No.5718901

>>5716553
>take 2 steps forward
>6000 enemies jump on me
lmao

>> No.5718916

>>5716596
Anyone out there able to do this? Anyone?

>> No.5718938

>>5718728
https://www.youtube.com/watch?v=u2ND2hBfhGU
>tfw Bobby Prince made music for this, one of first game i played along with Doom

>> No.5718946

>>5717585
Been modding UT for about 15 years before I jumped ship to Doom. Most of what I made got lost forever because I was stupid enough to host my stuff on FileFront.

>> No.5718952

>>5718946
No local backups?

>> No.5718953

>>5718952
I was also stupid enough to not make backups, so whenever my disks died, everything was lost.

>> No.5718965

>>5718842
They're maybe intimidating in that sense, but they're super fragile and very weak. On top of that, there's the rare occasion where they'll outright just eat an enemy whole, something they can't do to you.

Once or twice I've actually had a stray Protozoid Slimer eat an entire Battle Lord, very anticlimactically, and very hilariously ending the battle just as it started.

>> No.5718967

>>5716673
oh also, if you want something similar to HD or Arma, try Operation Flashpoint, it was kind of a prototype for Arma, with the first Arma being made from recycled assets from the cancelled OF game. It was made by the exact same team.

>> No.5718993

>>5717217
https://youtu.be/a6TG4felebA

Well here he goes

>> No.5719018

>>5718946
>15 years
Well shit.
Any quick rundown on UT?

>> No.5719027

>>5719018
I'll only say one thing: if you want to make your mods work in multiplayer, you may as well quit modding UT altogether. You will have to study the most convoluted and twisted logic ever to do proper client/server netcoding. All about roles and reliability and simulation and authorities and proxies and whatever. I never bothered with that shit. Fucking Tim Sweeney and his tangled mess of an engine.

At least with ZScript I don't need to do anything for mods to work online.

>> No.5719029

>>5719027
but isnt multiplayer the whole point of UT?

>> No.5719032

How can I find out what counts as "kill" on my map? I justed posted two rotfish and a vore, but for some reason it tells me there are FIVE enemies during playtesting. Did I accidentally flag something as enemy or what gives?

>> No.5719035

>>5719032
Rotfish are bugged and count as two monsters each.

>> No.5719042

>>5719027
About DOOM, can you also give some tips for beginners on modding?

>> No.5719067

>>5719042
The best way to learn is to open up other mods and study how they work. That's how I've always done it. I started with ZScript by screwing around with the insides of gzdoom.pk3.

Obviously I have the advantage of already being a programmer, though. One should also familiarize themselves with languages like C and C++ (perhaps also Java).

>> No.5719070

>>5719035
Those little fuckers. Welp, guess I have to place a few tarbabies instead.

>> No.5719073

>>5719067
I have basic knowledge of Java.
>I started with ZScript by screwing around with the insides of gzdoom.pk3
That's a good idea... Never thought of doing that.
Thanks Marisa!

>> No.5719074
File: 298 KB, 750x726, 4XzlkVa.jpg [View same] [iqdb] [saucenao] [google]
5719074

>>5718993
The absolute fucking madman.

>> No.5719083
File: 130 KB, 962x692, 1537726377910.png [View same] [iqdb] [saucenao] [google]
5719083

>>5716135
A new beta release of La Tailor Girl;
https://forum.zdoom.org/viewtopic.php?f=43&t=58343&start=390#p1110538

>> No.5719112

>>5718842
You can literally kick them your face before they can even do anything. They're pretty much harmless.

>> No.5719120

>>5719032
Rotfish accidentally count as two enemies for some reason, but infuriatingly, you actually can't technically get a full killcount on a level they're in.

Quakespasm doesn't fix this, which kind of annoys me.

>> No.5719123

>>5719112
That too, Duke Nukem is so fucking agile and limber that even if he's crouched and crawling through a vent, if a Protozoid Slimer starts making love with his face, he can actually kick himself in the mouth and kill it.

The man must be quadruple jointed.

>> No.5719130

>>5719074
Fucking Gallagher, clean up after yourself!

>> No.5719131

>>5718581
>Sigilfag is still going at it
Sad and quite pathetic.

>> No.5719135

>>5718414
Which ones?

>> No.5719136

>>5718581
>Dragonfly

>> No.5719138

>>5719135
I'm busy to compile a list...

>> No.5719141

>>5719138
>couldn't even come up with a single one
So you were bullshitting then? Good to know.

>> No.5719150

>>5719141
No, you don't understand. I'm busy doing something else, not compiling a list.
Go out, work, study, or anything in addition to play DOOM, you will feel better.

>> No.5719151

>>5718938
Amiga or MS-DOS?

>> No.5719152

>>5719150
>I'm busy doing something else
Like shitposting?

>> No.5719157

>>5719152
Learning ZScript.
Can you shut the fuck up, and go back to >>>/b/ or Reddit?

>> No.5719161

>>5719150
You're taking the time to reply to me though? Are you fucking retarded? Literally name 3 wads better than Eveternity you goddamn autist.

>> No.5719165

>>5719161
>You're taking the time to reply to me though?
Doesn't take so much time to reply to a huge faggot like you. I can also do it blind, because you have no clue about anything. I can still read and type to you.

Because you're so worthless...

>> No.5719167
File: 18 KB, 200x486, Amiga3000T-200.jpg [View same] [iqdb] [saucenao] [google]
5719167

>>5718938
Demostar would have looked and handled great on ECS Amigas and PPC Macs.

>> No.5719168

>>5719165
>still hasn't named a single wad better than Eveternity
Fucking lmao this is just sad

>> No.5719172

>>5719168
Your life is sad. Just give up, and seriously, and this.

>> No.5719175

>>5719172
*end this

>> No.5719181

>>5719172
>Continues to sperg out like an autist and STILL can't name a single wad better than Eveternity
Sad.

>> No.5719187

>>5719151
MS-DOS or Win95 i believe.

>> No.5719190

>>5719027
How can you use zscript online?

>> No.5719197

>>5719190
Set up GZdoom online game, it's hard but it's the only way to run zscript mods in multiplayer.

>> No.5719204

>>5717585
I did a bunch of mapping for Unreal back in the day, and played with Thief's editor a tad.

>> No.5719228

>>5716134
How does it feel to know that Redneck Rampage Rides again is arguably the most playable and least glitch-ridden of the sequels to Build Engine games?

>> No.5719229

>>5719228
How is the level design in the Redneck Rampage games? Are they on the same caliber as those in Duke3D or Blood?

>> No.5719246

>>5719229
A lot of people don't like RR's level design, and they're not entirely wrong, but I find it pretty charming. The games most obvious issue is that the keys are borderline invisible against the level geometry and textures.
Gameplay wise it's not bad. Some enemies seem cheap, but like any build game once you get used to their patterns and pacing you can fly through maps, crouch shooting, and tossing dynamite like any other build game (maybe a little less fluidly).
It has some issues, but overall is a pretty fun game. And it's textures are some of the best in in the build engine games.

>> No.5719247

>>5719228
Never played it. I'm slightly turned off by the white trash caricatures actually.
How's the gameplay like?

>> No.5719248

>>5719229
>>5719246
Should add that I never played the expansions.

>> No.5719249

>>5718483
"muh lore"

>> No.5719270
File: 92 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
5719270

>>5719083
nice new titlepic

>> No.5719289

Okay, so when I make a secret door, do I have to make it a target to actually use the "not shootable" flag? I made some secret doors I haven't yet set the triggers for, and even though they have the not shootable flags set, I can still shoot them open.

>> No.5719304
File: 729 KB, 1008x780, Screenshot_Doom_20190707_135613.png [View same] [iqdb] [saucenao] [google]
5719304

oh no
its retarded

>> No.5719325

>>5719304
sure looks it, with the fog abuse and red/green coloring

>> No.5719329

>>5719304
>>5719325
???

>> No.5719380

>>5719304
wat is this

>> No.5719451

Colored light, how does it work? I am using the same stuff dumptruck uses in his tutorials, but when I add the "_color" property to any light, I don't get a color pick NOR does the light change its color even if I just enter the RGB or float numbers. Anybody knows what's wrong there? Something in Quakespasm?

>> No.5719469

>>5719181
seancon.wad is better now hush

>> No.5719478

has anyone here played shadowcaster?

>> No.5719497

>>5719478
Played a little a long time ago. I remember it looking good but not quite engaging. It felt like a simplified Ultima Underworld. I still want to get back to it someday though.

>> No.5719523
File: 6 KB, 597x335, file.png [View same] [iqdb] [saucenao] [google]
5719523

>>5719451
Something wrong on your end. Should work fine and look something like this in any TB release for the past year or so.

>> No.5719526

>>5719523
Well fuck me. I found out that when I use _light_color I get a color picker, but still no color in game.

>> No.5719552

>>5718602
Nanka Kurashiki

>> No.5719562

>>5718602
Not much topics to draw about

>> No.5719564
File: 36 KB, 720x648, 1519719830537.jpg [View same] [iqdb] [saucenao] [google]
5719564

>>5719523
I found the reason. Apparently there was a spacey boi sneaking in behind it AND FUCKING COMPLETELY KILLED EVERYTHING REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE I SPENT AN HOUR FIGURING OUT WHAT WAS WRONG

>> No.5719569

>>5719083
I am so tired of seeing more and more pictures of that dopey-ass looking girl

>> No.5719581
File: 91 KB, 320x200, INTERPIC8.png [View same] [iqdb] [saucenao] [google]
5719581

>>5719569

>> No.5719589

>>5719581
A horny shut-in made this. I get it. I don't want to see more.

>> No.5719593

>>5718602
there's plenty of good doom fanart
the fuck you talking about?
don't forget the fangames and mods already

>> No.5719594
File: 103 KB, 320x200, INTERPIC2.png [View same] [iqdb] [saucenao] [google]
5719594

>>5719589

>> No.5719596

>>5719589
then filter it you dumb

>> No.5719598

>>5719304
I know, you shitposting constantly about evilternity and attacking other modders for attention is pretty retarded. Wonder why you haven't already killed yourself.

>> No.5719604

>>5719598
s'arais is a faggot but let's stick to railing him for things he's actually done, instead of making things up

>> No.5719614
File: 2.18 MB, 540x304, 1544978314126.gif [View same] [iqdb] [saucenao] [google]
5719614

>>5719589
Dude, everyone here is a horny shut-in.

>> No.5719617

>>5719614
You can outgrow it. Trust me.

>> No.5719619
File: 108 KB, 320x200, nwf.png [View same] [iqdb] [saucenao] [google]
5719619

>>5719581
ten million years on paint

>> No.5719620

>>5719617
Grow out of it. Shit.

>> No.5719643
File: 1.55 MB, 1655x1303, kuro monochrome.png [View same] [iqdb] [saucenao] [google]
5719643

>>5719617
>>5719620
Fuck that, I like being a pervert.

>> No.5719647

>>5719619
wew

>> No.5719691

>Lt Typhon
Given that Skelegand has a Shcok Troopers profile picture I feel like this was a lost opportunity to make a Big Mama mod

>> No.5719693

Any other mods for Chex Quest that change the enemy behavior? I know of The Ultimate Chex Quest and Chex Quest Pack but the former is bugged as hell and the other exclusively runs on Zandronum. Preferably I'd just like the enemies from TUCQ to be usable in the regular version of the game.

>> No.5719767
File: 159 KB, 1920x1080, 1549378406402.jpg [View same] [iqdb] [saucenao] [google]
5719767

>>5716345
I'm having a problem here, seems that I hit some kind of limit, my brushes disappear and the enemies appear on the other side of the center of the map
I don't see my map reaching that limit 2bh
how can I extend that?

>> No.5719773

>>5719767
That shit can only extend up to 4096 map units from the center. Had the same problem. Set the dimensions of your final map and move the whole thing to the middle.

>> No.5719778

>>5719773
I thought there was a command for going up to 32768
I didn't even start the biggest area

>> No.5719784

>>5719778
Uhhh, protocol 999 or something? Can't remember.

>> No.5719785
File: 336 KB, 1920x1080, 1554649098655.jpg [View same] [iqdb] [saucenao] [google]
5719785

>>5719767
>>5719773
oh boy

>> No.5719805
File: 7 KB, 201x251, 1548453069545.jpg [View same] [iqdb] [saucenao] [google]
5719805

>>5719767
>>5719785
>>5719784
ok, it's -protocol 999 in the .exe parameters

>> No.5719836
File: 12 KB, 67x55, idaddthatasrareintermission.png [View same] [iqdb] [saucenao] [google]
5719836

>>5719619
10/10

>> No.5719853
File: 1.21 MB, 1280x1024, spasm0001.png [View same] [iqdb] [saucenao] [google]
5719853

Done with all the lighting, I think.... what a horrible, horrible work.... I'll take a dump now and go to bed.
Tomorrow I'll try to place enemies and weapons and upload a first *actually* playable version for feedback. I could have never made it until today.

>> No.5719865

>>5719767
>>5719773
>"only" 4096 units
stop trying to make ad-sepulcher. make better use of the vertical axis instead of sprawling horizontally and make sure you're not forgetting player scale and speed.

>> No.5719878

>>5719865
I'm doing the goldeneye dam, hard to bend upwards

>> No.5719882

>>5719878
Are you the same guy who posted the Goldeneye watchtower and talked about making a dam in some of the last threads?

>> No.5719895

>>5719135
>>5719141
>>5719152
>>5719161
>>5719168
>>5719181
not him but dude calm down.. i think you've been taking the internet serious guy persona too far today. go outside and enjoy some sunshine, you NEET mongol.

>> No.5719909
File: 221 KB, 1920x1080, 1548807666367.jpg [View same] [iqdb] [saucenao] [google]
5719909

>>5719882

>> No.5719920
File: 253 KB, 487x280, hehu.png [View same] [iqdb] [saucenao] [google]
5719920

>> No.5719936

Wait, People design their levels THEN add monsters and lighting?

Im going room by room. Is this retarded?

>> No.5719938

>>5719895
>not him
Yeah okay retard. Even if you aren't him
>says that there are better wads
>ask him which ones
>uhhh im busy lol
>okay name one
>uhhh im busy lol
>okay you are full of shit then
>ugh get a life faggot you're so worthless unlike me of course
Fucking autist

>> No.5719950

>>5719936
Do what works for you anon

>> No.5719951

>>5719936
Nah. Whatever works for you. You might end up doing some changes but that's fine.

>> No.5719952

>>5719936
nah just roll with whatever works anon
if I have encounters planned then I make levels first, if I dont then I build encounter area and I test what monsters and layouts play the best

>> No.5719959

>>5716345
I'll need to spend a day with ericw tools documentation, the default options give me fullbright maps and my texture offsets straight up don't work

>> No.5720039
File: 418 KB, 1333x1000, ladies_of_quake_3_arena_by_rayph-d5t1sxs.jpg [View same] [iqdb] [saucenao] [google]
5720039

bros i need a FUCKING quake gf

>> No.5720049

>>5720039
I miss this art style, but I don’t remember Lucy’s face being THAT bad.

>> No.5720062
File: 140 KB, 1024x1024, phill-gonzales-2018-quake3-lucy-005[1].jpg [View same] [iqdb] [saucenao] [google]
5720062

>>5720049
It was, even if that artist took a few other liberties like Hunter's spine and outfit.

>> No.5720092

>>5720062
Her face isn't too bad in Q3, but her face is just straight up ugly in that pic.

>> No.5720105

>>5720092
I don't think you're meant to stare at her face.

>> No.5720109

>>5720105
yeah ideally you'd be looking away from her entirely

>> No.5720113

>>5720062
T H I C C

>> No.5720120
File: 44 KB, 414x422, 1505958046566.jpg [View same] [iqdb] [saucenao] [google]
5720120

>>5720109

>> No.5720121

>>5720109
spoken like someone who loves getting railed behind their back

>> No.5720125

>>5720121
imagine wanting to be buried under a mountain of lard

>> No.5720126
File: 114 KB, 263x212, Capture.png [View same] [iqdb] [saucenao] [google]
5720126

Do any of you want to play Blood Co-op with me?

>> No.5720129

>>5720126
Theres a face above the butt

>> No.5720131
File: 374 KB, 557x438, 1529155615060.png [View same] [iqdb] [saucenao] [google]
5720131

>>5720125
way ahead of you

>> No.5720136

>>5720126
Which version of blood?

>> No.5720137

>>5720126
could be fun, which port?

>> No.5720141
File: 31 KB, 411x310, E2M6.jpg [View same] [iqdb] [saucenao] [google]
5720141

>>5720125

>> No.5720147

>>5720126
nice ass

>> No.5720154
File: 5 KB, 86x118, 1437282733162.jpg [View same] [iqdb] [saucenao] [google]
5720154

>>5717153
>-black gloves

>> No.5720157

>>5716580
Isn't he that guy that's just an edgy version of Ross Scott, without any of the good humor?

>> No.5720167

>>5720136
>>5720137
gdx

>> No.5720168

>>5719936
The amount of time you put in going by either method would probably end up being pretty similar.

>> No.5720184
File: 255 KB, 1008x780, Screenshot_Doom_20190707_204418.png [View same] [iqdb] [saucenao] [google]
5720184

please kill me

>> No.5720187

>>5720157
No.

>> No.5720189

>>5720167
can you host or not? which episode

>> No.5720194

~Where is the trigger teleport box? My wad doesnt have that entity. Do i have to make it myself?

>> No.5720203

>>5720194
Theres point entities and theres brush entities. Point entities are things with predefined sizes, like monsters. Triggers are brush entities, so you need to draw a brush of the desired dimensions, apply the "trigger" texture, and right-click to create a trigger_once or trigger_multiple entity.

>> No.5720205

>>5720194
I see trigger teleport and I think you mean Quake, but I see wad and think you mean Doom.

>>5720203
The trigger texture isn't actually necessary, it just helps remember what's what in-editor.

>> No.5720206

>>5720189
Yeah, and episode 2

>> No.5720207
File: 6 KB, 145x145, 1549328007423.jpg [View same] [iqdb] [saucenao] [google]
5720207

>>5720206
alright, im ready to get crackin

>> No.5720210
File: 1.43 MB, 3840x2160, dfsdfsdf.jpg [View same] [iqdb] [saucenao] [google]
5720210

>>5720203
im looking through (based) Dumptrucks tutorials and he has a little teleport trigger entity box but i dont have that.

>>5720205
wads are used in the quake mapping aparrently for loading the textures and shit

>> No.5720216

>>5720210
From that screenshot, he's doing some hacky things there by forcing a point entity to act as a brush entity, in this case a teleport. The only reason to do that is to save space in the model count for your map, but no modern sourceport has problems with that anyway so you can just use all the normal brush teleports you want.

>wads are used in the quake mapping aparrently for loading the textures and shit
Correct, but only textures. Everything else is either raw assets or part of a .pak archive.

>> No.5720217

>>5720184
Is that Sigil?

>> No.5720218
File: 260 KB, 454x265, froge.png [View same] [iqdb] [saucenao] [google]
5720218

>>5720062

>> No.5720227

>>5720217
No.
sigil's done a lot of things but most of it's already been done prior

>> No.5720230 [DELETED] 

>>5720207
66.189.56.35
23513

>> No.5720234
File: 248 KB, 251x394, and i feel lighty NO WAIT.png [View same] [iqdb] [saucenao] [google]
5720234

>>5720184

>> No.5720246
File: 550 KB, 1473x1536, the others make no sense.png [View same] [iqdb] [saucenao] [google]
5720246

>>5720234
hahahah
AHAHAHAHA
end my torment

>> No.5720275

>>5720246
Do it for the bunny, anon. I believe in you.

>> No.5720282

So I got some decent discounts on my next purchase on steam from the event. Is Doom 4 worth? Anything else?

>> No.5720293

>>5720282
It's pretty nice, bit formulaic in combat sometimes (it likes to lock you into arena encounters somewhat frequently), but it's pretty fun.

>> No.5720359

>>5720207
>>5720206
Oh fuck i wanna play as well
ip pls

>> No.5720379

Who else is looking forward to the Doom Eternal mods that'll start development when the game releases?

>> No.5720384

>>5720379
Doom5Doom

>> No.5720390

>>5720384
Doom Eternal Doom
DED

>> No.5720412
File: 747 KB, 848x532, sss.png [View same] [iqdb] [saucenao] [google]
5720412

>>5720379

>> No.5720425

>>5720379
Only if they can get a properly-functioning grappling hook.

>> No.5720426
File: 300 KB, 1008x780, Screenshot_Doom_20190707_224502.png [View same] [iqdb] [saucenao] [google]
5720426

>>5720275
(screams internally)

>> No.5720429

Any good bunnyhop maps for Q1?

>> No.5720436
File: 281 KB, 1226x527, Screenshot_Doom_20190707_181803.png [View same] [iqdb] [saucenao] [google]
5720436

>>5716806

>> No.5720440
File: 40 KB, 1271x394, Screenshot_Doom_20190703_161048.png [View same] [iqdb] [saucenao] [google]
5720440

>>5716806
another one

>> No.5720442

>>5720436
>>5720440
Wide

>> No.5720446

>>5720379
from what i’ve heard, cooke is already trying to cram in eternal features into d4d despite it making no sense whatsoever

>> No.5720447
File: 235 KB, 1280x720, Screenshot_Doom_20190701_012952.png [View same] [iqdb] [saucenao] [google]
5720447

>>5720442

>> No.5720451
File: 309 KB, 1226x527, Screenshot_Doom_20190707_181459.png [View same] [iqdb] [saucenao] [google]
5720451

>>5720440

>> No.5720454
File: 433 KB, 1186x465, Screenshot_Doom_20190227_150045.png [View same] [iqdb] [saucenao] [google]
5720454

>>5720451

>> No.5720459
File: 405 KB, 1186x465, Screenshot_Doom_20190227_150334.png [View same] [iqdb] [saucenao] [google]
5720459

>>5720454

>> No.5720463
File: 510 KB, 1248x569, Screenshot_Doom_20190303_210451.png [View same] [iqdb] [saucenao] [google]
5720463

>>5720459

>> No.5720467
File: 20 KB, 156x156, finger_booom.gif [View same] [iqdb] [saucenao] [google]
5720467

gg

>> No.5720469
File: 1.27 MB, 1303x745, Screenshot_Doom_20190707_233724.png [View same] [iqdb] [saucenao] [google]
5720469

>>5720463

>> No.5720472
File: 273 KB, 720x360, And that was left-handed.webm [View same] [iqdb] [saucenao] [google]
5720472

>>5720467

>> No.5720479

>>5720359
>>5720467
If you guys want to play again I can give you my discord
Maybe we can do it again tomorrow

>> No.5720481
File: 205 KB, 280x160, 62VJfig.gif [View same] [iqdb] [saucenao] [google]
5720481

>>5720472

>> No.5720484
File: 563 KB, 1008x780, Screenshot_Doom_20190707_231152.png [View same] [iqdb] [saucenao] [google]
5720484

what is with the lighting bugs

>> No.5720498

>>5720472
Hey someone saved my stupid webm.

>> No.5720564

What's the best way to play Doom 64 on PC? I want it as close to the original as possible, but with keyboard and mouse support and ideally custom keybinds.

>> No.5720571
File: 40 KB, 600x453, 1488341389397.jpg [View same] [iqdb] [saucenao] [google]
5720571

>>5720564
Brutal Doom 64

>> No.5720589

>>5720564
Other anon is fucking with you, Doom 64 EX.

>> No.5720616

How big is your doom wad folder? Mine is almost ten gigies.

>> No.5720625
File: 230 KB, 1000x1000, 1560045934852.jpg [View same] [iqdb] [saucenao] [google]
5720625

>Stuck on MAP08 of Ancient Aliens for 8 hours
>Can't beat it in UV, pistol start, no saves

WAKE ME UP
I'll be having nightmares about that goddamn map.

>> No.5720628

>>5720625
>Trying to play AA with no saves
You brought this upon yourself.

>> No.5720630

>>5720628
not everyone is a save scumming bitch

>> No.5720632

>>5720628
I know. And I won't be able to rest peacefully until I accomplish the task. I'm cursed with this burden.

Furthest I made it was to the red UFO near the end, but that room was absolutely fucking insane for me. And the worst part is how the rest of the level is already pretty hard. I wish levels front-loaded their difficulty more, so that no-save runs weren't so painful.

>> No.5720637

>>5720625
>UV Max speedrun of MAP08 of AA is ~9 minutes

RIP anon's sanity
https://www.youtube.com/watch?v=Wj01muNO_hM

>> No.5720646

>>5720625
Where are you having problems?

>> No.5720652

>>5716367
>Using Fresh Supply for the video

So is it actually good now, then? Accurate enough for a worthwhile first playthrough of the game?

>>5716580
He namedropped /vr/ once in Pro Wang.

>> No.5720661

>>5720652
There's still some kinks.

>> No.5720664

>>5720652
Keep an eye on the changelog.

>> No.5720665

>>5720661
Anything major?

>> No.5720667

>>5720646
The part that I can't consistently beat is right after coming back down from the first UFO, in the large open area with the yellow key and a fuckton of revenants/mancubi/cacos/arachnotrons

I can sometimes dodge the combined barrage of homing fireballs/normal fireballs/plasma trails/rockets, but it's definitely the place where I've died the most.

The second UFO with the archviles and spectres was tense, but it's not that bad in my opinion, specially if you go in with the plasma gun

The third UFO's final fight with like 3 archviles, hell knights, shotgunners, and cacos also broke me. But I've only gotten there *once* in 8 hours. So maybe it's not so bad. It's just that the rest of the map really wears me down.

I tried speeding through ignoring many enemies to get back to the UFO fights quickly, but that can end up biting me in the ass because there's not enough in-fighting to deal with the hordes of cacos and archviles by themselves. So it might seem like the most consistent approach is killing everything as you encounter it - but the problem with being so thorough is that when you die, you get set back quite a bit of time. But then again it might be argued that consistently making it to the red UFO (even though it takes longer) through killing everything is better than many faster, shorter attempts that sometimes get cut short earlier because of overwhelming enemy numbers+projectiles flying around

>> No.5720671

>>5720665
Nothing I've noticed apart from the fatties not being as flammable as they should be.

>> No.5720673

>>5719936
Some people don't even texture their maps at all until the entire layout is made.

>> No.5720680

>>5720630
Using saves at all =/= savescumming

>> No.5720686

>>5720667
Well, I hope you know there's a soulsphere in one of the pillars after you've beamed down from the first UFO and cleared out all of the bastards. Helps out a whole lot.

Hell, you've probably found all of the secrets already. Who am I kidding?

Consider pre-firing some rockets at whatever monster closets you're familiar with. Gives you some time to move without having to worry about taking damage.

Aw, fuck it. Going at it for 8 hours has ruined you, anon. Try again tomorrow and you'll ace it in a run or two. Usually the case with these things.

>> No.5720696

>>5720686
I do know about the 2 secrets already, and I have been pre-firing closets - I guess my major problem is (like I said) not being able to consistently come out alive from the clusterfuck of homing+non-homing projectiles right after beaming down from the first UFO. And since I don't come out alive from it consistently, whenever I do come out of it, I'm already all tensed up because I know making a mistake now is going to take me back to before the clusterfuck.

But yeah. Maybe it's also a combination of getting tired/letting the salt accumulate too much. I'll go rest. I fully expect dreaming about playing that map with how much I've focused on it though. But I do want to beat AA. I wanna git gud.

>> No.5720704

>>5720696
Only 24 more maps after that one. Couldn't possibly get any worse, right? HAHAHAHAHAHAHAHA
You might be spending a few weeks on this project.

>> No.5720709

>>5720704
What are AA's top 5 hardest maps? I've heard its difficulty is all over the place

>> No.5720715

>>5720709
Don't think I ever played all of them. Mostly just took a bite out of a few random ones when it came out. I'd guess that the tail-end-of-episode ones are the longest/heaviest. Maybe the secret levels too.
Might need to get on that. Hm.

>> No.5720720
File: 127 KB, 344x287, ayy.png [View same] [iqdb] [saucenao] [google]
5720720

>> No.5720737

>try to make a vertical level in Quake
>enemies at the very top aggro while I'm at the very bottom
Oh boy, time to make a shitload of monster closets and teleports.

>> No.5720773

>>5720737
too many open spaces and/or forgetting the ambush flag

>> No.5720774

Oh my God. Why is every single level in Doom 2 In Name Only an epic journey. You'd assume a mapset based on Doom 2 would have a somewhat similar scope. But no, every map needs at least 300 monsters now.

>> No.5720780

>>5720774
magnum opus syndrome crops up pretty often in community projects
everyone wants their map to be the best, and for a lot of people, that means the biggest, grandest map they can possibly make
works out alright when only a couple people do it, but, well... you see what happens when everyone does it

>> No.5720784
File: 24 KB, 500x416, 1561421423139.jpg [View same] [iqdb] [saucenao] [google]
5720784

>>5720625
this made me want to try it myself and I did it on the first try
i love ancient aliens

>> No.5720793

>>5720246
what's this?
looks like a digestive tract

>> No.5720805
File: 10 KB, 369x300, 1543090320506.png [View same] [iqdb] [saucenao] [google]
5720805

>>5720773
>ambush flag
I feel really stupid now.

>> No.5720828

>>5720774
Unfortunately very common in high-concept based projects that are more concerned about filling a wad with 32 maps that follow such basic concept (In this case, the map is made with the stock level title in mind), than implementing rules and guidelines to keep the pacing of continuous play sane.

>> No.5720845
File: 8 KB, 640x480, FrSJNzZ.png [View same] [iqdb] [saucenao] [google]
5720845

>>5720784
ancient ayys more like ancient gayys
it's pretty fun

>> No.5720930

>>5720784
>>beer
i'm feeling thirsty now

>> No.5720961

why the monsters dANCE IN PLACE

>> No.5720964

>>5720773
>Tick ambush flag
>Enemies still move around

Reeeeeeeee

>> No.5720970

>>5720961
they're warming up

>> No.5720971

>>5720961
because they only had so many sprites to work with and they didn't want still enemies like iN WOLF 3D

>> No.5720975

>>5720971
WHY THEY CALL IT 3D IF MY SHARKBOY AND LAVAGIRL 3D GLASSES DON'T WORK

>> No.5720986

>>5720975
BECAUSE MArketing

>> No.5720991

>>5720961
theyre jamming it to the sick DOOM SPUNDTRACK you van have it too for 9,99 on steam BUY NOW

>> No.5720993

>>5720961
https://www.youtube.com/watch?v=SOFCQ2bfmHw

>> No.5721006

>>5720975
lmao

>> No.5721036
File: 113 KB, 1280x720, h2hmassanta.jpg [View same] [iqdb] [saucenao] [google]
5721036

ow, my face

>> No.5721060

>>5720975
>Wolfenstein 3D
>There's no 3DS port

>> No.5721073
File: 15 KB, 425x425, జ్ఞ‌ా.jpg [View same] [iqdb] [saucenao] [google]
5721073

>>5721060
If you say so

>> No.5721090
File: 109 KB, 320x200, file.png [View same] [iqdb] [saucenao] [google]
5721090

>>5719619 (not that guy)
>>5719836

Updated it to make it more expressive

>> No.5721124

>>5720436
>>5720440
Are these screenshots of a project or idea you're working on?

>> No.5721127

>>5720652
By namedropped, you mean strawmanned.

>>5720964
Sounds like it's time for you to make some monster closets.

>> No.5721142
File: 96 KB, 960x658, 1561654228112.jpg [View same] [iqdb] [saucenao] [google]
5721142

look at all this sourcecode, not a lot you havent seen before but its all dumped into one place
Didnt know JA2 had its code released

https://archive.org/details/gamesourcecode

>> No.5721146

>>5721142
Wrong thread, homeslice. Also that's more than a decade old.

>> No.5721147
File: 229 KB, 508x408, file.png [View same] [iqdb] [saucenao] [google]
5721147

been trying Quake mapping and i get this weird effect on the textures (to note, i did try without tilting the block but it seems to be resulting the same) any idea how to fix it?

>> No.5721195

>2010 was 10 years ago
oof

>> No.5721202
File: 33 KB, 320x200, apogee.gif [View same] [iqdb] [saucenao] [google]
5721202

>>5721142
noice
plenty of stuff to learn from
thank you anon

>> No.5721215

>>5721195
The things you don't know could fill quite a few books

>> No.5721236
File: 982 KB, 850x850, 1562029053644.png [View same] [iqdb] [saucenao] [google]
5721236

What is the best way to play Quake 1? Should I use a sourceport like Quakespasm or just go with winQuake?

>> No.5721237

>>5721236
WinQuake won't run all that great on modern systems (it works, but you'll get graphical glitches), Quakespasm is much more consistent and is easier to tweak and fine tune.
Do you need the music?

>> No.5721239

>>5721237
Yeah, music would be very nice. I think I should just download it from duke4.net right?

>> No.5721243

>>5721239
wait holy shit i forgot duke4 doesnt have quake ost, my bad
guess i saw the ost elsewhere and thought it was on the site

>> No.5721248

>>5721243
the OP you dumb

>> No.5721251
File: 29 KB, 457x457, 1536925195205.jpg [View same] [iqdb] [saucenao] [google]
5721251

>>5721248
yeah sorry about that

>> No.5721254

>>5721236
quakespasm, I have some commands that make it look like DOS, want me to post them?

>> No.5721257

>>5720447
Either that's Klingon blood or paint from paintball guns.

>> No.5721258

>>5721254
not him but go ahead sunshine
as long as I get to keep my screen real estate

>> No.5721260
File: 891 KB, 1365x708, file.png [View same] [iqdb] [saucenao] [google]
5721260

>>5721147
updated on the map, i have succeeded on making it ok, i just need to understand how to make the texture not look wonky when in diagonal, if it is possible that is.

>> No.5721261

>>5721258
here
gl_texturemode 1
r_particles 2
r_wateralpha 1
r_lerpmodels 0
r_lerpmove 0
r_shadows 1
cl_rollangle 1
v_idlescale 0.5
v_gunkick 2
gl_texture_anisotropy 16
fov 110
cl_bob 0.01
r_scale 2
r_viewmodel_quake 1
scr_sbaralpha 0.9
gamma 1.4
contrast 1.6
r_sky_quality 32
r_slimealpha 0.6
r_telealpha 1
r_waterquality 32
scr_conspeed 9999
scr_conalpha 1
scr_conscale 2
scr_menuscale 3
scr_sbarscale 2
sv_aim 1
change r_scale to 1 if you dont want the screen to look pixelated

>> No.5721303

>>5721260
>>5721147
Have you weirdly stretched them in the face tab? You could just select the brush and hit texture reset in the face tab and see if that changes anything.

>> No.5721324

>>5721303
ok ill try later

>> No.5721329
File: 1.39 MB, 1365x721, file.png [View same] [iqdb] [saucenao] [google]
5721329

>>5721303
>>5721324
IT WORKS, THANKS ANON!

>> No.5721336
File: 9 KB, 65x64, ranger.png [View same] [iqdb] [saucenao] [google]
5721336

>>5721329
nice

>> No.5721339

New thread.

>>5721337
>>5721337
>>5721337

>> No.5721342

>>5720961
The pathfinding in Doom tells them to rotate in a random direction for some reason

>> No.5721362

>>5720975
>MY SHARKBOY AND LAVAGIRL 3D GLASSES
based

>> No.5721384

>>5721251
Oh, did someone add the music pack in the OP?

>> No.5721394

>>5721329
very good

>> No.5721396

>>5721384
no i just made a small mistake
do you know where i could get quake 1 ost?

>> No.5721462

>>5718728
>He told iD he would only give them the music if they took full responsibility for whatever happens, expecting that they'd get their tits sued off.

No he didn't you tool. Bobby Prince is also a lawyer and knew exactly how far he could push it before it would become a legal issue.

>> No.5721546
File: 1.78 MB, 1920x1080, 1540954287890.png [View same] [iqdb] [saucenao] [google]
5721546

>>5719909
what am I doing wrong?
https://youtu.be/xnSqmHOh3XQ?list=PLgDKRPte5Y0AZ_K_PZbWbgBAEt5xf74aE&t=364
I even tried importing with Full Brites from a different .wad

>> No.5721556

>>5721546
Did you make it a func_wall_fence?

>> No.5721568

>>5721556
it says func_illusionary in the tutorial
if I do that the brush becomes totally invisible

>> No.5721570

>>5721568
Doesn't func_illusionary make it completely pass-through? Unless that is what you want. func_wall_fence just makes the 255 color value transparent.

>> No.5721572

>>5721462
He literally says that wasn't the case in the video linked.
It's *literally* in the post you're replying to.

>> No.5721576
File: 1.68 MB, 1920x1080, 1555367704317.png [View same] [iqdb] [saucenao] [google]
5721576

>>5721570
one problem at time, I just want to be able to see through first

>> No.5721595

>>5721546
I also tried the func_detail_fence said here:
https://ericwa.github.io/ericw-tools/doc/qbsp.html

>> No.5721812

>>5721260
Have unlocked the texture lock? If you lock the textures then stretch the brush it'll fuck up

>> No.5721929

>>5721572
Nobody has time to watch Youtube videos you homo. He's stated that he knew 30 seconds was pretty much the allowed sampling limit.

And he knew damn well it was because rappers had been sampling other people's shit for years at that point.

>> No.5721963

>>5721929
Not what he says in the video. Not my problem that you're a zoomer with zero attention span.

>> No.5722047

>>5720379
>tfw somewhat hoping for a good eternal inspired mod to keep patience but most of it is not good enough

>> No.5722105
File: 2.05 MB, 1920x1080, 1550643795934.png [View same] [iqdb] [saucenao] [google]
5722105

>>5721546
OK, I fixed, it
I'm working with PS, I was just picking the color from the Quake palette .png from here:
https://quakewiki.org/wiki/Quake_palette
and applying the Paint Bucket over the texture, all of this on RGB Color mode
It didn't work for some reason
I took the texture and on Indexed Color mode, applied the .act palette
Then changed it to RGB Color mode again and exported

>> No.5722106

>>5721384
>>5721396
Bullshit. You two are blind. It's there.

>> No.5722185

>>5721963
Been playing Doom since it came out fuckface

>> No.5722203

>>5722185
But you've not been paying attention.
I'll take the word of the actual composer with a legal background over some implication Romero slipped out once.