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/vr/ - Retro Games


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File: 40 KB, 392x332, CackleDemon.png [View same] [iqdb] [saucenao] [google]
6322535 No.6322535 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6316794

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 FUCKING DOOM
(or Quake, Duke, Marathon, 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 Doom, Quake, Douk, Blood, and more)
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
More /vr/ shooters
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Doom Shovelware
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR


Doom RPG series
https://mega.nz/#!Y7AjEawA!Ta2RQuOC235v0wQoLtVR7HJoN7bsiawkujSlq8A1Da4

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

>> No.6322539

=== NEWS ===

[4-5]
Raze 0.5.1 with all supported games. >>6314586
https://drive.google.com/open?id=1sZoTTV1m3yMq9QWch9Rc8AMmUgofpFkd

[4-5]
Cerberon Plaguemaker, a new Quake 2 singleplayer map is here
http://quakeulf.suxos.org/3d/maps/cerberon.zip

[4-5]
Doom 4 Vanilla 3.0 was released with Back to Saturn X compatibility
https://www.youtube.com/watch?v=KqBvoHiEbmk

[4-5]
Dark Forces DeHacker updated to v1.1 with a lot of improvements:
http://df-21.net/

[4-5]
Anon releases shitty Heretic mod:
https://forum.zdoom.org/viewtopic.php?f=43&t=68063

[4-3]
Doosk Heretic Update:
https://youtu.be/zB-IeeoDaeY

[4-2]
Nash is developing a Universal Glory Kill mod
https://youtu.be/0Nbm5-UjMLQ

[3-31]
BuildGDX updated to support Witchaven II and Duke 3D World Tour
https://m210.duke4.net/index.php/downloads/download/8-java/53-buildgdx

[3-31]
Latest Doom console ports got another update, along with No End in sight
https://twitter.com/bethesda/status/1245028022706724865

[3-31] Reelism 2 announced
https://forum.zdoom.org/viewtopic.php?f=19&t=68021

[3-28] Mr Friendly got an update
https://jp.itch.io/mr-friendly/devlog/130285/build-72-new-tool-new-writing-tuning-changes

[3-24] Unreal Evolution, by the creator of GMDX, has just released:
[YouTube] https://youtu.be/zQ66DlLGer8

[3-23] SiN remake in the works by 3DRealms and Nightdive:
https://twitter.com/Freschism/status/1241812573848244224?s=19

=== PREVIOUS ===

https://pastebin.com/PZDkqABT

TO SUBMIT NEWS, REPLY TO THIS POST.

>> No.6322545

>>6322535
Credit for image goes to Strong Bad
https://twitter.com/StrongBadActual/status/1227597924055515136

>> No.6322546
File: 1.40 MB, 400x259, Barrels O' Fun (Doom 2, Map 23).gif [View same] [iqdb] [saucenao] [google]
6322546

>> No.6322559

Did id release the source code for Doom 3? Do ppl make mods for it? My friend had it when it originally came out and I played some of it but since it wasn't mine I never did a full play through

>> No.6322564
File: 1.02 MB, 1920x1080, carwarz.png [View same] [iqdb] [saucenao] [google]
6322564

>>6322503

Yeah, I'll be making a torrent and chucking it on my gdrive that's got the retrofps and shovelware in the op.

I'm gonna look at making a lite version too with just the repo in case people don't wanna download everything.

>> No.6322585

>>6322559
Yes and yes. There are a lot of balance tweak mods (check on moddb) and some people have made whole new games on it, like The Dark Mod (Thief fan game). I remember there was a partial conversion with Quake enemies and a big castle map, and there was also an attempt at a Hexen fangame.
There is a sourceport called dhewm3, but its not really necessary since the original supported modding and runs fine in windows 10 (including widescreen n stuff).

>> No.6322596

>pop into ZDF and DW for my biweekly mod/map updating
>discover that typical forum drama occurred while away, apparently Tormentor667 is wholesale lifting others' map parts and textures and passing it off as kraut building blocks
>DW thread was calling him out on it before it got locked
>ZDF mods play their usual invertebrate shtick and act like morons
I feel like Rachael's only purpose on the site is to babysit Graf whenever he throws his shitfits.

That said, NTMAI has its new weaponset, EoA got released, D4V has BTSX compat, and Age of Hell is getting some neat enemy replacements. Pretty good week so far.
What are you looking forward to?

>> No.6322612

>>6322585
Sweet. I'm kind of surprised it's not in the OP. Almost every game I play these days, I got from that mega. If I were to buy Doom 3, it would be for custom maps. In my experience, fan-made maps are usually better than commercial ones.

>> No.6322613

>>6322596
>EoA got released
I didn't know of this mod until a week ago or so. I'm guessing the version I downloaded back then was an old beta or something? Please tell me the latest version isn't locked behind Discord.

>> No.6322639

>>6322613
release threads are on the aforementioned websites

>> No.6322642

I'm playing MLoD2 right now in the PSN order, it's pretty fun. ATTACK was fun and simple. CANYON has been giving me some trouble though, I'm trying to rely less on quicksaves than I have in the previous two games and sometimes I'd jump into a hurt floor pit just to see if there was anything to help me with progression and then have to restart the level because as it turns out nothing was there.

>> No.6322643

https://www.youtube.com/watch?v=7WUbyZaPRm0

Incredible how nightdive bounced back from the mediocre blood remaster to this

>> No.6322647

>>6322643

Maybe I'm just too much of a normie, or they did enough fixing that I never noticed, but I'm not exactly sure what was wrong with Fresh Supply beyond really minor stuff that only people super familiar with technical details of the original would notice.

>> No.6322649
File: 32 KB, 473x272, Blood-Logo.png [View same] [iqdb] [saucenao] [google]
6322649

>>6322647

The biggest issue people not intimately familiar with Blood would notice would be the Gargoyles flying around erratically and never landing to attack. Otherwise it's more or less minor stuff that newcomers wouldn't usually care about.

>> No.6322653

>>6322643
I think it's just because they had a much better base to work with, the Doom 64 EX guy worked on the port and also EX seemed to have been used as a base.

>> No.6322660

>>6322539
Someone released a new Doom 64 map, Wretched
https://www.doomworld.com/forum/topic/113381-wretched-doom-64-custom-map/
It's a few days old, but it's pretty good.

>> No.6322663

>>6322649
I did notice that sometimes in larger maps where they had a lot of space. Never too often though.

>> No.6322674
File: 52 KB, 640x400, 586308664704.gif [View same] [iqdb] [saucenao] [google]
6322674

Unholy Cathedral is the most underrated stage from OG, that stage was tense, atmospheric, literally profane, not so hard but challenging and had some nice teleport puzzle in the courtyard.

>> No.6322737

>>6322674
>literally profane
I remember when the map would say the fuck word, good times

>> No.6322748
File: 417 KB, 1920x1080, Screenshot_Doom_20200407_234607.png [View same] [iqdb] [saucenao] [google]
6322748

>>6322737

>> No.6322761

>>6322660
nice find, anon. this is really cool. i'm playing on the doom 64 ex port since i never bought the new one, but after playing this, i might buy the new one for the new maps and to support the dude who made the EX port

where can i get more doom 64 maps????

>> No.6322790

>>6322761
I don't think there are many Doom 64 maps unfortunately, it seems any 64 maps are pretty new as a concept. With the new port there may be more to come. But for now I guess classic Doom 2 and all with mods to make it more like 64 would be your best bet. But I wouldn't know where to find such mods.

>> No.6322815

>>6322737
>>6322748
When was that in the game? How does one find it?

>> No.6322821

>>6322815
The screenshot's from Eviltech's Map32.

>> No.6322847

>>6322643
Part of the issue with the Blood Remaster was that they only had limited time to work on in. Shortly after the release they had to stop updating it because they no long had the rights to it or some shit.

>> No.6322858

>>6322847
I believe the reason Night Dive had to stop updating Fresh Supply was due to whatever company that's currently wearing Atari's rotted skin considered the release to be in a good enough state ("IT JUST WORKS") to sell to people and didn't want to provide funding for further patches.

>> No.6322865
File: 189 KB, 1920x1440, ddeltascreem2.png [View same] [iqdb] [saucenao] [google]
6322865

>>6322858

This is what I've heard as well. It was mentioned on the Nightdive discord, I believe.

>> No.6322872

Recommended gameplay mod to pair with Eviternity? I was probably going to go with Final Doom.

>> No.6322875

>>6322872
*Final Doomer

>> No.6322885

>>6322872
I played it with Argent and it was really fun

>> No.6322912

>>6322674
Yeah, its one of my favourites. The teleporter isn't even hard to figure out if you pay attention to the lighting of the teleporters.

>> No.6322923

>>6322153
>using 0% protection armor bonuses as score counter
That's pretty creative.

>> No.6322924

>>6322643
Probably helps that Kaiser knows Doom 64 like the back of his hand.
He made Doom 64 TC in 2003, and then Doom 64 EX from 2008 before finally working on the official port.

>> No.6322945
File: 567 KB, 1920x1080, Screenshot_Doom_20200408_005431.png [View same] [iqdb] [saucenao] [google]
6322945

>When you're really enjoying a megawad but then there's the one level they let the retarded kid make

>> No.6322948
File: 848 KB, 1365x768, Screenshot_Doom_20200408_062804.png [View same] [iqdb] [saucenao] [google]
6322948

Danger stripes are hell of a drug.

>>6322872
Final Doomer was my choice, worked perfectly.

>> No.6322951

>>6322948
What classes did you choose for each chapter?

>> No.6322958
File: 54 KB, 490x490, EU73tdcWAAUcNg9.jpg [View same] [iqdb] [saucenao] [google]
6322958

>>6322539
next time fix news post

>> No.6322961

I just figured out a new way to enjoy a level or set of levels you really like: play on I'm Too Young to Die! with fast monsters and respawning monsters. It's like Nightmare but with fewer monsters and double the health. It's a fun way to enjoy maps that you like a lot but can't beat on Nightmare

>> No.6322967

>>6322958
shut the fuck up caco
im going to punch you in the goddamn mouth and kick you like the football that you are
fucking tomato looking piece of shit

also i fucking thought that was a tiny desk pinky in the lower right

>> No.6322971
File: 381 KB, 490x490, Cacodemon with Desk Pinky.png [View same] [iqdb] [saucenao] [google]
6322971

>>6322967

>> No.6322976

>>6322961
Sounds interesting, might give it a try.

>> No.6323050

>Doom 64 pain elementals
Whhhyyyyyyyy?

>> No.6323105
File: 801 KB, 1500x825, 1500px-Doom_2_INO_MAP19_map.png [View same] [iqdb] [saucenao] [google]
6323105

If you got nothing better to do, tell me about when and how you got into making maps for Doom.
Is it easy to get into? Could an amateur throw out a little map like E1M1 without much knowledge of mapping? In short, is the whole procedure very complicated?
Any guides you would recommend? Learning by doing? I really want to try this out, right now I'm more concerned about geometry, architecture and such, not about item placement.
I downloaded and took a quick look at the GZDoom builder, it's kinda deterring but I think this about any vidya tool I'm new at.

Also post some ingame maps or blueprints of those you've made, I always like looking at them.

>> No.6323137
File: 7 KB, 407x111, openmap.png [View same] [iqdb] [saucenao] [google]
6323137

>>6323105
Start out with opening maps in the basic doom/doom2 format and just seeing how they tick. The functions for vanilla are straightforward and it's a good first step on seeing how maps work.

>> No.6323138

>>6322945
Which one anon? I've recently started STRAIN too so I'd better be prepared.

>> No.6323140

>>6323105
I've mostly learned by trial and error, I've also started by doing vanilla only maps since it streamlines the things you can do so you can get the grasp of everything more easily. I look how other megawads do things if I don't know how to do it.

>> No.6323141

>>6323138
Map21

>> No.6323157
File: 117 KB, 960x540, Preacher.jpg [View same] [iqdb] [saucenao] [google]
6323157

I found some really good limit-removing maps that look great in Crispy Doom:
> https://www.doomworld.com/vb/thread/111782
It's a medieval/Dungeons and Dragons themed map set that changes some sprites and sounds but the monsters still behave the same. Zombies and Sergeants look like the cultists from Blood.

Which reminds me, here is a Boom-compatible map set, which has YOU playing as a Cultist. It looks better with OpenGL lighting so use GLBoom+ or GZDoom.
> https://doomwiki.org/wiki/Preacher

Don't use any custom sprites or weapons mods with these maps. You can use custom sounds, but load them first and load the maps afterwards so the maps' custom weapons sounds will not change.

>> No.6323159
File: 4 KB, 331x156, uhh.png [View same] [iqdb] [saucenao] [google]
6323159

Any modders in here?
Is there a way to modify Doom movement without breaking save file compatibility? I've looked at nashmove and (bizarre code aside) it works by giving the player an item. Any other ways? I'm fine limiting it to ZDoom derivatives.

>> No.6323165
File: 164 KB, 960x540, Dungeons & Demons.jpg [View same] [iqdb] [saucenao] [google]
6323165

>>6323157
I forgot to mention, these both come with demos, so when you start up, watch at least the first demo before you start playing

>> No.6323174
File: 292 KB, 960x540, preacher02.jpg [View same] [iqdb] [saucenao] [google]
6323174

This map in the demo has an interesting gimmick; the only weapon it gives you is a rocket launcher, and the only ammo is individual rockets so the player has to run around the map blasting everything with a rocket

>> No.6323175

>>6323157
Son of a bitch, I wanted to make a mod very similar to this. Granted their idea isn't exactly what I had planned, but it's close enough to make me feel like I missed my chance. I'll probably still attempt to make my mod, though.

>> No.6323198

>>6323175
This screenie has an interesting style liek emboessed an shiet I might ja try e later yeah.

>> No.6323201

>>6323198
Oh sorry meanet dis >>6323174.

>> No.6323204
File: 182 KB, 960x540, d&d2.jpg [View same] [iqdb] [saucenao] [google]
6323204

>>6323175
They both have similar weapons. All the original Doom guns but 6 is cast from your hand and 7 (BFG) is cast from a scepter

You can use stuff from D&D if you give them credit. The makers are the Doomer Boards community, they make release a map set every month and this is their 20th one.

>> No.6323206

>>6323201
But it was likee eviden and shi.

>> No.6323209
File: 5 KB, 375x180, DBP.png [View same] [iqdb] [saucenao] [google]
6323209

>>6323157

Glad you dug it, I ran that months DBP (am running May's as well). All of our stuff is limit removing so have a look if you want more Crispy sets with custom assets: https://doomwiki.org/wiki/Doomer_Boards_Projects

The newer projects use a lot more custom resources than older ones. Check out DBP13, DBP16 and DBP17.

>>6323175

Go for it dude. I'd definitely play it.

>> No.6323212
File: 11 KB, 320x200, dbp20_paletted.png [View same] [iqdb] [saucenao] [google]
6323212

>>6323204

Yeah, I credited everything in CREDITS.TXT so you can find the original sources. The original stuff was various recolors of Hexen and Blood enemies.

>> No.6323218
File: 13 KB, 213x237, caco.jpg [View same] [iqdb] [saucenao] [google]
6323218

*bites through your chainsaw attack*

>> No.6323238
File: 93 KB, 600x507, 158.png [View same] [iqdb] [saucenao] [google]
6323238

Just finished Ancient Aliens.

Pic related.

>> No.6323247

What brightmaps wads work with smooth doom?

>> No.6323253
File: 474 KB, 1319x907, lotso'wads.jpg [View same] [iqdb] [saucenao] [google]
6323253

>>6323209
Ah, cool man. I wanted to take a sneak peak at the next project but the project threads can only be seen by members. It's probably better that way so it comes as a surprise. I was definitely going to play them all eventually. Since you personally recommended those, I'll download 'em now. I already have dozens of unplayed WADs that I downloaded all at once so it'll take a long time to play everything! I made the mistake of prioritizing megawads instead of single map or short PWADs when looking for stuff to download. I will eventually add the number of maps to the filenames of these .bat files, as well as the author names, like Skillsaw or Eternal or Jimmy or Erik Alm

>> No.6323256

>>6323247
I haven't used Smooth Doom but I'm assuming Brightmaps Plus won't sync with its sprites. Just use the default GZDoom brightmaps.pk3

>> No.6323258
File: 46 KB, 576x430, w7xex2yjtjr41.jpg [View same] [iqdb] [saucenao] [google]
6323258

>reddit
I know, I know. But it sounds fun

>> No.6323265

>>6323258
>steadily firing hitscans and homing projectiles
Nah. This is going from sadistic to just killing the player in a boring, guaranteed way.

>> No.6323272
File: 124 KB, 1560x783, doom launcher.png [View same] [iqdb] [saucenao] [google]
6323272

>>6323253

Yeah, the in progress section recently got changed to members only so I think you need an account to view it. I don't really agree with that decision but it is what it is.

That's a lot of wads to play. You could use Doom Launcher to keep track/organize em a bit more. I color mine green and red for finished/unfinished. Pic related.

>> No.6323278

>>6323258
I'd rather have a Demon that spits Lost Souls which explode with barrel force at you.
And when you "kill" the Demon he splits and turns into two smaller ones, which are twice a fast, don't spit Lost Souls but also explode with barrel force when you kill them, this damage won't hurt other Demons though. Also, no other monster will hit them with their projectiles, not because they look kinda cute but because the projectiles pass right over them.

>> No.6323281
File: 191 KB, 960x540, DBP13.jpg [View same] [iqdb] [saucenao] [google]
6323281

>> No.6323294
File: 99 KB, 621x623, 1586248602068.jpg [View same] [iqdb] [saucenao] [google]
6323294

>>6323258
>lost soul doggos
Why. It was doing so right at being a silly mishmash of Doom stuff until this. Why.

>> No.6323295
File: 247 KB, 960x540, DBP16.jpg [View same] [iqdb] [saucenao] [google]
6323295

>>6323272
Ah, that does look at lot better! It even keeps track of your play time. Can it keep track of what mods to play and what -complevel? I use PerK's Hi-Res SFX, D2SpriteFix, and Vsmooth for everything that isn't GZDoom, but the D2SpriteFix's additional dehacked file conflicts with some Boom maps so I removed it from the .bat when it does (it will cause weapon switching from the chaingun to be extra slow for some reason), and ofc I removed vsmooth for anything with custom weapons and removed spritefix for anything with custom sprites

>> No.6323301
File: 127 KB, 960x540, dbp17.jpg [View same] [iqdb] [saucenao] [google]
6323301

Woops, I forgot to check the custom HUDs

>> No.6323314
File: 2.36 MB, 879x1222, quake2cgw2.png [View same] [iqdb] [saucenao] [google]
6323314

>>6323295

Yeah, when you go to launch the wad again it'll remember everything you had loaded previously along with any arguments like -fast or -complevel.

>> No.6323330

>>6322951
Chapter 1 - JPCP. Worked thematically, but chapter was stingy with chainsaws and berserks, so I was at disadvantage.
Chapter 2 - BTSX.
Chapter 3 - Whitemare.
Chapter 4 - TNT.
Chapter 5 - Alien Vendetta. Was a mistake, take Hellbound or Ancient Aliens instead.
Chapter 6 - still on backlog, will probably use Ancient Aliens.

>> No.6323339

>>6323330
The Vendetta railgun could really use a buff, yeah. It just doesn't work as the kind of emergency weapon you'd expect from a plasma rifle tier weapon.

>> No.6323341

>>6323339
I assume that rocket launcher takes the role of plasma rifle role, but it wasn't up to the task of crowd control - I kept getting overran by imp hordes, and I couldn't use it at point-blank range.

>> No.6323370

>>6323159
That's one way to do it. Inventory injection is sometimes the only way to continuously modify an actor without having to iterate over it or having to find it an array every time you want to access it. Alternatively, an event handler that iterates over every actor (BlockThingsIterator) to set-and-forget the speed can also work. Depends on what exactly you plan on doing.

>> No.6323378
File: 507 KB, 1600x900, Screenshot_Heretic_20200408_152620.png [View same] [iqdb] [saucenao] [google]
6323378

How would you feel about PlasmaGun-tier weapon that can "steal" ammo from enemies by meleeing them?

>> No.6323396

>>6323378
Make the ammo leech dependant on enemy size. The bigger the enemy, the more energy.
Maybe the lowest enemies shouldn't give any energy at all. Revenants and Arch Viles neither since they're basically withered down skeletons or mummies.
The inital idea is quite nice, but I'd balance it around something like that.

>> No.6323409

>>6323105
It's really easy, you just start drawing and painting rooms. Eventually your rooms get better.

>> No.6323414

>>6323137
>>6323140
I guess the learning by doing way is the way to go, as it often is. Any special tools I should use, aside from the GZDom builder, or maybe some different builder?

>> No.6323416

>>6323409
Yeah, I'll just dive in and see where it takes me. Maybe look for some guide for the builder, so at least I know what to click.

>> No.6323420

My main problem with mapping is that I often get the scale all wrong, with rooms and corridors either too large or too small compared to the player and monsters.

>> No.6323424

>>6323416
I think there's a link to both builder and guide in top post.

>> No.6323427
File: 2 KB, 416x128, 1622.png [View same] [iqdb] [saucenao] [google]
6323427

>>6323370
I'm just trying to tweak the player movement, similar to nashmove. Not the quakemove type bloat, anyway. The question's less about how to do it, and more if it's possible to do it in a way that will leave the save files loadable without the mod (and the other way around).

>> No.6323430

>>6323420
dumb idea that might help until you get the hang of it: when blocking things out, use teleport pads as your floor texture, since I'm sure you know how big those are in-game

>> No.6323437

https://www.youtube.com/watch?v=PgkC23WtPAc

>> No.6323440

>>6323430
That actually sounds like a pretty good idea, thanks.

>> No.6323442

>>6322958
Wut
I did fix it

>> No.6323443

>>6323437
You know stuff like this got me thinking. How come no one ever tried to make well animated 3d models for Doom? I mean there has been tons and tons of community made skins with all new quality animations for CS 1.6 and source. But all Doom got, despite having one of the biggest and oldest modding communities, are these janky "my first animation" type of deals.

>> No.6323448

>>6323414
SLADE is useful when you're actually putting a wad together, and I know some people prefer it for mapping compared to the doombuilder series.

Personally, the only advice I can give is the standard artist advice: When you're playing wads, look at what the level designers do. If something looks cool, figure out how they did it. Crack open the wad if necessary. Figuring out how to imitate elements of the masters expands your toolkit.

Oh, and just like make shit. Speedmapping and community projects encourage quick turnaround. People release individual maps here on a semi-regular basis, and you'll usually get a handful of responses to it as a result.

>> No.6323452

>>6323448
What advantages does SLADE have over Doombuilder for mapping?

>> No.6323457

>>6323443
The short version is that they DID try. Part of the problem is that most doom source ports don't have great model support, and the other part is that actually making good models is hard. It doesn't help anything that unlike cs, there aren't many good models to start from.

>> No.6323465

>>6323452
I have no idea, I just know I've seen people use it. I learned how to map using Doom Builder 2, so that's what I'm used to. I do suppose there's an easier workflow if you only need one program for actually making the wad, since again, you do want to use SLADE to compile things, handle in-game map names, and so on.

>> No.6323467
File: 130 KB, 816x639, rock storage.png [View same] [iqdb] [saucenao] [google]
6323467

Project "Spice up the rooms with some spicy hell rocks" is going well. I wonder if I could choose a better sheath for the rock on the left.

>> No.6323492

>>6323443
>>6323457
All of the models we have currently are tied to the keyframes provided by original artwork. Since original sprites are choppy, sprite movements are interpolated and it looks like shit.
These animations lack momentum and weight, making monsters "slide" from one keyframe into the other.
In order for animation to NOT look like shit, it must be made alongside a completely new replacement actors.
This will also mean that it would not work with any mod that touches original monster actors in any way.
So whoever makes it must be both good at animation AND modding at the same time, and such people not only exceptionally rare, but also would rather not waste their time on shit less than 10% of the community would want.
And after all that actor movement will still be "smoothed" so monsters would still "slide" along the ground and not "step" in natural way. They will also always turn at 45 degree angles.
To make everything look right one would need a total remake on completely new engine unbound by old limitations, AND be made by talented people.

>> No.6323510
File: 76 KB, 620x465, skulltag_2012-09-24_19-22-14-28.jpg [View same] [iqdb] [saucenao] [google]
6323510

>>6323443
Anyone who has the talent of making things of that quality probably realized that their efforts would be wasted.
Even if you made excellent 3D models, they would look like shit in Doom simply because of how things function. Monster sprites snap into different directions and have rather stilted and random movement. 3D models doing this look very jarring.
Also, classic Doom has never had anything "truly 3D," so unlike Quake, which has had fairly good Doom-styled models made for it, there isn't a contemporary style reference to go off of.

>> No.6323524

>>6323443
Anyone who's good at 3D modelling moved onto other games back in 90s.

>> No.6323546

>>6323467
but why are ze spess rocks in also teh crates?

>> No.6323554

>>6323546
Because someone mined spicy rocks and put them into the crates. That's sort of the idea, research outpost in some hell cavern.

>> No.6323574

>>6322513
>I wish there was a GZDoom setting or just a wad that forcefully made you pistol start each map so you didn't have to deal with IDCLEV at all even for standard maps.
https://forum.zdoom.org/viewtopic.php?f=43&t=61079

>> No.6323586

Is it correct that all chainsaws in Doom 1 were in secrets?

>> No.6323598

>>6323586
Off the top of my head I can tell you that Fortress of Mystery gives you a chainsaw among the many weapons it has at the beginning. Unless being in a secret level kind of makes it count as a secret of its own?

>> No.6323643
File: 2.48 MB, 1923x1079, Enviro_C.png [View same] [iqdb] [saucenao] [google]
6323643

>this game is inspired by Heretic and Hexen!
>It will also be procedurally generated!
there's almost always some sort of caveat that ruins it all

>> No.6323657

Is it possible to bunnyhop in Quakespasm?

>> No.6323669

>>6323657
yes

>> No.6323670

>>6323643
>procedurally generated
I'm not automatically opposed to the idea, but its always done poorly. At best it'll be boring after an hour or two, at worst it'll be an unplayable mess.

>> No.6323686

Fuck MAP32 on Eviternity. Not doing that shit. I'm out. Its just a secret map anyway.

>> No.6323717

>>6322643
Fresh Supply was fucked because:
>no source code, have to just build all the functions and behaviors and shit from the beginning, approximating the original game as best as they can
>nuAtari (actually InfoGrames), didn't think they needed all that much time
>nuAtari (again, actually InfoGrames), thought the release was enough, and gave them just enough time and money for one patch
>AtariGrames doesn't think it's necessary to patch the game any more, even though there's still a lot of inaccuracies which Nightdive could probably hammer out and fix in a couple of weeks time
Meanwhile, as stated, Kaiser had already made Doom 64EX, worked on it for a long time, and was familiar with it, and in fact even used it as a base for the new release, coupled with far more permissive conditions from ZeniMax (of all fucking people).

>> No.6323728

>>6323686
At least MAP32 is nonlinear. MAP19 is also over an hour long but is completely linear.

>> No.6323730

>>6323717
>coupled with far more permissive conditions from ZeniMax (of all fucking people).
Crazy times we live in.

>> No.6323734

>>6323717
I feel like Id really started turning the screws on Zenimax after 2016 was a success.
Seeing Bethesda bomb (ha) with 76 surely helped it along, too.

>> No.6323741

>>6322539
>threads moving so far, news post isn't updated

>> No.6323745

>>6323728

Why would anyone drop a 1hr map on a 32 level wad. 30 minutes should be the limit. More than that is just overkill.

>> No.6323746

>>6323741
There's a bunch of anon releases that are getting ignored.

>> No.6323747

>>6323643
Procgen for first person shooters is perhaps the worst fucking idea ever.

>> No.6323750

>>6323745
Now I'm getting PTSD flashbacks of fucking Eviltech and how every level past map 10 was a fucking hour-long chore.

>> No.6323757

>>6322872
I've been using GMOTA

>> No.6323758

>>6323745
MAP32 is by the author of the texture pack Eviternity uses. He also has a long history in the Doom community, so Dragonfly was probably more permissive with him. That still doesn't explain MAP19 though. In hindsight, I like 32 but 19 has no redeeming characteristics.

>> No.6323770

>Guy been sat in WDI lobby for an hour and 20 mins
>A bunch other 30 mins+
>Because literally no one wants to play the mutilator and votes are off
Wonderful

>> No.6323773

>>6322872
D4T.
I think its too easy a map set for op crap like mota

>> No.6323807

>>6323427
Ah, player movement. In that case you need the inventory item and an event handler that puts it in the player's inventory (override PlayerEntered). Loading a save game that doesn't have the mod will work, but the handler won't fire until the next map, and once you save with the mod loaded you won't be able to remove the mod for that save. That is unavoidable.

>> No.6323809

>>6322872
Final Doomer but you change the weapon set for each chapter.

>> No.6323818

>>6323758

I can recognize that its a beatufil and well thought map but holy shit, my "arcade-y" just NOPE the fuck out.

>>6323750

Not gonna touch it with a 30 meter pole.

>> No.6323845

>>6322865
what settings are you using to get it to look like that?

>> No.6323850

>>6323818
>Not gonna touch it with a 30 meter pole.
The first episode is decent enough, would actually recommend it. Drop it like a rock after that, though.

>> No.6323872

Is there any way to force pistol starts in the PSX Doom TC? Running around with everything right away gets lame fast.

>> No.6323875

>>6322643
So is the new release more accurate to the original than EX? I was under the impression it was the other way around.

>> No.6323886

What would be a good mapset for WoC? Its far too overpowered for regular maps

>> No.6323917
File: 54 KB, 450x450, horns.jpg [View same] [iqdb] [saucenao] [google]
6323917

>>6323807
Alright, thanks, that's the kinda answer I was looking for

>> No.6323954

What makes it possible to pick up an item through a wall?

>> No.6323958

>>6323954
excessive speeds and imperfection of collision detection

>> No.6323968

>>6323258
Why did he have to shoehorn the shibe dog there?

>> No.6323981

>>6323968
Ebin internet points.

>> No.6323987

>>6323958
How do I make sure it won't happen.

>> No.6323994

>>6323258
oh yes cant wait to hitscan murdered by a melee enemy faster than me with MEME DOGGOS

>> No.6323997

>>6323987
thicker wall/greater distance between wall and object

>> No.6324016
File: 1.74 MB, 800x450, EVF4TC9U0AAXSCO.webm [View same] [iqdb] [saucenao] [google]
6324016

>>6322535

>> No.6324024

>>6324016
Are these portals for teenagers with attitude?

>> No.6324025

>>6323954
>>6323987
I'm assuming it happens when doomguy's collision box WOULD intersect the item's box in the next tic given his speed and direction, if there was no obstacle in the way.
So it should be safe as long as the key is at least 75 map units (A bit higher than SR50 speed) away from the wall.

>> No.6324028

>>6324016
what this is?

>> No.6324032

>>6324028
Elementalism.

>> No.6324036

>>6324032
its very pretty good job

>> No.6324051

>>6323272
Is Doom Launcher just ZDL but better? It seems way fucking cooler and more tidy in the UI department while giving more information.

>> No.6324058

>>6324025
Actually, scratch that, misread shit.
Doomguy's max SR50 speed is about 23.4 map units per tic. 25 map units should be a safe distance from a wall to place an item to keep it from being grabbed through it.

>> No.6324075

I hate Cacodemons. They're the ugliest monsters in the game. They're red because they can't get attention unless they're brightly colored and obnoxious. It's like a big, old, saggy tomato filled with tumors. Don't even get me started on that single green eye. No wonder they can't hit anything - they don't have any depth perception. I don't think I need to say anything about those gaping holes in their backside. And those horns. They think their horns look sooooo intimidating, when these retarded gas bags cannot even rotate on the axes necessary to use them. Then they strut around with that stupid smile, thinking they're so cool. What a joke. All cacodemons should go to Hell.

>> No.6324081
File: 1.38 MB, 550x550, 1585866947571.gif [View same] [iqdb] [saucenao] [google]
6324081

>>6324075
How could you say this

>> No.6324095

>>6324075
Sandy looks on at you in pity.

>> No.6324114

>>6324075
t. Baron

>> No.6324123
File: 228 KB, 816x639, column.png [View same] [iqdb] [saucenao] [google]
6324123

>When you don't know what to do with your time so you start drawing circles everywhere.

>> No.6324145
File: 586 KB, 672x1920, 357.png [View same] [iqdb] [saucenao] [google]
6324145

>>6324075
This! Fuck Cacos, Pain Elementals are much better looking than these roting tomatos, plus they have arms.

>> No.6324204

>>6324145
Bold words until you get close to someone. Then your arms are nothing but worthless shreds of paper compared to the horrific gnawing death a cacodemon will inflict upon you.

>> No.6324224
File: 431 KB, 640x919, file.png [View same] [iqdb] [saucenao] [google]
6324224

>> No.6324228

How's raze compared to other Build source ports?
I only care about Blood and Duke.

>> No.6324250

>>6324075
I'll punch you to death

>> No.6324287

>>6323378
pretty sure theres a weapon like that in Hellforged

>> No.6324308

>>6324287
the idea isnt new
pretty sure theres a gun like that on Realm667

>> No.6324318 [SPOILER] 
File: 233 KB, 1861x839, 1586370575525.jpg [View same] [iqdb] [saucenao] [google]
6324318

Would anyone be interested in giving me some feedback on some levels I've started working on again? I got back into it recently and I think I've got the first two in a pretty good state.

Where are the cool kids uploading files these days?

>> No.6324319
File: 189 KB, 1520x825, theburningwall2.png [View same] [iqdb] [saucenao] [google]
6324319

https://ufile.io/jzx5arsx

Need some feedback or demos of this level in progress. You should be able to obtain the red key and open the door but it ends there for now. It's the second map in my episode.

>> No.6324326

>>6324318
catbox is what i've always use, haven't found a better site

>> No.6324328

>>6322535
The Citadel is just as bad as plutonia's map11 holy shit. Thinking about it, I just hate having to solve puzzles and hunt for keys in Doom.

>> No.6324332

>>6324318
Oh hey, you too hang crates on the ceiling. I'd try having more brown crates whenever possible, since the whole room is drowning in white.

>> No.6324342

>>6324319
First impressions:
- I can't see shit (Which I suppose is the the point, good job)
- Fell in the lava pit around blowing pillar and died. Don't think there was a way out. Seems like a bait.

>> No.6324348 [SPOILER] 
File: 273 KB, 1655x824, 1586371266972.jpg [View same] [iqdb] [saucenao] [google]
6324348

>>6324332
Good advice. I think it looks worse due to the angle of the photos, but I think you may be right. I think changing the floor texture might help too.

>> No.6324356

>>6324342
Yeah Maybe I'll actually put a secret down there sometime. It's really set dressing, but people expect you be rewarded for jumping in pits of death, because thats what Doom does.

>> No.6324365

>>6322872
Brutal Doom ofc.

>> No.6324373
File: 15 KB, 432x354, Untitled 512.jpg [View same] [iqdb] [saucenao] [google]
6324373

>>6324318
Here it is. I appreciate any and all feedback.
https://files.catbox.moe/24ckua.wad

>>6324326
Thanks.

>> No.6324385

How does Doom Launcher compare to ZDL? I'm using ZDL right now but DL seems pretty interesting and the UI is clean.

>> No.6324418

>>6324224
Oh I get it. What if Doomguy were in Samurai Jack.

>> No.6324421

>>6324356
Second impression:
- The lift ride at the beginning doesn't have to be that long. Neither does it have to be at all, in my opinion. But definitely not that long.
- Be amazed as lava turns into blood while in air
- Fucking revernant keeps killing me and I don't like 20% damaging floors everywhere
- I don't know where to go after I got red key
- Weird startan dead end is weird
- The stairs in revernant pit seem to be missing textures
I shot a button but don't know what it did. But good idea for a secret.

>> No.6324428

>>6324319
vanilla-compatible? limit-removing? boom? zdoom? mbf?

>> No.6324431

>>6324373
see >>6324428

>> No.6324432

Why can't I finished E1M2 of Chex Quest? There's a 'transport area' at the end with teleporters that don't work, pressing space on the computer doesn't do anything. In walkthroughs of the map the end looks different to it.

>> No.6324440

>>6323258
this got me thinking:
the tyrant is basically old school cybie with a few of the balgaar rocket launcher attacks
but also has that arm blade thing where he stabs it into the ground, and it creates a homing floor clinging fire pillar
and i think that last one would work really well for pwad maps
because so often the method for dealing with cyberdemons is to hide and corner peek
the fire wave would go around corners and be basically death for camping in small spaces, forcing you to haul ass

>> No.6324445
File: 15 KB, 450x600, D6uzUngWkAE63hZ.png [View same] [iqdb] [saucenao] [google]
6324445

It's a real shame that the Madness maps will never be finished. I was looking forward to those. Maybe somebody will take interest in the WiP wad and take over or give the fucker a reason to keep going.

>> No.6324449

>>6323294
because the marauder summons dogs and a pain elemental summons dogs.
IT WORKS!
YOU CANNOT DO THIS!

>> No.6324452

>>6324440
imps doing that gargoyle attack where they jump in the air and then attack would also be good
it would go over most enemies, making imps at the back lines more effective, and coming from a vertical angle means you can avoid it by going forward and under it, or backwards until it hits the floor

>>6324449
> woof elemental

>> No.6324453

>>6324445
Finish them yourself

>> No.6324456

>>6324421
This impression:
Wall that is nothing like the door on top of damaging floor is a poor choice for plot-important door
-The only red key door ends in dead end, now what?
- Protip: If you have a hole in your wall, you can unpeg both upper and lower texture on it to align it with the rest.

>> No.6324480

>>6324428
>>6324431
>>6324373
I just popped open GZDoomBuilder so I don't know if it works with the purest of pure ports. Should work with most I imagine. I didn't use any kind of fancy magic scripts or anything. I'll be honest, I'm kind of new into this so I don't really know what I'm doing in that regard. Should work with GZDoom, Zandronum, PRBoom+ etc.

It also has coop starts for shits and giggles. There are like 5 maps in there, but only 1 and 2 have any meat. I don't expect anyone to look beyond that. The rest are me jumping the gun on ideas I have.

>> No.6324534
File: 1.17 MB, 1280x876, just.png [View same] [iqdb] [saucenao] [google]
6324534

>Go to /vg/
>See there are threads about Halo,Warframe etc.
>Aside the shitposting,wojaks and other things,they're not so bad
>See there's a Nu-Doom/arena thread.
>Check it out
>It's filled with wankers and the thirstiest fuckers around
>MFW

You know fellas,you're not so bad after all.

>> No.6324547

>>6324534
/aco/>/vr/>/vg/>/v/

>> No.6324548

>>6324534
This general is easily the best 4chan 'community' by a large mile honestly. I stopped having patience for the rest of the site years ago but I still post here regularly.

>> No.6324553

>>6324547
The actual porn board has better doom threads? How is this?

>> No.6324557

>>6324534
You mean the Quake Champions general? They were always pretty horny, it must be even worse now that their game is even deader.

>> No.6324559

>>6324548
Hey, what about /tg/, /a/, /m/ /qst/, /s4s/, /x/ and /wsg/?

>> No.6324561

>>6324553
Not really, but its the one board were you can openly talk about every Doom game and nobody throws shit. We'll be able to talk about 16/Eternal in like a month, depending on how mods feel and if people in this thread don't throw shit

>> No.6324563
File: 109 KB, 1280x720, y5gt5y.jpg [View same] [iqdb] [saucenao] [google]
6324563

>>6324557
With girls like these, I can understand them.

>> No.6324567

>>6322535
Okay then, why is Quake Champions often seen as a disappointment these days unlike back in 2017 and early 2018?

>> No.6324572
File: 249 KB, 1920x1440, ddeltascreem.png [View same] [iqdb] [saucenao] [google]
6324572

>>6323845

Vanilla Essence, Doom Delta and Screem palette.

>>6324051

It's way more feature rich than ZDL but they are both launchers that do approximately the same things.

>> No.6324573

>>6324547
I remember going on /aco/ Doom threads. While it is filled with thirsty anons(of course),it was less retarded than /vg/ somehow. Pretty chill.
Those motherfuckers know how to write a story.
Stopped going there because it bored me.

>>6324548
It has its fair amount of issues,reaching its lowest during summer,like all 4chan.
I remember a thread about Shadow Man made in February and was comfy.
Another one made in summer and turned into a console war.

>>6324559
/m/ is awesome.

>>6324553
It's a joke.

>>6324563
Would be more appropriate in a porn board though.

>> No.6324578

>>6324548
>I stopped having patience for the rest of the site years ago but I still post here regularly.

Doom general is about the only thread on /vr/ that sees consistently civil discussion. Maybe it's the higher age demographic that early FPS tend to attract.

Of course the rest of the site has gone down the toilet, but that shouldn't discourage you from participating. Lead by example with a constructive and stoic attitude, and maybe the thread shitters will slowly lost interest and move on to younger boards.

>> No.6324591

>>6324547
>>6324548
Reminds me how a hentai board on certain Russian imageboard had a recurring Disciples thread. Not Disciples Rule34 thread, just a regular Disciples general.

>> No.6324593

>>6324567
>Poorly optimized
>A lot of veterans characters missing
>Unbalanced
>No new updates for a while

They didn't do much since and those who liked it were turned off by the gameplay.
There's a serious lack of variety.
At this point it's better if we go back to Quake 3/Live,Unreal Tournament or hell even Turok Rage Wars.

>> No.6324597

>>6324578
The weird thing is its also the most moderated thread out of the entire board. Eternal posting gets shut down almost immiediately while there's an FF7 thread up that is clearly just a disguised shit on the remake thread, which is a shame because I wanted to discuss the original now that I'm actually playing it for the first time but its gonna be impossible for the next 6 months

>> No.6324603

>>6324597
remakes allowed. I don't like it because the FF7 remake at this point is technically not retro due to some shit about the game itself, but it's in a weird stupid gray area.
Eternal discussion gets shut down here just as Doom 4 got shut down when it was new, it's mainly to discourage the flood of retards from /v/ that come here trying to shit the place up. When things settle down, those topics usually don't get blasted.

>> No.6324605

>>6324593
Which veteran characters are missing even now?

>> No.6324608

>>6324548
/an/ /diy/ /trv/ and /po/ can't be that bad

>> No.6324615

>>6324605
>Hunter
>Sarge
>Bitterman
>Crash
>Orbb
>Uriel
>Major
>Klesk

The latter showed up in a trailer but never playable.

>> No.6324627

i got a version of the master levels tied with doom 2 (with that shitty secret level) and nrftl with a few levels that seem to break on gzdoom and the thing doesn't work with prboom+
is there a version of the master levels as a doom 2 episode that doesn't break on gzdoom and even works with more vanilla ports?

>> No.6324641

>>6324573
>/m/ is awesome.
As someone who uses /m/ I can assure you that is false.

>> No.6324645
File: 158 KB, 816x639, crates.png [View same] [iqdb] [saucenao] [google]
6324645

>Hey, is your map any fun
>No, but it has a conveyor belt you can't get on.

>> No.6324649 [SPOILER] 
File: 234 KB, 1200x1037, 1586378462984.jpg [View same] [iqdb] [saucenao] [google]
6324649

>>6324559
don't forget /pol/

>> No.6324651
File: 808 KB, 636x358, elew.webm [View same] [iqdb] [saucenao] [google]
6324651

Can I talk about Half-Life here?
It predates 2000

>> No.6324656
File: 34 KB, 344x267, 1585536012030.jpg [View same] [iqdb] [saucenao] [google]
6324656

>>6324651
Half-Life is commonly talked about here, yes.
What would you like to discuss?

>> No.6324661

so in doom launcher is there a way to just drop my wads in the game files folder without having it copy and zip them every time?

>> No.6324670
File: 228 KB, 1024x768, firearsm29_1n.jpg [View same] [iqdb] [saucenao] [google]
6324670

>>6324656
Mods, of course.

>> No.6324672

>>6324627
>seem to break on gzdoom
How so? I could only get No Rest for the Living to work in GZDoom, sadly. Doomed Speed Demos Archive has a patch that converts nerve.wad into a WAD that replaces maps 11-19 or so, so you can use -warp 11 -record to record demos for it, but it doesn't work for me

>> No.6324673

>>6324661
Why do you need to copy and zip them in the first place?

>> No.6324682

>>6324656
>>6324670
Sven co-op is some of the best co-op shit you can have with some buddies in an older FPS game.

>> No.6324683

>>6324651
I like it, but soldiers have too much hp. There's no reason for them to be that robust.

>> No.6324689

>>6324656
Black Mesa, although being cleverly and realistically designed, is very boring to look at, even if the exploration and connectivity is great. It deserves as much, if not more, shit as Quake gets for the whole Brown meme, except replace it with grey.

The most interesting enviroments in the HL franchise aren't even in an official game, they're in Black Mesa

>> No.6324690

>>6324683
Just turn on easy mode, it only affects enemy health

>> No.6324693

>>6324689
Black Mesa (the mod) sucks and removes all the soul from Half-Life

>> No.6324696

>>6324673
I don't, it does that whenever I try to add them

>> No.6324709

>>6324693
Black Mesas Xen is plwnty Soulful in its own way, but Black Mesa (the place) really needs an art pass and a blast of 90s energy in the HECU

>> No.6324728

>>6324690
it also effects damage
hecu grunts throw more grenades on hard
and the assassins have an invisibility cloak on hard

>> No.6324732

>>6324728
oh also pickups give different amounts

>> No.6324745
File: 92 KB, 794x1060, 1585861188005.jpg [View same] [iqdb] [saucenao] [google]
6324745

How can I play Doom in a 3DS?

>> No.6324754
File: 170 KB, 376x310, chair.png [View same] [iqdb] [saucenao] [google]
6324754

Everyone loves the TNT sector truck but the black throne from Bloodsea Keep deserves some love.

>> No.6324760
File: 486 KB, 1320x922, whathaveidone.jpg [View same] [iqdb] [saucenao] [google]
6324760

>>6324661
I was also wondering about this. I already have about 2-3 gigs of WADs, and I really don't want them all to be copied. I'll stick with my autistic .bat files for now; I've already come this far. It also lets me have multiple executable files with different mods/ports for the same maps. I'll eventually add the number of levels to the file names so I can prioritize shorter WADs first, and I'll also the names of the authors so I can do a search for their name - but only if I'm a fan of their work, like Eternal or Erik Alm

>> No.6324762
File: 16 KB, 225x225, 1524191361409.jpg [View same] [iqdb] [saucenao] [google]
6324762

>>6324670
I'm surprised that, with a decent amount of people saying that Half Life "killed" the fps with its linearity, scripted events etc. (not that I agree with them, though I can see where they're coming from), no one's tried to make a Half Life mod that rebalances the whole experience to be more like Quake or something. Changing the gunplay, messing with movement physics and maybe making it so you can bhop without having to use the mouse wheel, I can definitely see potential in something like that taking off in the modding scene, or at least being something someone would be greatly inspired to make. Most Half Life mods are just custom maps or new campaigns altogether (aside from stuff like Counter Strike or Ricochet). And yeah they definitely have a place and can be fun, but it'd be neat for someone to take it a step further by completely changing the mechanics altogether.

>> No.6324765

>>6324760
Just launch doom through command line, like cool people, I guess.

>> No.6324772
File: 48 KB, 432x268, 6456e456.jpg [View same] [iqdb] [saucenao] [google]
6324772

i want to go back
playing wolf3d on my dad's computer

>> No.6324802

>>6323105
DOOM is probably the single easiest FPS to make maps for due to its 2D nature (obviously some other games like anything on the Wolf3D engine would be easier but that's so simple that there's almost no point). As long as you learn the basics of how Doom Builder works you can easily make babby's first map. Making a good map from there is just practice and trying to analyze existing maps you like.

>> No.6324805

>>6324573
>It has its fair amount of issues,reaching its lowest during summer,like all 4chan.
This general? One summer this place was a complete ghost town, another it was business as usual, and one year, from about Easter to after summer, He Who Shall Not Be Named was letting loose torrents of diarrhea on these threads almost every day, until banned, whereupon he'd show up after 3 days again to do it over.

4chan as a whole may ebb and flow with summer overall, but this general has been more of a wildcard on that point, at least in my experience, having been here from day one.

>> No.6324812

>>6324578
I always try to stay on topic and talk civilly in most threads, but it doesn't always fly on /vr/.

>> No.6324836

>>6324649
I have to read more about this hero.

>>6324670
Half-Life had some of the best goddamn multiplayer mods of its era, some which still haven't been topped.
The Specialists was one of my very favorites.

>> No.6324850

>>6322535
https://www.youtube.com/watch?v=hVBkzWlc9PE

>> No.6324856

Retard question, but in the PSX Doom TC should I be playing with software renderer or opengl accelerated for authenticity?

>> No.6324872

>>6324856
flip of a coin imo

>> No.6324880
File: 76 KB, 800x800, donatehissy.jpg [View same] [iqdb] [saucenao] [google]
6324880

Realm667 mirroring is complete. I just need to find someone who can remove the Hissy popups that plague every single page (can't accept cookies). I've hit people up on discord so should be ok.

Anyone here have any tracker recommendations for the torrent? I haven't made one in years and haven't made a non-warez one ever.

>> No.6324886

>>6324880
did torm announce he'd close the site at some point?
or is this an "in case" situation?

>> No.6324887

>>6324745
You cannot. A 3DS is too small to contain a Human Being.

>> No.6324915

>>6324641
From my experience it wasn't that bad.
How terrible really is?

>>6324805
Oh that guy,yeah I agree.

>> No.6324920
File: 1010 KB, 200x200, he stretch.gif [View same] [iqdb] [saucenao] [google]
6324920

>>6324548
This, in my experience the only vidya related threads that capture the same vibe are the occasional /v/ threads on a relatively obscure indie game, like Lobotomy Corporation or Your Turn to Die. Games that aren't popular enough to have their own general, but have enough of a cult following to have threads that hit the bump limit without devolving into shitposting mostly.

>> No.6324932

>>6324548
Agreed, it's honestly the only place on the internet that doesn't feel like a flaming sack of garbage to me.

>> No.6324937
File: 958 KB, 631x879, HLcgw157.png [View same] [iqdb] [saucenao] [google]
6324937

>>6324886

He's alluded to it on ZDF (I believe). He said something along the lines of "why would I keep the site up when the majority of users don't forgive me".

It's an in-case situation.

>> No.6324945

I dunno how to rip twitter .gifs but this dude is doing some awesome DN3D voxel work
https://twitter.com/Borion_83

>> No.6324964

>>6324880
No need for trackers, DHT is enough

>> No.6324976

Any way to enable ammo regen, but not items otherwise? WoC doesn't let enemies drop ammos, which makes it quickly become very boring for anyone but mage on a lot of maps, since its weapons also go through ammo incredibly fast
But at the same time I don't want infinite healing items

>> No.6324981

>>6324553

unwritten rule of 4chan that the best discussion usually happens in forums completely unrelated to subject being discussed

>> No.6324984

>>6324856
Personally, I would pick whichever one is more visually appealing. What good is authenticity if you don't like the look of it? Likewise, if you do like the more authentic look, then don't use the software renderer.

>> No.6324994

>>6324945
>https://twitter.com/Borion_83
This is absolutely FREAKING BONKERS. To take the original sprite, make your voxels lineup with it 1:1, and then understand the lighting and style to make it 3D one voxel at a time is just crazy.

>> No.6325007

>>6324945
>>6324994
Makes me wonder how much time was spent on something like that.
One thing is a sprite but a voxel? While trying to stay true to the artstyle is insane.

Nonethless awesome stuff.

>> No.6325008

>>6324557
Better have high test people playing the game rather than furrfags and trannies which for some reason Doomworld is filled with.

>> No.6325019
File: 60 KB, 567x967, arena.png [View same] [iqdb] [saucenao] [google]
6325019

>>6324534
/arena/ has been horny for a long time, but other than that the discussion is/was alright
One of the big unspoken rules for 4chan is: The smaller the board population, the better the discussion. /a/ is likely the exception to that since the place has multiple mods on it 24/7.

>>6325008
>rather than furrfags
Absolutely false, Sorlag worshipers make up 30% of the general

>> No.6325043

>>6325019
I remember in either 2017 or 2018, someone made a giant 6-post fanfiction about Tim Willits being beaten and molested by futa Slash, and then being teleported inside of the game, only to realize that he’d been transformed into Sorlag.

It was incredibly autistic but also hilarious since Timmy Wimmy and SyncError were acting like morons at the time, and QC was starting its deep decline into shoveware.

>> No.6325050
File: 16 KB, 128x128, 1585210335396.png [View same] [iqdb] [saucenao] [google]
6325050

>>6325043
what the fuck I need to read this just for the pure absurdity of it

>> No.6325052

>>6325019
It's more of a rule in any community on the internet.
Take something like Turok or MDK both are very well regarded games and left their mark but is highly unlikely to get a toxic discussion.

About /arena/ it seems to be a curse whenever you have a competitive scene. The horny levels go through the roof.
But at least I can tell these people played the game and cares about it unlike what you would see on other places like social media.

If they're Crash fans,there's a 95% chance they're posers.

>>6325043
......what?

>> No.6325064
File: 319 KB, 1904x1057, timmy.png [View same] [iqdb] [saucenao] [google]
6325064

>>6325043
>>6325050
>>6325052
I certainly remember that, and I most certainly saved the screenshot compilation someone made, because it was one of the best things I'd ever seen there.
Speaking of Quake Champions, there's that link in the News post about that guy ripping models from the game. He updated it again, and has started ripping the weapons and weapon skins. It would be neat to see a talented sprite artist use those as a base.

>> No.6325068

Does switching to your fist and throwing punches make it more likely for enemies to attack (for causing in-fighting)?

>> No.6325085

>>6325068
If they are idle, the punch will alert them even if you don't hit them, done well it could probably cause some in-fighting. If you mean whether it increases attack frequency, I don't think so. To my knowledge once an enemy goes to attack it doesn't hold anything back or increase in its frequency, but I'm not too sure on that so take it with salt anon.

>> No.6325101

>>6325068
Enemies treat throwing a punch, even if you hit nothing at all, the same way they do a gunshot. Lots of custom weapon wads change that behavior though so you can sorta do stealth.

>>6325085
Enemies have an RNG check every tic to attack and it increases in likelihood the closer the player is.

>> No.6325103

If you're going to add Mancubus and Revenants to your map, at least give the player the SSG, damn it

>> No.6325108
File: 335 KB, 320x180, just let me enjoy my breakfast goddamnit.gif [View same] [iqdb] [saucenao] [google]
6325108

>>6325103
Revs are easy to shit on with a chaingun, Mancs can be trashed with a rocket launcher.
Though I agree that gunning down a fatty with a shotgun isn't very fun.

>> No.6325117

>>6325108
On this map I only had the chaingun and the shotgun for a while, with no ammo to spare at all. Life is suffering.

>> No.6325121

>>6325117
Punch that motherfucker to death. Let's dance, bonedaddy.

>> No.6325129

>4chan allows webms no longer than 120 seconds
Well, damn, I was going to show you the first draft of 1/3 of the map.

>> No.6325132

>>6325103
If you're going to make them regular enemies yeah. More people gotta realize though that once you get the super shotgun, it is a total game-changer. You become death and the encounters and levels should change to suit. That said, you could totally get around having one or two here and there without it if you design the level/geography right.

>> No.6325138

>>6324428
works with anything

>> No.6325143

>>6325108
watched these 3 animations again and it looks like it predates how the mancs now behave in 2016/eternal
with the individual/singular cannon fire and and flamethrowers
the last animation even had one boost himself upwards with the cannons in the credits

>> No.6325151
File: 17 KB, 74x97, 1585200526450.gif [View same] [iqdb] [saucenao] [google]
6325151

>>6325085
>If you mean whether it increases attack frequency, I don't think so.
Yea that's what I meant. I see players in demos throwing punches while waiting for monsters to in-fight

>>6325121
>Let's dance, bonedaddy.

>> No.6325156

>>6325151
Monster fire doesn't wake other monsters up, so maybe they are making sure nobody is asleep.

>> No.6325161

>>6324981
Unless that board is /gif/. Holy fuck, they have bar none some of the most aggressively bad posters on this website.

>>6325043
Well, I can't say that's something I've ever seen before, good job /arena/.

>>6325103
Optionally give him a launcher and some rockets.

>> No.6325162
File: 789 KB, 720x360, That was surprisingly easy to add too.webm [View same] [iqdb] [saucenao] [google]
6325162

and now for a case of "Shit that people wanted a few years ago and I finally decided to add":

You can disable the ice beam.
I also added CVARS to disable nazrobe spawns and to disable them dropping their wands. Update soon.

>> No.6325182

tfw i dont know which mod that is but he just kind of assumes everyone does
nice death animations tho

>> No.6325192

https://www.doomworld.com/forum/topic/113196-national-videogame-museum-wad/

>> No.6325203

>>6325182
implying there's a minute in a day where he isn't on his high horse

>> No.6325204

>custom enemies
>not one, but two different kinds of chaingunners with more health
Ah yes, exactly what Doom needed.

>>6325161
That's also a good idea

>> No.6325209

is action 1 the only action that lets monsters open doors? Anything else will keep monsters in no matter what?

>> No.6325213

>>6325182
It's Space Hunter. It was something I made like 3 years ago.

>>6325203
Not sure what's your problem, I'm just making shit.

>> No.6325220
File: 33 KB, 106x166, 1576580944841.gif [View same] [iqdb] [saucenao] [google]
6325220

>>6325064
what did I just read?

>> No.6325234

>>6325192
nice

>> No.6325239

>>6324772
Wolf3D is amazing

>> No.6325250

>>6325220
the pent-up feelings of a neglected playerbase for a dying genre

>> No.6325258

>>6323643
>the heretic one
>not heretical one
Okee dokee...

>> No.6325271
File: 1.39 MB, 1366x768, Unreal6.png [View same] [iqdb] [saucenao] [google]
6325271

Anyone here knows anything about Unreal modding?
There's a new mod named "Unreal Evolution" that adds a lot of neat stuff. Unfortunately it also adds stupid weapon recoil that includes screen shaking, aim climbing AND fov -wobbling, in combo all those effects are quite vomit inducing and I'd like to remove them.
What tools do I need and where do I have to look for the weapon functions?

>> No.6325272

>>6325250
More like when a beloved franchise dies or releases nothing.

>> No.6325295

>>6325192
That's pretty cool!

>> No.6325301

>>6325204
I feel like a lot of custom monsters for Doom are made with the idea of "wouldn't it be cool if this existed" rather than "wouldn't it be cool if I made this thing for a specific role in a specific megawad."
Yes, you can give a zombie a rocket launcher or give a Spiderdemon a BFG with triple-mounted homing missiles, but is it a good idea?
Also, I think of those hideous neon furry OCs whenever I see the umpteenth glowing Baron recolor shooting a giant meteor storm at me.

>> No.6325340
File: 2 KB, 320x240, 1489401915558.png [View same] [iqdb] [saucenao] [google]
6325340

>>6322539
Space Hunter updated to v1.2

https://combine-kegan.itch.io/space-hunter

>> No.6325345

>>6325301
actually thought i was the only one who thought that about those barons
granted, there are some cool ones like the brown satyr resprite, and the orange one with an altered head and sweet death animation, but a majority of them are what you describe: black or red barons with neon bits that fire giant balls or do that sequence of left arm attack-> right arm attack-> attack with both arms

>> No.6325401

>>6325301
Y'know, that's not an unsubstantiated opinion. I think his larger size and overall cool appearance make him a more attractive template for turning him into other things, but not every variant of him you can find on Realm667 is uh, particularly novel or well thought out.

The grey cyber baron, and the orange bruiser guy, those are pretty well made, the Chtulu thing has an elaborate new head drawn from scratch, and then the old efreet baron from Deus Vult 2 gets a pass for being a decent effort within Dehacked. There's good ones, but for every good one, there's also one which is maybe less good, embarrassing even.

>> No.6325427

>>6324605
Wish we had gotten Tank Jr. instead of Borderlands Guy.

>> No.6325453

>>6325068
>>6325085
>>6325101
I like the thought of Doomguy's punches creating sound barrier-breaking cracks.

>> No.6325458

>playing Chocolate Doom Master Levels most of the day
>switch to GZDoom with Tilt++ and 60fps

Weirdest feeling ever. I've never had motion sickness before but I feel like I just felt it, it was like I was bobbing up and down and I felt like I was gonna fall over or something.

>> No.6325474

>>6325301
could be many reasons
for some dehacked maps, it's because of technical limitations that would make a mapset work better on a more advanced source port
for some gameplay mods like randomizers, it's either a modder poorly balancing something, running out of ideas or sometimes playing it safe because he knows most maps aren't made with a mod in mind

>> No.6325481

>Zombieman are equip what are clearly rifles
>Their attacks sound and acts like a pistol
Anyone else bother by this?

>> No.6325482

>>6325481
Pistol cartridge carbines

>> No.6325483

>>6325401
He's a good design indeed, and as you and >>6325345 pointed out, there are some very good edits of him, as well as very good edits of just about all of the roster.
It's just that most of them aren't good and those are the ones that tend to be used and misused the most.

>>6325427
If you're referring to Eisen as Borderlands Guy, yeah, he's not very fitting, but they wanted to do a tribute character to QWTF.
Clutch is the Tank Jr. replacement, I think. He doesn't have the pimp factor, but he's got a cool voice.

>> No.6325485

>>6325458
Motion sickness seems to more be the fault of Tilt++ rather than 60fps and GZDoom.

>> No.6325495

>>6322535
How do I install Crispy Doom on Fedora Linux? I'm trying to build it from source but I can't, I'm getting some errors, isn't there a rpm binary or something?

>> No.6325506
File: 139 KB, 310x499, Grunt_Q1.png [View same] [iqdb] [saucenao] [google]
6325506

>>6325481
Quake Grunts bother me far more in that respect.

>> No.6325520

>>6325458
Default settings of Tilt++ are weird. You may want to adjust them a bit.

>>6324745
I think there was a port of PrBoom for 3ds, but I'm not sure.

>> No.6325527

>>6325481
You're bothered by that and not
>clip
?

>> No.6325530
File: 202 KB, 734x2098, original baron, do not steal.png [View same] [iqdb] [saucenao] [google]
6325530

>>6325345
Yeah, there's some very nice ones (I like the one with wings, from Titan), but then there's the ones which aren't, either the graphic isn't particularly interesting, or the monster behavior is outright uninspired.
I'll go over some of these on appearance.

>1; This is a black and white Baron with the Beta lost soul for a head. He doesn't look awful facing the front, but once you see him actually walk about, he looks VERY awkward. This is an incredibly old sprite by Vader, older than some of the people on this board even, and while Vader is an incredible artist now, this shows that you have to start somewhere.

>2; Baron with some sort of white war paint (and a necklace?), I don't actually hate this one, but the fire on his hooves looks pretty awful, it's not shaded as well as the green plasma around his hands, and it looks awkward and out of place. If it was shaded better, and perhaps his eyes, plasma, and fire was either all green, or all orange, this would look much better.

>3; Greyscaled Baron with awful fire graphics pasted over his legs.

>4; Baron dyed red, and with a filter on him. Maybe if he had some good code he could be better, but he just looks inferior to the original Baron from an aesthetic point of view.

>5; The Bruiser, but not as good. Unlike the clean and well done aesthetic of the Bruiser, this design is very busy and cluttered, the war paint + all the spikes looks somewhat awkward at this resolution. Also unlike the Bruiser, this guy has really pretty cheap looking death frames.

>6; The Hellknight, but brown. The idea here was a weaker third version, but the shading looks muddy, and it would have been conveyed better with maybe smaller horns and no plasma on his hands at all, perhaps he would have to make a pause before each thrown ball, reinforcing the idea of him as inferior.

>7; This is another greyscaled Baron.

>> No.6325535

>>6325481
desu I think it would have been cool if we had zombiemen with every weapon. It would suck if they were overused, but it would make for some nice "oh shit" moments if you opened up a monster closet and a bunch of zombiemen with chainsaws just started sprinting at you.

>> No.6325543

>>6325530
I'm pretty sure I still see that first one in some modern monster replacers and multiplayer gamemodes. It's always looked comical to me. Didn't realize Vader made it, that guy makes some nifty shit now from what I remember.

>> No.6325545
File: 7 KB, 250x160, new_classic_doom_weap_cg.gif [View same] [iqdb] [saucenao] [google]
6325545

>>6325527
>chaingun

>> No.6325551

>>6325543
Vader is fucking incredible, he made that big bad Terminator demon with plate armor and gun arms.

>> No.6325561

>>6325530
How about the baron with a rocket launcher and chaingun from Evilternity?

>> No.6325569

>>6325561
Cyberbarons tend to be some of the best variants around.

>> No.6325602
File: 388 KB, 1920x1080, blood extra crispy.png [View same] [iqdb] [saucenao] [google]
6325602

Anyone know any Blood forums? Failing that any discords?

>> No.6325623
File: 20 KB, 156x156, finger_booom.gif [View same] [iqdb] [saucenao] [google]
6325623

>>6325602
Not gonna post them here but if you ctrl-f your queries here you can find both
https://blood-wiki.org/index.php?title=Main_Page

>> No.6325631

> image posting rangeban
cool, great, fuck you too
i'll just link it then
> https://i.imgur.com/Owtb4Rl.png

i liked the visual of the DE ballista
but i don't like the idea of an infinitely piercing railgun
so i made a double spiral beam, which converges into a single straight beam on impact, and only pierces once

i also found out that the metroid prime wave beam works REALLY well as a shotgun replacement
> multi shot
> covers a wide area
> accurate at range

>> No.6325635
File: 76 KB, 320x200, infernew.png [View same] [iqdb] [saucenao] [google]
6325635

>>6325623

Thanks

>> No.6325656
File: 117 KB, 1204x659, art.jpg [View same] [iqdb] [saucenao] [google]
6325656

Is this the Artifact from Resurrection of Evil?

>> No.6325658
File: 27 KB, 640x479, MAPEDIT-E5M9.png [View same] [iqdb] [saucenao] [google]
6325658

Is MapEdit what people are still using for Blood mapping? Going from UDB to MapEdit looks rough.

>> No.6325696
File: 94 KB, 745x681, Cacoboi.png [View same] [iqdb] [saucenao] [google]
6325696

>>6324145
Meatball headass boi
Useless teethass boi

>> No.6325704

>>6324760
>>6324765
My inner autism has kicked in. I found the solution to not having two copies of everything: I'll re-zip all of my wad files one by one, and put the zips in the Doom Launcher folder. I still have all the .txt files that came with the WADs so everything will look great inside Doom Launcher once its done

>> No.6325721
File: 95 KB, 960x540, TrailerBuildBoys.jpg [View same] [iqdb] [saucenao] [google]
6325721

Does anyone play Blood MP anymore? Meltdown is completely dead. Is there anywhere else?

>> No.6325748

Are there any simple 3D models that emulate the look of sprites for GZDoom? I'm trying to get it so the sprites appear in the depth buffer for reshade, since only the geometry appears normally

>> No.6325756

>>6325748
Check out Nobody Told me About Id

>> No.6325783

>>6325756
Does the trick for objects (barrels, pickups), but weapons and monsters are still sprites and not in depth buffer.
Also would prefer something without gameplay changes

>> No.6325795

>>6322643
>Make nothing but disappointing trash since Kaiser was hired
>Slap a $5 pice tag on Doom EX from before kaiser was hired
>Bounced back
lol DigitalFoundry fans deluded as fuck

>> No.6325812
File: 1.21 MB, 1437x1859, 1581786693853.jpg [View same] [iqdb] [saucenao] [google]
6325812

>>6324559
/m/ is good (with apparently some exceptions but I don't go into generals so I guess I dodge most of the bad parts), /tg/ is a shell of its former self with all the creative people gone due to overmoderation but NEVER let questfags tell you it was solely because of /qst/ happening, quests actually were a cancer of their own (maybe they were fine at first but then global mods decreed that ALL quests were /tg/ material and there were 5-10 /a/-themed quests clogging the board at all times) and I'm still glad they're gone.
I really wish we had an /ar/ in the vein of /vr/ so I could talk about old non-mecha anime. /a/ seems to exclusively care about currently-airing seasonal shows, to the extent that talking about old anime on /a/ seems like it would be harder than talking about /vr/-era games on /v/.

>> No.6325815

>>6324745
Mod your 3DS so it can play homebrew (check /hbg/ on /vg/ for a tutorial there) and then run this in the homebrew launcher
https://github.com/elhobbs/prboom3ds/
When I last used it in like 2015 it was pretty shit but it's been updated more since then so maybe it's gotten better.

>> No.6325825

Whats the point of Marathon? The Story is said to be one of stronger suits of the series over Doom but I can't find myself to enjoy it if the time I get to see it are on Terminal text dumps usually on the beginning and end of a level. The puzzles aren't too bad, I enjoyed them more than the shooting. I only made it as far as getting that Fusion pistol, the AR is fucking dogshit thats inaccurate on shot one it might as well be a grenade launcher with an AR attachment and the pistol only feels viable when dual wielding.
All I got from the story so far was that after it stops being generic an AI shits on me for doing the objectives in every mission when you simply don't progress doing otherwise and go on about pseduointellectual bullshit at me. Do the other 2 games do better with this or is it more of the same?

>> No.6325831
File: 3.20 MB, 1920x1080, CP04 Zombie Bug.png [View same] [iqdb] [saucenao] [google]
6325831

I don't know how well known this is but in Cryptic Passage map 4 there is a secret area and every time you press the button to open it it spawns a zombie. You can keep pressing the button as many times as you want and spawn huge hordes of zombies.

"To the right of the church doors is a tree. Push the symbol behind it. A door will open on the other side of the building. Reward: Tesla Cannon"

>> No.6325835

>>6325825
>pseduointellectual bullshit
Ah, yes. So you're just going to get angry at whatever explanation we try to give. Gotcha.

>> No.6325838
File: 2.93 MB, 1920x1080, lots of zombies.png [View same] [iqdb] [saucenao] [google]
6325838

>>6325831

boom

>> No.6325841

>On today's episode of "Noooo! Why doesn't it play exactly like Doom?!"...

>> No.6325842
File: 2.99 MB, 1920x1080, head art.png [View same] [iqdb] [saucenao] [google]
6325842

>>6325831
>>6325838

>> No.6325846

>>6322643
Iirc they pretty much said they didn't have the time to finish the Blood Remaster. Lost the rights or something.

>> No.6325849

>>6323875
>So is the new release more accurate to the original than EX?
Yes. Plays demos properly and everything.

>> No.6325859

>>6325841
???

>> No.6325875

>>6325859
Anon wants to talk shit but doesn't want to give his (you) to this anon here >>6325825

and to answer your question, Marathon 2 is a little bit better but I'd say if it doesn't click with you by a few levels in, you might be better off putting it down. Marathon Infinity gets really weird with the story shit but the gameplay is roughly the same as 2.

>> No.6325881
File: 343 KB, 1520x825, theburningwall3.png [View same] [iqdb] [saucenao] [google]
6325881

MAP02: the Burning Wall is complete.

Runs on everything. Please take a look. Any demos and feedback are appreciated as always!

https://ufile.io/vun97dew

>> No.6325919
File: 69 KB, 496x846, burningwallexit.png [View same] [iqdb] [saucenao] [google]
6325919

>>6325881

Here's my FDA anon

https://drive.google.com/file/d/1rSsH2ZQLNOlb_rQxwSL_KGW7pGq3z4dh/view

I like the layout and flow of the map. The imp ambush in the tubes was cool and having the map start and end in similar ways is also sweet.

It was quite easy and sparsely populated, I'd recommend chucking in more popcorn enemies, zombimen, imps etc. Not for the sake of difficulty but to make the map a bit more dynamic.

There were a few technical issues, namely the exit linedef being the wrong way around making exiting in Crispy impossible (as you'll see in my demo).

There's a few door linedefs that aren't lower unpegged so have a look at all the doors.

I think the map needs a bit more variety and detail. You have these rock textures that are straight lines, those could be made more irregular. Ceiling variation makes a big difference too. I'd have a look at the ceilings in the red rock rooms (and the others).

The map is definitely way, way too dark. Light level 96 is too low to be used throughout the whole map. More lighting variation would help too.

The map layout is good, you just need to tweak the visuals and gameplay a bit and you'll be set.

>> No.6325920

>>6324572
>Vanilla Essence, Doom Delta and Screem palette.
This dude's basically playing the Doom Beta we never got

>> No.6325924

>>6324573
>implying /vg/ ISN'T a porn board

>> No.6325925
File: 2.64 MB, 2448x3264, pcgdoom2.jpg [View same] [iqdb] [saucenao] [google]
6325925

>>6325920

Exactly the idea ~

>> No.6325949

>>6325919
My b, I'm always forgetting to set the exit linedef correctly.

>> No.6325983
File: 17 KB, 769x225, 2020-03-24 11_59_48-Window.png [View same] [iqdb] [saucenao] [google]
6325983

have you surpassed ken silverman's accomplishments at age 20?

>> No.6326015
File: 11 KB, 250x140, Volacubi.png [View same] [iqdb] [saucenao] [google]
6326015

I always wonder why there's so little Mancubus replacements out there

>> No.6326021

>>6322539
National Videogame Museum 1:1 recreation in Doom
https://www.doomworld.com/forum/topic/113196-national-videogame-museum-wad/

>> No.6326039

>>6326015
Can't improve perfection

>> No.6326136
File: 785 KB, 1366x768, doom2-000.png [View same] [iqdb] [saucenao] [google]
6326136

Well that's what I get for running even a Vanilla-compatible map on Doomsday.

>> No.6326140
File: 70 KB, 509x767, mancubus.png [View same] [iqdb] [saucenao] [google]
6326140

>>6326015

>> No.6326171

>>6326021
Smithsonian Terror: Gamer Edition

>> No.6326223

>>6324534
That's because we get our sexual pleasures from mapping & watching other people map for us. It's a living.

>> No.6326250

>>6323174
Sounds annoying af desu

>> No.6326257
File: 45 KB, 384x514, SW Redux.jpg [View same] [iqdb] [saucenao] [google]
6326257

Why is the mouse in SW redux still shit.. It's bad in Raze as well. That deadzone or negative mouse accel or whatever the fuck it is sucks.

>> No.6326264
File: 247 KB, 1145x643, crispy-doom_39RM6umK00.png [View same] [iqdb] [saucenao] [google]
6326264

>>6324373
Writing this as I play.

First impression, first room: Everything is over-exposed and has no brightness variation.
Brightness is the best and simplest way to improve a level's visuals, and the lack of it is always visible and can make any rooms by themselves very ugly.

There's a lack of consistency in theme and there is poor texture usage; pic related: The texture used for the pillar (SUPPORT2) is a bad choice, for it clearly isn't made to allign properly vertically.

You use a marble floor on a wooden platform, and the way the textures don't match together really shows.

The room also contains a high quantity of shiny, futuristic metal, and it doesn't make sense that it is combined with gothic metal gates and textures.
In front of me, there is a room with multiple doors with METAL texture for its walls -- this texture is a bad choice for a main wall texture, and should be used either for pillars or as texture separators (like the way SUPPORT2 and SUPPORT3 are supposed to be used for).

Above me, there is a carpet-like flat, and for most of the room, there is a very bad flat texture which, honestly, is a bad choice for any situations -- it's very low quality compared to the rest of Doom's textures.

>> No.6326292

>>6325535
>BFG zombie

>> No.6326327
File: 545 KB, 1920x1080, crispy-doom_uptRmHauWF.png [View same] [iqdb] [saucenao] [google]
6326327

>>6326264
Most of MAP01 has the same texture/visual issues as I described in my previous post. Those are common issues for beginners, which you'll quickly improve on.
I'll talk about the gameplay: It was sweet, not very good but not bad at all. It's weird how in the ambush after I pickup the chainsaw, the chainsaw itself is the most impractical weapon to use in that situation.

One door had red markers around it, but I didn't use any red keys to open it, it simply opened after I walked over a specific line. That was weird.

I also checked in the editor, and the last yellow door had a action 105 (WR Door Open Wait Close (fast)) in one of its linedefs, but it wasn't tagged. Maybe you missed something there.

MAP02: Right off the bat, it's already much better than MAP01. It has comfier visuals and more challenging gameplay.
One issue at the beginning of it, is that I press a switch of which I know not the purpose of. I guessed it raised one platform I saw previously, but I'd wager a good quantity of players aren't going to realize it, wander around lost looking for any open passages, and complain. Progression should be made as clear as possible. A tip: Make a monster teleport near the area you want the player to go.

Overall, this level is filled with confusing and unclear progression -- that's a huge issue -- so I must apologize but due to my lack of patience I'm just going to quit it. I played MAP03 and MAP04, but they are apparently unfinished. You should've pointed that out.

These are actually impressively good attempts for a beginner. The layouts are good and display a lot of creativity, and so is the gameplay, although it could use some polishing. Your main issues are with progression, and visuals, which can be outright unpleasing to look at, but it's visible that from MAP01 to MAP02 even that improved.

>> No.6326331

>>6326327
Other things to point out: it should be explicitly clear that an exit is an exit. MAP01 ended abruptly and that can annoy some people, for they would've wanted to backtrack for secrets/items before exiting a level.

MAP02's transition from cave to techbase was smooth and well done. The techbase sections showed many of the same issues as MAP01, but at least didn't have marble/rusty metal around.

>> No.6326332

>>6326257
>that deadzone or negative mouse accel or whatever the fuck it is sucks.

Common problem with build engine ports, for some reason.

>> No.6326337

>>6326257
>>6326332
So, what are the source ports of choice for SW?

>> No.6326382

Is there a way to play Quake 1 with just Slayer's testament weapons, not monsters?

>> No.6326396

>>6323968
>>6323994
marauder summons dogs
pain elemental summons skulls
it's not that hard to understand why.
>>6324453
>steal maps
no

>> No.6326443

>All dogs are meme dogs now
Mmmhmm

>> No.6326447

>>6326396
Sure thing, Chromeflames.

>> No.6326450

>>6326382
nvm fixed it vanilla_monsters_toggle

>> No.6326452

>you lose the demon keys when you die in Doom 64

fuuuck

>> No.6326453

>>6326452
You didn't in EX.

>> No.6326456

>>6326453
In the new PC port you do though, I guess I'll use a password because I only realized I don't have it after few levels.

>> No.6326483
File: 184 KB, 816x639, lighting issues.png [View same] [iqdb] [saucenao] [google]
6326483

Those light borders don't look very good, do they?

>> No.6326494

>>6326483
Move them inside the walls a bit like an indent.

>> No.6326501

>>6326483
The double-wide one on the left looks bad, but I can't think of a solution right now either.

>> No.6326505

>>6326501
You mean the big column? I can just move sidedef until it is smooth, I wasn't sure complete lack of lines is better though.

>> No.6326515

>>6326494
That could hinder gameplay. Players often hug walls and having indents like that can get them killed in a tight close-quarters combat situation, and from the screenshot, I can see there's a Spectre, so quite clearly you'll have to move run away from enemies.

>>6326483
The room itself looks good from what I can see. Nothing wrong with anything there.

>> No.6326518

>>6326515
Abrupt cuts on the floor is what bothers me and since I want them to blink randomly and this is line of ceiling change but I solved it by brightening the center up.

I'll experiment if Idents would make it better. The walls are very think and trying to move them would mess up flats in adjacent rooms so I can't have big idents.

>> No.6326520
File: 1.52 MB, 635x457, 1493529318086.gif [View same] [iqdb] [saucenao] [google]
6326520

Is anyone else SCARED of big, non-linear levels? Specifically for Doom.

I'm always afraid I'll pick the worst path possible, miss items, or get lost (I always do). A recent example would be Plutonia 2 MAP29, where going the wrong path can get you fucked pretty easy, if you miss the path BFG/Rocket Launcher.

>> No.6326521

>>6326515
that's what invisible impassible line are for

>> No.6326527

>>6326520
At what point is a map considered BIG anyway?

>> No.6326528

>>6326515
you put impassible lines in front of them so that players don't get stuck in them

>> No.6326531
File: 133 KB, 816x639, convex.png [View same] [iqdb] [saucenao] [google]
6326531

Made those lights slightly indented and curved. I think this looks OK, though they are rendered a bit weird. Will maybe try making them point outside instead, see how that'll work.

>> No.6326551

>>6326531
https://zdoom.org/wiki/Fake_contrast

>> No.6326553

>>6326531
they look weird because you're running into the effects of fake contrast
https://zdoom.org/wiki/Fake_contrast

>> No.6326562

>>6326553
>>6326551
Live and learn. Seems to look better if I make them curve inside. Doesn't seem to hinder movement much, unless you try walking into wall at a specific angle, but why would you?

>> No.6326564

>>6326452
Doom 64 can be really sadistic sometimes. I think the game is pretty easy, but imagine playing that shit with a N64 controller. They weren't trying to make the game fun at all and that's visible even in the PC port with all the horribly unfair traps

>> No.6326567

Douk > Dewm

In every fucking aspect.

>> No.6326581 [SPOILER] 
File: 116 KB, 518x396, 1586440298174.jpg [View same] [iqdb] [saucenao] [google]
6326581

>>6326562
>Live and learn
HANGING ON THE EEEEEEEDGE OF TOMORROOOOOOOOOOOW

>> No.6326586

>>6326531
I wouldn't curve them. Just make them flat indents into the walls.

>> No.6326590

>>6326567
get out LGR

>> No.6326591

>>6326586
I have very little space for that, there's another room 8 units from there - and trying to move that will open a different can of worms because of the computers in it. and I didn't quite liked how it look at this depth angularly.

>> No.6326602

>>6326590
he's right tho

>> No.6326604
File: 97 KB, 640x480, doom00.jpg [View same] [iqdb] [saucenao] [google]
6326604

So I'm trying to toy around with the OTEX textures with a map and testing with PrBoom, but when I add it as a resource the default textures do this instead of being startan2 and the sky doesn't work. Am I adding OTEX in wrong?

>> No.6326615

>>6325271
anyone?

>> No.6326639

If I have a doom animation that's 35 frames, obviously I start with DOOMA0 through DOOMZ0, but what do I use after Z? Do I start using numbers, like DOOM10, or do I have to change the sprite name?

>> No.6326647

>>6326639
You can go up to 28 frames with DOOM[0, DOOM\0 and DOOM]0 as far as I know.

>> No.6326650

>>6326647
29*

>> No.6326660

>>6325815
Thanks bro

>> No.6326705

>>6326337
None, because mouse aiming in the Build engine is straight up garbage.

>> No.6326707

>>6326604
Uhh, this usually happens in Doom Builder when you put a set of textures ABOVE the default one. When you finish your map you have to put the .wad together, rip out the textures from the original wad and put them into your own wad, then rename them, so they don't overwrite the default ones ... at least i think that's how it usually goes.

>> No.6326713

>>6326647
Good info. Thanks.

>> No.6326717

>>6322961
I've done that before, I call it "lightmare"

>> No.6326718

>>6322539
Sunder map19 is out https://www.doomworld.com/forum/post/2111859

>> No.6326742

>>6322961
I'm going to try HMP with fast monsters at some point. UV is too hard for me, HMP sounds about right.

>> No.6326748

>>6325795
The new port is basically superior to the old one.

>> No.6326750

>>6326742
I played the IWADs on UV + fast monsters but with the respective Final Doomer sets.

>> No.6326767

I'm quaranted and bored and I feel like speedmapping. Does anyone want to play a quick map?

>> No.6326771

>>6326767
Sure thing.

>> No.6326776

>>6326771
Okay, I'll be back in 2 hours.

>> No.6326789

>>6326776
Okay anon, i'm timing you, so good luck

>> No.6326801

>>6325545
>A chain gun is a type of machine gun or autocannon that uses an external source of power to cycle the weapon rather than diverting energy from the cartridge
Change "external" with "internal" and it makes perfect sense, because there is no chance those barrels are hand cranked.

>> No.6326809

>>6326801
>hand cranked
That would explain the ROF.

>> No.6326825

>>6326801
Most modern Gatling kind of weapons would be using an electric motor with a gear engaging the rotating assembly, rather than having a chain driving it.

>> No.6326830
File: 751 KB, 320x260, pylons.gif [View same] [iqdb] [saucenao] [google]
6326830

Lads I've got a Decorate Actor that I'm using to replace the default Blood actor. It does not inherit from Blood. How can I make it not be affected by gravity or any kind of force at all? I've tried +NOGRAVITY, +FLOAT as well playing with it's amount of gravity, mass, speed, and floatspeed. Basically, when it spawns, I want it to be completely static. What do?

>> No.6326838
File: 174 KB, 1920x1080, Screenshot_Doom_20200409_171632.png [View same] [iqdb] [saucenao] [google]
6326838

Jesus Christ, that was insane

>> No.6326883

>>6326602
>*spontaneously dies in a hinges door*

>> No.6326887

>>6326483
I think they look okay.

>> No.6326915
File: 203 KB, 816x639, the charon project.png [View same] [iqdb] [saucenao] [google]
6326915

Kinda wonder if it's better to start in the middle of this room like right now or add an extra teleporter room and put monsters in here.

>> No.6326928

>>6326567
>Doom Builder 1 shits all over Mapster32 and that's a long outdated map editor.

>> No.6326934

>>6326838
what wad?

>> No.6326939

>>6326934
Resurgence

>> No.6326997
File: 78 KB, 670x520, decorate.png [View same] [iqdb] [saucenao] [google]
6326997

>>6326830
Here's my class. In game, when I use the summon command to spawn it, it behaves as expected. It's completely static. Just floats there. But when an actor gets hit by a bullet, and spawns it by bleeding, it floats up. Is there some kind of hard-coded retardation involving velocity?

>> No.6327004

>>6326337
Try this.
> https://www.doomworld.com/vb/doom-speed-demos/52742-concerning-mouse-acceleration-in-vista-7/

Or, try limiting your GPU's frame rate to that of your monitor refresh rate.
> https://steamcommunity.com/app/434050/discussions/0/1697175413675988019/

I used to turn off 'enhanced mouse precision' like the first link suggested every time I played PrBoom, but that didn't work when I was playing Duke Nukem World Tour edition, so I tried all the things in the second link, and I found that capping my GPU's framerate worked the best (the mouse aim is still not as good as the fan-made source ports). And, mouse aim in PrBoom was also dramatically better and I never had to toggle the mouse options in control panel anymore.

Also, BuildGDX will be able to work with Shadow Warrior eventually, so that will be the best source port once it's updated

>> No.6327014

>>6326830
>>6326997
I've even tried A_ChangeVelocity, A_ScaleVelocity, and A_SetSpeed. None of them work when an actor bleeds.

>> No.6327025

Does anyone knows hgow to make corpses stay and NOT disappear in Unreal Gold?

>> No.6327038

>>6326997
Blood particles are spawned with upwards momentum, for them to then get affected by gravity and fall down. Since yours are NOGRAVITYd they just float up

>> No.6327045

>>6327038
I want them to be completely static; e.g. not moving up or down. Is it possible to make blood particles not spawn with upwards momentum?

>> No.6327049

>>6327045
Checkout D4T or D4D I think one of them replaces default blood sprite actor with a different one, see how they did it.

>> No.6327052

>>6326928
Thats not really relevant to the quality of the games themselves. And Doom's original editor wasnt smooth as butter either.

>> No.6327065
File: 997 B, 120x52, file.png [View same] [iqdb] [saucenao] [google]
6327065

Here's an idea:
A universal Hurt Floor indicator minimod

Make all hurtfloors to spawn boiling bubble effects on the surface, same way Hexen/Heretic do with its lava. Make it inherit the color palette of the origin floor.

As another option - replace boil bubble splashes with rising particle smoke - performance impact of one particle being roughly 1/4 that of a sprite actor would allow to spawn more particles as a clearer indicator. Maybe make particle intensity depend on the hurt floor type.

This would solve the confusion between whether or not the particular texture in particular WAD a hurtfloor or not.

>> No.6327075

>>6327065
or you could just throw a corpse on it

>> No.6327082

>>6327065
Or just step on it for a second and if Doomguy goes UNF then you know it's danger

>> No.6327083

https://youtu.be/7DTEWl7geRI

>> No.6327098

>>6326264
>>6326327
Thanks for the feedback. I'll try to improve the visuals a bit. I could probably make it work better, but I thought a marble counter-top would make some sense for a wooden 'desk.' I'll try to rework the chainsaw ambush. The red door I wanted the player to not think much of the door so they'll be surprised by the shotgun guy. It doesn't go anywhere, so I figured it was a neat trick. The yellow door linedef was leftover from before I added that switch, so I'll go nix that, thanks.

Not that I think it's necessary for the level but did you find any of the secrets? The few people I've heard from said the level end was pretty clear, and I thought I made it clear enough that by dropping through a big hole, you're not coming back.

As for level 2, yeah. I've wanted to rework the cave for a little while now. The switch raising the platform on the left to run across not being too clear was a concern I've had. After you cross into there, I feel the level progression should be straightforward and that's where it becomes most refined. Especially after another change of scenery that comes beyond the caves.

I really appreciate the feedback. I honestly didn't think anyone was going to give it a run. I thought I had made it clear in the first post that it was really just the first two levels, but that was my mistake. I'm now realizing I mixed that up with a different post where I was more explicit.

>> No.6327108
File: 145 KB, 960x540, d&d03.jpg [View same] [iqdb] [saucenao] [google]
6327108

>>6323157
Look at this shit. They could make a megawad of these short maps and win a Cacoward, or at least a runner-up.

I was getting devastated by chaingunners on map 1 so I set the difficulty to HNTR so I could learn the maps, and I'm definitely gonna do a HMP playthrough and a UV playthrough as well. I'd probably grind a deathless UV run of the whole thing and record it, too. This shit is DOPE. I was playing Hell Revealed 2 since the Doomworld forums are doing a playthrough of it together, but those maps are ugly as sin and have nothing going for them besides "muh challenge."

>> No.6327119

>>6326015
maybe his design is a bit more complicated?
still like that aa/hellforged one and doom 3-ish/deadabus one
spider mastermind on the other hand...

>> No.6327121
File: 160 KB, 960x540, d&d04.jpg [View same] [iqdb] [saucenao] [google]
6327121

>> No.6327124

>>6326564
I wouldn't really say the traps are unfair, though there are two terrible traps that are basically instadeath if you don't know about them. Other than that it's normal (not counting Hectic, but it's the point of the level). But if I tried to play it with the controller then I might have had a different opinion.

>> No.6327128

>>6327108
Those Doomer Boards people have really good and consistent output. I love the secret gimmicks they use, impressive stuff for limit-removing projects.

>> No.6327132

>>6327098
>>6326327
Hey, just a quick correction. That walk linedef is definitely tagged. It opens one of the secrets (though I need to rework what that secret contains.

>> No.6327138

>join Quake III server with 12 players
>it's two bots and ten spectators
What?

>> No.6327145

>>6327138
virtual cuckoldry

>> No.6327148
File: 1.44 MB, 1280x720, R9XhIIWPRNMy3GHm.webm [View same] [iqdb] [saucenao] [google]
6327148

>>6322535

>> No.6327151
File: 444 KB, 1316x3048, dx7sVXj.jpg [View same] [iqdb] [saucenao] [google]
6327151

>>6327138
They are waiting for the bots to do their thing.

>> No.6327152

>>6325043
>>6325052
Aren't they just trolling? I mean how can anyone be unironically sexually attracted to fucking sorlag of all things? lmfao

>> No.6327158

>>6327148
What is this?

>> No.6327162

>>6327151
This pasta loses all credulity if you've ever been familiar with self-"learning" bots from the early 00s. They simply accumulate garbage data.

>> No.6327171

>tfw born too late to enjoy Rocket Arena and Threewave

>> No.6327173
File: 9 KB, 638x158, fast blood.png [View same] [iqdb] [saucenao] [google]
6327173

>>6327049
Will do. But I have a feeling this is going to be a huge can of worms. In my testing, blood, when spawned by actors, is not at all effected by the VSpeed property. Even this code causes blood to behave as if it were vanilla.

>> No.6327185
File: 381 KB, 680x419, 4cc.png [View same] [iqdb] [saucenao] [google]
6327185

>>6327152
> I mean how can anyone be unironically sexually attracted to fucking sorlag of all things? lmfao

You're too innocent,anon.

>> No.6327191
File: 192 KB, 282x400, 1580069349029.png [View same] [iqdb] [saucenao] [google]
6327191

>>6327152
aww look at this poor innocent little thing

>> No.6327205 [DELETED] 

https://youtu.be/7DTEWl7geRI

>> No.6327212

>>6327152
Sorlag is really hot though.

>> No.6327216
File: 2.89 MB, 534x402, 2020-04-09 22-12-24.webm [View same] [iqdb] [saucenao] [google]
6327216

Well, furnishing goes well. I guess I can move onto making demon fortress soon.

>> No.6327220

>>6327216
super big nitpick but rotate the player start to already be looking down the stairs.

>> No.6327224

>>6327216
Bro no offense but theres no need to post this much of your WIP maps. Show off either on screenshot saturday or when it's actually ready for playtesting.

>> No.6327228

>>6327171
>tfw born too late to enjoy literally any 90s FPS multiplayer in its prime

>> No.6327235
File: 119 KB, 958x752, caco.jpg [View same] [iqdb] [saucenao] [google]
6327235

>>6326767
>>6326776
Did you manage to finish, anon?

>> No.6327236

>>6327228
I know that feel. My first multiplayer FPS was Battlefield 1942, but I did get to play quite a bit of Half-Life Deathmatch and some mods like The Specialists

>> No.6327242
File: 513 KB, 1581x816, Безымянный.png [View same] [iqdb] [saucenao] [google]
6327242

What to do with big brown wall.

>> No.6327247

>>6327242
Window to an office that overlooks the loading bay. Make it a secret you teleport into or something.

>> No.6327263

>>6327247
Good idea (though it's a repair shop, not a loading bay). I can put lift controls in there. Though this still leaves me with another big brown wall just across.

>> No.6327267

>>6327263
You got any textures that would fit as some banner perhaps?

>> No.6327271
File: 91 KB, 480x498, FaceApp_1546714414426.jpg [View same] [iqdb] [saucenao] [google]
6327271

>>6327212

>> No.6327275

>>6327271
You don't understand

>> No.6327280 [DELETED] 

HOLY BASED
https://forums.unknownworlds.com/discussion/63314/the-pride-of-our-ns-community

>> No.6327284
File: 89 KB, 418x447, Безымянный.png [View same] [iqdb] [saucenao] [google]
6327284

>>6327267
I do have these guys.

>> No.6327285

>>6327284
yeah put some of those up on the other barren wall then.

>> No.6327292

>>6327242
Those sci-fi busses look kind of neat actually. I assume there's like a door on the rear or one of the sides or something?

>> No.6327298

>>6327292
Whoops, haven't thought of that.

>> No.6327304

>>6327224
shut the fuck up faggot, we're helping this guy build his map step by step and he's been doing great the past 2 maps.

>> No.6327308
File: 919 KB, 680x1355, every goddamn time.jpg [View same] [iqdb] [saucenao] [google]
6327308

>>6327152
>he doesn't know
based sorgielet
let me redpill

>> No.6327337

>>6327224
Disregard this, I suck cocks.

>> No.6327346

>>6322535
Is there a way to download Pokémon DOOM: Titanium?
the links are broken.

>> No.6327348
File: 24 KB, 320x240, 320px-Nerdlol.jpg [View same] [iqdb] [saucenao] [google]
6327348

>Playing Embers of Armaggeddon with Brutal Doom monsters
Not only it works but it's far more fun that I expected.

>> No.6327356

>>6327348
Can you keep the Doom 4 monster apperances?

>> No.6327378

>>6327356
If you mean BD monsters with Doom 4 appearance then no.
If you mean Doom 4 monsters like D4T then we should wait for an addon because the last one isn't compatible with the last version.

>> No.6327381

>>6327162
In addition to that, if I remember right, Carmack himself said that no neural networks have been used for Q3 bots. So it doesn't only have zero credibility, it's also debunked at its core.
Still a fun pasta, though.

>> No.6327384

>>6327348

I played, EoA with vanilla monsters and it was a hell of a cake walk. But even then the framerate goes to shit.

>> No.6327392

>>6327384
Playing it with vanilla monsters it becomes it too easy. I play it with more difficult monster mods like Nobody Told me About ID or Hard Doom.
It's also better to change the item spawn in the options.

Honestly I didn't have many issues with the framerate. It goes pretty smooth to me.

>> No.6327413

>same mods
>same load order
>same settings
>woc suddenly not gaining exp, even on new game
annoying

>> No.6327415

What would be appropriate "boss monster" to teleport into the relatively open area when player presses the switch. The best weapon available is rocket launcher.

>> No.6327421

>>6327415
Baron

>> No.6327423

>>6327392

I play on a toaster, so I'm kinda expecting already. The only monster mod that doesn't tank everything is D4V and some on Zandronum, to a lesser extent.

>> No.6327428
File: 660 KB, 960x540, Dungeons & Demons 06.png [View same] [iqdb] [saucenao] [google]
6327428

There's a weird section in this map where ghost monsters walk through the wall and you have to run. They have collision in that you can't run through them, but you can't shoot them, you can only kill them with rocket launcher splash damage. What's going on?

>> No.6327431

>>6327415
One or two Barons, Cyberdemon is probably a no go considering the best weapon available is the one he's mostly immune to.

>> No.6327436

>>6327423
Use Vanilla Essence and change the options to make it closer to your preference.
It runs much smoother when you go for mods like Project Brutality
https://forum.zdoom.org/viewtopic.php?f=43&t=59412

>> No.6327440

>>6327428
Is it a ZDoom map?

>> No.6327441

>>6327431
>>6327421
Baron it is. I was choosing between barons and mancubi. Was considering an arch-vile, who, while fun to see resurrect previously dead monsters, isn't fun to fight in this particular situation.

>> No.6327445

>>6327415
Two mancubodes from two different directions.

>> No.6327446

So I'm trying to make a WAD for GDlite but when I load it in GZDoom Builder it throws up 117 errors for missing files. So I tried adding gdzoom.pk3 and that fixed the errors but now the game wont run and gives me this error instead: File D:/Programs/DOOM/gzdoom.pk3 is overriding core lump mapinfo/doom2.txt.

I've tried looking it up but I haven't found anything + I'm not very smart.

>> No.6327447

Am I just that bad or does Evilternity have a severe lack of ammo? I'm currently suffering on map 14.

>> No.6327450
File: 23 KB, 320x200, DBP20_purple.png [View same] [iqdb] [saucenao] [google]
6327450

>>6327428

https://doomwiki.org/wiki/Ghost_monster

Interesting mechanic used in that map. Along with the RPG(ish) interaction system.

>> No.6327451

>>6327441
Mancubi could also be good, but you'd need to give the player time to react in order to assess the situation and not get hit immediately. Barons at least have the roar to make you aware of them while Mancubi have at most the grunt but I think they only say it after firing.

>> No.6327456
File: 200 KB, 960x540, dungeons & demons 05.jpg [View same] [iqdb] [saucenao] [google]
6327456

>>6327428
I remember Decino talked about this bug before that cruel mapmakers would exploit. I think if you crush a monster and it gets resurrected by an arch-vile, it comes back with no clipping. The transparent affect makes it extra spoopy. The monster killcount was about 100 over the starting count so that must be it.

This WAD is even funner than Eviternity, imo. I didn't spent nearly as much time lost. I've always preferred Crispy Doom and limit-removing or vanilla-compatible maps, though, so I could be biased

>> No.6327468
File: 217 KB, 960x540, dungeons & demons 07.jpg [View same] [iqdb] [saucenao] [google]
6327468

>>6327440
No it's a dope-ass limit-removing map (runs on Crispy Doom or 'above'). I'm playing on HNTR and it's still plenty hard, and this is coming from an anon who's done numerous deathless runs of each of the original episodes on Nightmare difficulty.

>> No.6327471

How do you feel about switches manipulating something remote? Right now I have two switches locked behind two keyed doors, one lowers the floor and another raises the ceiling in the same sector opening passage to the exit. The intention is to send player into 2 independent areas to find keys then bring them back.

Suddenly I realized I can just put switches where the keys current are. But it would be a bit more unclear.

>> No.6327474

>>6327308
lol

>> No.6327481

>>6327471
if i can tell what it changed its fine
if i cant and the map is linear and its fine
if i cant and the map has very few doors or the like for it to change its fine
its only bad if i cant tell what it did and the map is huge with 500 doors and platforms attached a to a switch each

>> No.6327482
File: 21 KB, 563x542, 1475286900546.jpg [View same] [iqdb] [saucenao] [google]
6327482

>>6327450
Ty DB anon, have a (You)

>> No.6327490

>>6327450
Ah, so if you're playing this on PrBoom, -complevel 2 is a must
>As with many Doom engine bugs, this one is fixed in many source ports, including Boom;

>> No.6327491
File: 4 KB, 171x186, dohh.png [View same] [iqdb] [saucenao] [google]
6327491

>>6327482

>> No.6327495
File: 107 KB, 956x511, complevel2.jpg [View same] [iqdb] [saucenao] [google]
6327495

>>6327490

All the maps are designed for complevel 2 (Crispy is usual testing port) and then checked to make sure they're not broken in GZDoom.

>> No.6327501

>>6327474
>>6327308
very lol

>> No.6327506

>>6327450
I should probably take a look at Doomer Boards. I don't know how long it's been around, but they've been pumping out some quality maps. I got the impression it was made up of people who were banned from Doomworld.

>> No.6327515
File: 1.15 MB, 711x964, cgw1.png [View same] [iqdb] [saucenao] [google]
6327515

>>6327506

DBK is great. Not everyone in DBK is banned from DW. Most are but I'm not banned and I know a bunch of others who aren't banned.

https://drive.google.com/open?id=1wRxbcSiflU8zEd73k77U3w6bVPKeI901

>> No.6327517

>>6327515
>Wolfenstein 3D
>Stunningly realistic Nazi stronghold

h e h

>> No.6327529

>>6327413
theres an option in the menu for xp multiplier, check what its set to

>> No.6327536

>>6327446
you need to click the option "exclude resource from testing" or something like that
otherwise it tries to load gzdoom.pk3 into gzdoom, which confuses it

>> No.6327538

>>6327536
Thank you very much anon, works perfectly.

>> No.6327545

anyone have the tekwar cutscenes? trying to put together a buildGDX pack similar to the raze one someone made a couple threads back
also wondering how i'd make expansions (and different versions, since buildgdx also supports duke world tour) chooseable since the buildGDX menu just lists the full games with no way to append shit

>> No.6327548
File: 189 KB, 1024x768, Cryonology.png [View same] [iqdb] [saucenao] [google]
6327548

>>6327436

I tried vanilla essence a long time ago, but software mode tanked FPS much more than OpenGL. But I just tried Eviternity on Map 14, with D4T and software renderer on 640x480... holy shit this is smooth. I get some chugging here and there, but... its really smooth. Map 15, on this area, where there's a huge influx of monsters, it really tanked to 30fps, but hey, its something.

>> No.6327572
File: 110 KB, 320x340, starting to get sad.png [View same] [iqdb] [saucenao] [google]
6327572

Out of curiosity I checked on Doom X and saw the last post was made back in 2016

>> No.6327593

>>6327548
I see.
I turn the scale down to 0.75 for the most part.
If you didn't ,try that.

>> No.6327596 [DELETED] 

reminder that kate dying is exactly as the xenofag predicted

>> No.6327607

>>6327501
i would've posted an image, but that's IP range disabled

>> No.6327606 [DELETED] 

>>6327596
Why you gotta be like that?

>> No.6327608 [DELETED] 

>>6327596
Who?

>> No.6327617 [DELETED] 

>>6327606
>>6327608
Do not engage.

>> No.6327626

when will drpyspy release that doom 64 monster project?

>> No.6327635

>>6327626
I wonder this too, that revenant he paraded about was pretty baller. Completely fit with the original game's style and looked much better than that one in the DW project.
He's probably busy with his Zandro mod and making sure Doom Delta doesn't shit itself on newer GZD builds.

>> No.6327638

>>6327495
Does the 'trick' work with GZdoom's strict compat mode? Does it break without it?

>> No.6327652

Hello.
Playing Brutal Doom (DOOM II) with GZ Doom.
I tried to remove all the new weapons but they keep being in the game.
I like the refreshed old guns but there are the new ones as well.
Is there a way to remove all the new stuff and keep the original "remixed" guns?
Thank you.

>> No.6327656

>>6327593

Can't do that on software mode. It's the best it can get, for better or worse, on LZDoom.

>> No.6327658

>>6327652
Crack it open in SLADE and navigate that spaghetti code, strip out the content you don't want and make sure it doesn't make the entire mod collapse afterwards.
Good luck.

>> No.6327669

>>6327529
1. Setting it to like 5 times as high made it move at all ever. Weird but kind of works, thanks.

>> No.6327698

Is there any good border texture for rocks? I can't think of anything that could tie separate different types of rocks in a hellish cave.

>> No.6327734

>>6327698
Well you could use wood supports if its a cave used by man.
But for a more natural transition, try making a < shape, so that the two rock textures meet at a point with a steep angle. Then they look like separate formations.

>> No.6327742
File: 1.55 MB, 1920x1080, mmbd.png [View same] [iqdb] [saucenao] [google]
6327742

>>6327652
I've done what the other anon is suggesting, about a month ago
https://anonfile.com/Z5wcW4n9o4/prudbrut_7z
(though went a bit further, as one does)

>> No.6327743

>>6327734
>try making a < shape, so that the two rock textures meet at a point with a steep angle. Then they look like separate formations.
Different anon, but hey, that's a pretty good idea, I'll have to remember that one for later.

>> No.6327759

What's your go to weapons mod if a map is too hard?

>> No.6327774

>>6327734
Support it is. Gonna make an arch with hanging corpses across the cave entrance.

>> No.6327779

>>6327774
That's a cool idea.

>> No.6327796

>>6327759
DAKKA
You can set in the options so that Score system gives you an extra life whenever you reach a threshold, so when you die you can respawn right away in the same spot.
Same as in Doom Eternal, but 3 years prior.

>> No.6327802
File: 43 KB, 396x385, 1513543507792.jpg [View same] [iqdb] [saucenao] [google]
6327802

How can I make a make a co-op game to play through the campaign that doesn't default to deathmatch items being in the levels
using zdl/gzdoom direct connection on LAN, gonna co-op doom and descent with zoomer nephew over easter

>> No.6327815

>>6327802
I think with gzdoom it'll be co-op by default but deathmatch weapon spawns will also be on by default, you'll have to turn that off.

>> No.6327834

>>6325983
I'm close to 30 and the most I can program on my own is an arkanoid game with improper collision. Maybe in the next life.

>> No.6327847

>>6327802
I remember GZDoom being a fucking hassle to set up. Zandronum is much more intuitive.

>> No.6327854

>>6326581
People shit on Sonic Adventure 1 and 2, and they're not the greatest games, but they'll always have a place in my heart

>> No.6327859
File: 1.33 MB, 1280x720, shot014.png [View same] [iqdb] [saucenao] [google]
6327859

Turok modding is better than I expected.
There's a Blood inspired map where it gives you a TommyGun and fight the Primagen as well.

>> No.6327868

>>6327456
Isn't Crispy Doom essentially just PrBoom+? What's good about Crispy Doom?

>> No.6327870

>>6327859
Is it me or is Turok 1/2's movement a little wonky somehow? Been a while since I've played either, but that's what I remember from 2 at least.

>> No.6327871

Speaking of Turok,do anyone know what happened to that anon making that Turok TC for Doom?
Haven't seen any of those posts for a while.

>> No.6327873

>>6327870
It kinda is.

>> No.6327894

>>6327868
Vanilla-accurate software rendering, but is hardware accelerated..

>> No.6327898
File: 57 KB, 375x524, violence-killer-turok-new-generation.jpg [View same] [iqdb] [saucenao] [google]
6327898

>Turns out Turok was actually released in Japan
>Only the second one for some reason
>It's named differently
>All of it is localized
>It's literally the only piece of Turok media to be released in Japan.

What the hell.

>> No.6327903

>>6327898
Gotta rove engrish

>> No.6327906

>>6327898
What's so shocking about that?

>> No.6327909

>>6327906
It feels so random that this game was the only Turok related thing to be released in Japan,that's all.

>> No.6327942

>>6327898
>Violence Killer
So Turok goes out to kill violence? Wouldn't that make him violent as well, meaning that if he wanted to remove all violence from the world(s), his quest would only end once he eliminates everyone and ends his life in a climactic seppuku?
Japanese titles are great.

>> No.6327943
File: 40 KB, 640x599, 1572323080657.jpg [View same] [iqdb] [saucenao] [google]
6327943

I was wondering if people over here hates Delta Touch (you know, the mobile app). I've been using it for a while now and it's good, but I'm not sure if you guys would shit on it the same way as BD for example. I like it because it gave me the opportunity to play Doom and hang out with you guys, overall it's a nice community you have.

>> No.6327947

>>6327943
I don't see how an FPS could be playable on a touch device. It would seems that you would need precise movement for an FPS to play.

>> No.6327956

>>6327942
>Violence Killer is the prototype name for Painkiller

>> No.6327959

>>6327943
D-Touch is ok.

>>6327947
It's surprisingly decent. Left side acts like analog stick for movement, while right side is a touchpad for aiming, and you can bind taps and doubletyaps to different actions, alongside traditional buttons. It worksa really well and allows to combine analog movement with reasonably precise aiming.
It also has Chocolate, DoomRetro, prBoom+, LZDoom, Multiple versions of GZDoom (4.1.3 iirc was the latest) and Zandronum 3.0. - You can even connect to a desktop version of Zandro after some fiddling for cross-platform multiplayer.

>> No.6327970

>>6327947
It's fine. >>6327959 gave a better explanation of it. Since I don't usually play complex gameplay mods I don't have any problems, Vanilla is perfectly playable. The menus and ui are ugly thought.

>> No.6327974

Does anyone know how to use "pixelratio" in the MAPINFO lump? I've tried putting it under multiple sections and it doesn't seem to do anything and the wiki doesn't say where to put it.
https://zdoom.org/wiki/MAPINFO_options_for_GZDoom%27s_GL_renderer

>> No.6327986

>>6327974
What values did you use? IIRC it only supports 1.2 (default) and 1 (square pixels)

>> No.6327992

>>6327859
don't hold out anon, give me some reccs. I always really liked the combat in Turok but find the level design makes it hard to replay them

>> No.6328010

>>6327986
I tried 1 and 1.2, and placed it under both the gameinfo and defaultmap sections with no success. I even compared screenshots just to make sure I hadn't gone bonkers.

>> No.6328020

>>6325825
Not gonna lie, I enjoyed reading the terminals on the marathon story page without playing the game. Its alright as a shooter but I prefer doom. If you're curious about the story read the terminals without playing the game and don't feel bad about it.

>> No.6328049
File: 2.76 MB, 1920x1080, vkQuake 2020-04-09 19-55-48-078.png [View same] [iqdb] [saucenao] [google]
6328049

Yeah, fuuuck that shit.

>> No.6328070
File: 393 KB, 291x455, quakeslut.png [View same] [iqdb] [saucenao] [google]
6328070

>>6322539

Realm667 mirror - google drive and torrent: https://pastebin.com/VsM6GjD6

>> No.6328071
File: 175 KB, 1536x748, 1536px-Dzone_fake_screenshots.jpg [View same] [iqdb] [saucenao] [google]
6328071

>>6328070

If you want to help seed just download from google drive then point the torrent to that dir

>> No.6328074 [DELETED] 

Fuck out of our SS13 thread

>> No.6328094 [DELETED] 

>>6328074
How did I know what this post would be referring to without even having to check?

>> No.6328106 [DELETED] 

>>6328074
>instantly get a bad feeling
>check the /vg/ ss13 general
>a certain furfag retard is getting into slapfights with everyone else
On one hand I'm sorry that you have to deal with someone who would benefit from euthanasia, on the other hand I'm just glad he doesn't browse here anymore, he should stick to being laughed at on /trash/

>> No.6328116 [DELETED] 

>>6328074
Seethe, jobber

>> No.6328128 [DELETED] 

>>6328074
Whuh?

>>6328106
>>a certain furfag retard
Which one of them?

>> No.6328129 [DELETED] 

>>6328106
He does browse here.

>> No.6328141

>>6327098
I didn't find any secrets, but maybe that's on me, because I don't ever search for secrets in levels for two reasons: 1. I like to make sure they're balanced without the need of secrets, 2. I just hate searching for secrets overall.

Decorated/unusual walls that reveal a secret room are "old", in my opinion. They give players the notion that they need to hump every suspiciously detailed wall they see... kinda ruins the immersion for me so I just don't do it.
I much prefer secrets that require unclear platforming, hard-to-see optional areas, and stuff of the sort that value creativity in exploration rather than "oh, this wall looks kinda different"

>> No.6328145

>>6328141
Actually I found some secrets in the second level but I don't remember exactly what they were. IIRC it was 3 or 4 secrets but I doubt that information matters

>> No.6328187
File: 1.11 MB, 1920x1080, quakespasm 2020-04-09 21-07-21-134.png [View same] [iqdb] [saucenao] [google]
6328187

Somebody help me? Quakespasm, Mission Pack 2, the elevators to access nightmare aren't there.

>> No.6328197
File: 58 KB, 620x349, quake14.jpg [View same] [iqdb] [saucenao] [google]
6328197

>>6328187

Can you change skill via console? I'm pretty sure you can. Maybe launch the game with command line arguments to warp to the first map on nightmare?

>> No.6328204

>>6328197
I could I could, I'm just of two minds because I wonder what else is missing in the game proper + I just wanted to access it normally. Oh well.

>> No.6328207
File: 412 KB, 568x640, armagon.png [View same] [iqdb] [saucenao] [google]
6328207

>>6328187

Oh, did you shoot all the shit?

https://www.youtube.com/watch?v=_fEiXZUUOE0

>> No.6328215

>>6328207
Look at this mug thinking he could mastermind an invasion of Earth. Anyway, yeah I shot them. The platforms themselves just aren't there. In fact I ran it with DarkPlaces, and apparently there's an earthquake when you try to select hard mode that is absent in Quakespasm. Is Quakespasm just not built for MP2?

>> No.6328216
File: 100 KB, 805x540, whatquake.gif [View same] [iqdb] [saucenao] [google]
6328216

>>6328215

Should be? I'm sure it's fine and its just a weird bug, fly up there or something

>> No.6328223

>>6328216
Yeah fuck it oh well. Cheers. I really liked MP1, almost more than base game Quake, but the last episode let me down. Here's hoping MP2 is just as good.

>> No.6328224

>>6328207
>people claim quake/2 have no connection
>this fucker steps in

>> No.6328241

Has anyone here ever set up a retro FPS server?

>> No.6328248

I started using prboom+ and I noticed that cacodemons can block my movement completely even if they are way higher, making some rooms quite a hassle. Was this intended originally and is there a setting to fix it?

>> No.6328250

>>6328248
thats original doom behavior. had to squeeze out all the FPS they could. no option to change it unless you use g/zdoom

>> No.6328256

>>6328250
That's a shame, but understandable.

>> No.6328257
File: 812 KB, 730x600, choco.png [View same] [iqdb] [saucenao] [google]
6328257

>>6328248

In Doom actors are infinitely tall. Different complevels might turn it off. I've never tried to disable it so you'll need to play around with it.

https://doomwiki.org/wiki/PrBoom#Compatibility_modes_and_settings

>> No.6328264

>>6328248
>>6328257
Note that actors are infinitely trall only for the between-actor collision checks, since it only checks for X and Y coordinates.
Hitscan and projectiles do check for Z-coordinate and can go over/under a monster.

Heretic and all subsequent games on engine added Z-coordinate chacks to all collisions, in one of Heretic's maps you have to run on top of barrels to get to a secret, and in Hexen there were bridges made of suspended actors that player can walk over/under.

>> No.6328274

>>6328257
>>6328264
I just tried setting the complevel to 10, 11 and 17, but none of them worked. I assume at this point that fix was never implemented in prboom+.

I'm just not quite used to getting blocked by what appears to be nothing yet. It's a bit rough on arena rooms.

>> No.6328290
File: 646 KB, 1920x1080, vkQuake 2020-04-09 22-04-35-954.png [View same] [iqdb] [saucenao] [google]
6328290

>>6328216
Just wanted to report that I got stuck on R1M2 wondering what the fuck was wrong. Turns out there's supposed to be an elevator right here. I suppose, I saw it in a walkthrough. There are also supposed to be swinging axes that are not present in a separate area. Tested on Quakespasm, Spiked, and vkQuake. Quakespasm does indeed have problems with Dissolution Of Eternity and shouldn't be played on it. These issues are not present in DarkPlaces, strangely.

>> No.6328293

>>6328290
>I suppose
Shouldn't be there, my b.

>> No.6328298

>>6328290
Where did you get those files from? I played Quake and both expacks not long ago with Quakespam and there was no problem.

>> No.6328308
File: 125 KB, 718x524, 1584902464027.jpg [View same] [iqdb] [saucenao] [google]
6328308

>>6322535
Where would you place Eviternity and Back to Saturn X in this skill progression list?

https://www.doomworld.com/forum/topic/107015-wad-progression-for-skill-improvement/

>> No.6328330

>>6328308
trash

>> No.6328360
File: 2.22 MB, 512x384, 1498691256080.gif [View same] [iqdb] [saucenao] [google]
6328360

>>6327515
>It's a muscular, horny, pizza-nightmare of a demon with a soul eatin' grin
>horny

>> No.6328362

>>6328290
Anon I looked into your problem. I don't know if you're still here or if you'll read this by the time the thread locks, but you used the wrong nailgun fix. There are four separate ones for id1, hipnotic, impel, and rogue. You mixed one of the ones up with your rogue one. Just replace the correct one and you'll be groovy.

>> No.6328391

Does anyone have a link to the latest version of the fixed Project MSX?

>> No.6328418

>>6328391
https://www.mediafire.com/?f4ncdbbd451g5aq
Could've found it in the news archive.

>> No.6328424

>>6328330
what is trash

>> No.6328427
File: 1.02 MB, 1920x1080, 1584630392029.png [View same] [iqdb] [saucenao] [google]
6328427

>>6322535
What settings do you recommend I change from a default installation of PRBoom+ v2.5.1.5 ?

>> No.6328429
File: 1016 KB, 734x582, CGWissue146.png [View same] [iqdb] [saucenao] [google]
6328429

>>6328427

Weapon binds. Make sure +strafe is on mouse2.

>> No.6328430

>>6328308
Not gonna open that link but BTSX is much easier than Eviternity

>> No.6328498
File: 4 KB, 100x100, avatar.png [View same] [iqdb] [saucenao] [google]
6328498

>> No.6328567
File: 10 KB, 90x90, Bloodite.png [View same] [iqdb] [saucenao] [google]
6328567

>>6328498

>> No.6328614
File: 3.10 MB, 1184x1408, meetbols.png [View same] [iqdb] [saucenao] [google]
6328614

>> No.6328635

>>6328614
Cute

>> No.6328675
File: 1.13 MB, 1200x1700, wtflol.png [View same] [iqdb] [saucenao] [google]
6328675

>> No.6328683

>>6328427
PROTIP: Press F11 to adjust gamma in game!

Also if you have mouse problems you can do this:
> https://www.doomworld.com/vb/doom-speed-demos/52742-concerning-mouse-acceleration-in-vista-7/
Or open your GPU settings and limit your frame rate to the refresh rate of your monitor - I had to download a program called nvidia inspector to do so

>> No.6328693

>>6328274
> I assume at this point that fix was never implemented in prboom+
>fix
PrBoom isn't broken; that's how Doom behaves. PrBoom is the standard for demo playback. I'm pretty sure there's an option in compatibility options somewhere to toggle 'walk over/under actors' or 'infinite monster height.' There is one in Crispy Doom, but I dunno what map you're playing; Crispy Doom can only play vanilla-compatible or limit-removing maps.

GZDoom has infinite monster height turned off by default

>> No.6328698

>>6328675
Is there a reason this specific Cacogirl is showing up so frequently? Is it just a new FotM or is there anything special about it compared to previous Doom-tans?

>> No.6328708

>>6328698
She's a character of Substance20, guy's a pretty good artist.

>> No.6328712
File: 1.78 MB, 768x1024, cacogirl.png [View same] [iqdb] [saucenao] [google]
6328712

>>6328698
>>6328708

>> No.6328924

Man, texturing hell is hard.

>> No.6328930
File: 257 KB, 1920x1080, progress.jpg [View same] [iqdb] [saucenao] [google]
6328930

I decided to pick up work on my Hexen wad again, Ettioc. I am working on MAP02 right now and I will probably just make the wad 9 maps long.

MAP02 is basically a prison/dungeon themed map. I am going to be taking inspiration from games like Delver, Ultima Underworld and Daggerfall when making my maps as well.

>> No.6328953

>>6327868
>Isn't Crispy Doom essentially just PrBoom+?
No, it's a different source port. The true connoisseur's source port...
>What's good about Crispy Doom?
Basically, Crispy Doom is the best source port for playing vanilla-compatible or limit-removing maps.

PrBoom is the standard for demo playback because with its compatibility options it can replicate all the Doom engines from the original all the way to MBF. It can also play up to MBF-compatible maps (although there are only two MBF megawads that I know of, Valiant and Eviternity).

Crispy Doom can only play vanilla-compatible or limit-removing maps. It has a LOT of options that no other source port has, though. It also comes with its own brightmaps (certain textures/items glow in the dark). It can also play in the original Doom's 320x200 resolution, or its own 640x400 resolution, which looks "crisp," hence its name. This resolution, along with its options and brightmaps, is why Crispy Doom looks the best, imo. It also comes with a widescreen rendering option with it's 640x400 resolution, though I don't know what resolution it becomes in widescreen. Just look at all those screenshots I posted to see what it looks like. I'd post another but I posted them all

In short, I'd recommend you use Crispy Doom for all of your vanilla and limit-removing maps, and use PrBoom/GLBoom or GZDoom for Boom maps. You can also use Doom Retro for Boom maps as well, though I haven't used it simply because it can't replay demos, but it also has lots of its own unique features, like unique blood, and the screen shakes during explosions

>> No.6328972

>>6328953
>The true connoisseur's source port...
That's a very silly statement considering most modern maps use boom in one way or another. One thing is maps in the style of KDiZD getting criticized, but are we going to see elitism against boom maps now too, of all things?

>> No.6329007
File: 93 KB, 485x609, lilith.png [View same] [iqdb] [saucenao] [google]
6329007

>>6328498

>> No.6329015

>>6328614
Top Cac

>> No.6329016

>>6329007
I still wonder why it was named like that.

>> No.6329041
File: 1.04 MB, 768x1024, cry harder.png [View same] [iqdb] [saucenao] [google]
6329041

>>6328712

>> No.6329042

>>6329041
Might as well use the chainsaw with all that edge.

>> No.6329045

>>6329041
Based and SSGpilled.

>> No.6329118

>>6329041
Gaaaaayyy

>> No.6329140

>>6327974
blease help

>> No.6329226

Is Scythe a better Doom 2 than the actual Doom 2? Are there any fan-made megaWADs you'd rather have had as the actual Doom 2?

>> No.6329235

>>6329226
Being better than Doom 2 is no challenge.

>> No.6329238

>>6329041
noooo my 2D cacowaifu

>> No.6329239

>>6329235
I know. I guess I just mean a WAD that could've been the actual Doom 2 in some alternate universe and no one would have batted an eye.

>> No.6329241

>>6329239
Sigil

>> No.6329281

>>6328290
I've had no problems with Quakespasm and the expansion.

>> No.6329353
File: 1.75 MB, 800x1138, Buzz Doom 4.png [View same] [iqdb] [saucenao] [google]
6329353

>>6328712
>>6328708
The guy actually did some great art as well,I like the use of colours,it's one of the few Doom artists who popped out in recent years who're not slave of trends or cringeworthy stuff.

Like datonestarfox02,he's the worst one

>>6328360
I remember when Eternal tried to do something similiar to that texture.
It wasn't nearly as good it's just a bunch of eyeless corpses mashed together.

>> No.6329363
File: 13 KB, 353x459, 1493763965972.jpg [View same] [iqdb] [saucenao] [google]
6329363

>>6329281
I remember Quakespasm being able to do 144hz without having to change the framerate and/or fucking the physics, but I booted it up recently and saw that I had to uncap the 72 framecap to do so, even though I never had to do that beforehand IIRC.

>> No.6329364

>>6327515
>It's a muscular, horny, pizza-nightmare of a Demon

>>6329016
Maybe it's just a random biblical reference

>> No.6329367

Is there a standalone mod that give hit beep/markers on zandronum?

>> No.6329383

>>6329353
>datonestarfox02
Dare I ask more about this person?

>> No.6329384

>>6329016
I've wondered that too, I also never understood for a while why it was considered a horror wad. It's literally just that its a glitchy mess thats supposed to be unnerving somehow right? Cus I also sort of thought it was supposed to be """"""""""""""""""""deep"""""""""""""""""""" somehow

>> No.6329402

NEW THREAD
>>6329393
>>6329393
>>6329393

>> No.6329406

>>6329384
>I also never understood for a while why it was considered a horror wad
Some of the distorted sounds could be a bit creepy, and at least one of the intermission texts definitely aimed for a scary tone.

>> No.6329407

>>6327942
I remember a cartoon saying that japanese titles written in english make no sense for the most part,they're just words slapped together because they sound cool.
Which is true.

>> No.6329487

>>6329353
>corpses
Anon, they’re still alive.

>> No.6329664

>>6328930
I cant see shit but it probably looks good

>> No.6329682

>>6324445
I was actually making a Madness Combat TC mod months back. I'll get it and put it up here if anyone is interested.