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/vr/ - Retro Games


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6329393 No.6329393 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6322535

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.6329394 [DELETED] 

=== NEWS ===

[4-9] Anon mirrors Realm667 website
https://pastebin.com/VsM6GjD6

[4-9] Sunder Map19 released
https://www.doomworld.com/forum/post/2111859

[4-9] National Videogame Museum 1:1 recreation in Doom
https://www.doomworld.com/forum/topic/113196-national-videogame-museum-wad/

[4-8] Anon map release, The Burning Wall
https://ufile.io/jzx5arsx

[4-8] Space Hunter updated to v1.2
https://combine-kegan.itch.io/space-hunter

[4-7] New Doom 64 map, Wretched
https://www.doomworld.com/forum/topic/113381-wretched-doom-64-custom-map/

[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

[4-4] Anon map releases:
Bad Reception: https://mega.nz/file/q4ZAHaLQ#M2kgSDjJ3q54YSpt2G7NsT2d0v3QOPkzwQq0oANJJv4
The Chamber: https://ufile.io/fwgwf4dm
Borrowed Time: https://mega.nz/file/jpIS0YIa#aLbtJC4kKzy5YYLP-04u_UUC_cMHq9INB3rK7c2vcGI

[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

=== PREVIOUS ===

https://pastebin.com/PZDkqABT

TO SUBMIT NEWS, REPLY TO THIS POST.

>> No.6329397

=== NEWS ===

[4-9] Anon mirrors Realm667 website
https://pastebin.com/VsM6GjD6

[4-9] Sunder Map19 released
https://www.doomworld.com/forum/post/2111859

[4-9] National Videogame Museum 1:1 recreation in Doom
https://www.doomworld.com/forum/topic/113196-national-videogame-museum-wad/

[4-8] Anon map release, The Burning Wall
https://ufile.io/jzx5arsx

[4-8] Space Hunter updated to v1.2
https://combine-kegan.itch.io/space-hunter

[4-7] New Doom 64 map, Wretched
https://www.doomworld.com/forum/topic/113381-wretched-doom-64-custom-map/

[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

[4-4] Anon map releases:
Bad Reception: https://mega.nz/file/q4ZAHaLQ#M2kgSDjJ3q54YSpt2G7NsT2d0v3QOPkzwQq0oANJJv4
The Chamber: https://ufile.io/fwgwf4dm
Borrowed Time: https://mega.nz/file/jpIS0YIa#aLbtJC4kKzy5YYLP-04u_UUC_cMHq9INB3rK7c2vcGI

[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

=== PREVIOUS ===

https://pastebin.com/PZDkqABT

TO SUBMIT NEWS, REPLY TO THIS POST.

>> No.6329410

>>6329397
Thanks for FINALLY updating the news post.

>> No.6329421

>>6329410
I hope I included all the anon map releases that the other guy forgot. It always sucks when those get left out.

>> No.6329430

What are good Doom 2 textures for use in hell that aren't categorized as hell textures in builder?

I feel kinda strapped for variety on my first experience in making demon fortresses.

>> No.6329435 [DELETED] 

>6329383
Imagine those zoomer jokes you see within the Doom community but it's 100% just like that if not worse.
It's all the crap about Twitter/Tumblr humor in one person,plus his art is garbage.

>> No.6329441

>>6329397
>D64 in the OP
Nice

>> No.6329442

>>6329393

Anybody here /speedrun/? Are there runners who play Doom on Ultra-Violent or is it not really feasible?

>> No.6329448

Does anyone know an actually maintained somewhat modern (but not too modernized) Hexen source port?

There was ZDoom, but since that <insert /pol/ tier rant> and his gang took over and it became GZDoom, it won't even run properly on my system anymore. There are some derivatives, but their codebases are held together by duct tape and won't even compile out of the box.

Crispy Doom is the closest to what I have in mind, but its Hexen code seems to be abandoned.

>> No.6329453
File: 416 KB, 474x746, 1581117371199.png [View same] [iqdb] [saucenao] [google]
6329453

https://www.dropbox.com/sh/whpa4fnfgygjp4v/AABxtXOTxshibsBmzTMpzdNCa?dl=0&preview=bossadon_rev_2_14_20.flv

>> No.6329456
File: 56 KB, 1360x768, Screenshot_Doom_20200410_100607.png [View same] [iqdb] [saucenao] [google]
6329456

>>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.6329457
File: 1.08 MB, 600x609, 41115126.gif [View same] [iqdb] [saucenao] [google]
6329457

HaoaH

>> No.6329467

>Ancient Aliens
>Non of the monsters are aliens
Can't believe I had to use Shades of Doom to fix this.

>> No.6329468

>>6329453
Who's that and when's porn.

>> No.6329470

>>6329457
this gets me every time

>> No.6329474

>>6329467
From the AA dehacked file:
CC_HERO = Alien?
CC_HEAVY = Illegal Alien
CC_CACO = Alien UFO
CC_PAIN = Alien :(
CC_HELL = Little Green Alien
CC_LOST = Alien Invader
CC_REVEN = Gray Alien
CC_DEMON = Amphibian Alien
CC_IMP = An Alien
CC_ZOMBIE = A Alien
CC_SPIDER = Alien Queen
CC_MANCU = Alien Pastry Chef
CC_SHOTGUN = Alien Sympathizer
CC_ARACH = Robo-Alien
CC_ARCH = Reptilian Alien
CC_BARON = Big Green Alien
CC_CYBER = Xenu, Alien Emperor

>> No.6329480

>>6329467
What are you talking about? The ending cast call reveals its full of aliens.

>> No.6329481

>>6329468
Adon from Turok 2.
About the porn I have no idea if she has any.

>> No.6329506
File: 256 KB, 960x540, beegpaletiddies.png [View same] [iqdb] [saucenao] [google]
6329506

>>6329481
The mod author posted some implied porn on these threads before

>> No.6329519

I'm playing UAC Ultra blind with D4T + 2016 soundtrack and it's fucking nice. The map is great, big Dead Space vibes. The Summoner+ Custom monster tho... that was rough.

>> No.6329525
File: 29 KB, 520x390, help me vr anons.jpg [View same] [iqdb] [saucenao] [google]
6329525

From previous thread because I still need help:
>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
Help me /vr/, you're my only hope.

>> No.6329530

>>6329457
>>6329470
Why? I don't understand what's so funny about the hell knight spin. Please enlighten me

>> No.6329534

>>6329525
You can put it in the defaultMap, but it only applies to maps defined *after* the defaultMap defintion. It can also be applied to standard map definitions.

>> No.6329535
File: 42 KB, 938x724, 1568030080520.jpg [View same] [iqdb] [saucenao] [google]
6329535

>>6329393
If I'm on Linux and I want to start mapping for Doom making sure that my maps are playable in PRBoom+ and not just GZDoom, what programs should I use?

>> No.6329542

>>6329535
Is Doom Builder 2 an option?

>> No.6329545

>>6329535
uh well you're in luck cause cause making gzdoom maps in linux is a cancerous experience with how broken wine gzdoom builder is. use slade which inherently works with linux

>> No.6329546

>>6329519
The WAD's final map is going to be rough with D4T's mechanics, make sure you've got a lot of explosives.

>> No.6329552

I want to make a weapon pack that replaces all doom 2 weapons with the ones i find on realm 667. Is there a tutorial somewhere as to how to do this?

>> No.6329553

>>6329546

I hope I can do it. I'm playing on HMP, so maybe there's some salvation?

>> No.6329562

>>6329542
Unfortunately, no. No native version of Doom Builder 2 on linux, and from what I've heard it's also a bit borked on Wine like >>6329545 mentions.

I am a bit confused why Doom editors would be made in C# and be so dependent in NET/Microsoft stuff. How about Eureka? Is that any good? If not, I guess I'll go learn SLADE map editing

>> No.6329572

>>6329534
Thanks. Will give this a shot later today.

>>6329535
Slade works almost flawlessly on Linux (I'm using Neon). It doesn't have all the functionality of GZDoom Builder, but it can certainly compete. If you add the DRD Team Repo, you should be able to install it from the CL.
https://debian.drdteam.org/

>> No.6329574

>>6329545
>>6329562
>>6329535
>>6329572
Is it possible to use GZDoom Builder to make maps without ZDoom features, so they also work on PRBoom? I saw this forum thread here so apparently it is possible to get it working under Wine.
https://www.doomworld.com/forum/topic/106271-gzdoombuilder-wine-tutorial/

Maybe it'd be worth it, for the functionality benefits?

>> No.6329578

>>6329562
Eureka is fine, but I found the controls to be much less intuitive than Slade. The 3D mode renderer also isn't as nice. And yeah, C# was an unfortunate choice.

>> No.6329582
File: 472 B, 574x48, 1582692562164.png [View same] [iqdb] [saucenao] [google]
6329582

Why is this allowed?

>> No.6329583

>>6329562
>>6329574
just use slade. it's a comprehensive editor with a native linux port and using it just to make vanilla maps is simple as can be

>> No.6329589

>>6329574
When creating a map select Boom format

>> No.6329591
File: 2 KB, 542x47, 2020-04-10-122927_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
6329591

>>6329582
You are like little baby. Watch this.

>> No.6329592
File: 766 KB, 1009x504, dgsac.png [View same] [iqdb] [saucenao] [google]
6329592

>>6329582
Because you touch yourself at night

>> No.6329598

>>6329591
What kind of map is this?

>> No.6329601

>>6329598
The bad kind.

>> No.6329603

>>6329598
The silly kind. https://www.doomworld.com/vb/wads-mods/62387-untitled-2-a-slaughter-map/

It's Okuplok. The one Decino did some time ago on stream. https://www.youtube.com/watch?v=70rp8hU_bLE

>> No.6329606

So is the recent release of Doom 64 just Doom64 EX? And what about the unique maps?

>> No.6329609
File: 4 KB, 545x47, holy hell revealed.png [View same] [iqdb] [saucenao] [google]
6329609

>>6329591
Oh, nice second place.

>> No.6329615

>>6329606
It's Doom 64 EX but more accurate and has a new episode.

>> No.6329634

>>6329606
>And what about the unique maps?
They're pretty solid. I hope this new port leads to more people making maps for the game.

>> No.6329663
File: 1.73 MB, 1920x1080, 2020-04-10-130850_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
6329663

Requesting more screenshots like this, where the player knows he's about to die to overwhelming odds

>> No.6329667
File: 346 KB, 1920x1080, Screenshot_Doom_20180621_192321.png [View same] [iqdb] [saucenao] [google]
6329667

>>6329663

>> No.6329670

>>6329663
no regrets, dr. oomguy

>> No.6329685

What are some status bar mods that work in PRBoom+ ? I really dislike the stone texture on either side of the status bar.

>> No.6329705
File: 660 KB, 2500x1792, gettyimages-1025541084.jpg [View same] [iqdb] [saucenao] [google]
6329705

>>6329393
Anyone know an underrated gem of a megawad?

>> No.6329713

>>6329530
It's from some meme video with Doom sprites, I can't remember what it's called but honestly I didn't even find it that funny

>> No.6329714

>>6329609
Is this the record for highest number of demons in one map?

>> No.6329719

>>6329552
https://forum.zdoom.org/viewtopic.php?f=3&t=48062

>> No.6329727

>>6329705
UAC Nightmare

>> No.6329736

>>6329705
>>6329727
*UAC Military Nightmare

>> No.6329752
File: 19 KB, 632x495, 1560737964828.png [View same] [iqdb] [saucenao] [google]
6329752

Why is PrBoom-Plus v2.5.1.5 not considered a valid sourceport for demo recording in DSDA?

The latest I see listed that is allowed is v2.5.1.4. What changed between these versions that made it haram?

>> No.6329771

>>6329534
Unironically God bless you and your post. I've been pulling my hair out over this. It worked flawless. Thanks, anon.

>> No.6329795

just witnessed a full health imp killing a full health pinky on a 1v1 fair and square

felt I should share this event with you guys

>> No.6329796

>>6329795
That's not abnormal.

>> No.6329803

>>6329796
thinking about it, i don't think pinkies have the advantage over any of the enemies, besides maybe the zombiemen. they don't have a projectile to match most other enemies and they're too slow and have too laggy of a melee to do much before being hitstunned to death even by technically weaker enemies

>> No.6329808

>>6329795
I've seen a chaingunner solo a mancubus.

>> No.6329815

>>6329803
oh, I failed to mention that they started the fight at close range. The imp had the first blood of hitting a fireball but the pinky closed the distance half a second later.

But anyway, a great victory for imps all around

>> No.6329826

>>6329467
>Non of the monsters are aliens
What about the cloaked troopers?

>> No.6329829

>>6329795
Pinkies are terribly inefficient fighters. Even at point blank their bites will often miss.

>> No.6329857
File: 3.00 MB, 720x960, Thief II - The Metal Age.webm [View same] [iqdb] [saucenao] [google]
6329857

>>6329393

>> No.6329876

>>6329771
no problem, dude. good luck with your stuff!

>> No.6329916

>>6329829
As far as I understand it, melee attacks in Doom never miss, not even if they player is using a partial invisibility. The pinky sprite will look like it's biting in a different direction, but the attack is still aimed at the player. If they don't land it's because either the player dodged in time, or because of the blockmap bug. Am I wrong about this?

>> No.6329918

i like when i can use doors to cover from enemies and shoot them in windows of opportunities when i open them for a short while

>> No.6329931

Should I be updating GZDoom if only thing I probably plan to play for now is original games?

>> No.6329932

>>6329916
No, no, my bad. You're right, I worded it wrong. Didn't really mean that it actually missed, more like even if they have already started their attack, an imp moving away even just a tiny bit will cause it to whiff. Their range and startup lag is just too terrible.

>> No.6329935

>>6329931
In that case I wouldn't even recommend GZDoom at all. Try Crispy or PrBoom+.

>> No.6329936

>>6329931
Nah. I'd encourage you to use PRBoom+ or CrispyDoom if you're just going to play the original games though.

>> No.6329939
File: 435 KB, 816x639, hellfortress.png [View same] [iqdb] [saucenao] [google]
6329939

Man, texturing demon fotresses is hard.

>> No.6329950

Why is it considered "scumming" to use saves? They were in the original game and are a part of overall meta-design. Isn't it like saying health kits are scumming?

What's wrong with using saves in levels? In modern games it's considered okay. So what's wrong then?

>> No.6329956

>>6329950
Theres a difference between "saving" and "save scumming". Save scumming is if you do it so often it removes any challenge. A reasonable amount would be saving before or after every keycard acquired, or every 5-10 minutes.

>> No.6329959

Just found out Plutonia got a fanmade OST in 2013. Listening to it, it's pretty great. My question is whether or not the Doom II OST is essential to the Plutonia experience, or if it's cool to throw this on?

>> No.6329960

>>6329950
It's not necessary scumming, but you won't be able to play perfectly - and there's random factor, monsters wander around or subject to RNG. Abuse it enough and you will be able to go room to room replaying until you get perfect hit.

Being able to finish entire map without this shows your flattens anomalies and shows your ability better. Nobody can tell you how to play your game of course, but you'll learn to appreciate not saving.

>> No.6329962
File: 36 KB, 500x375, 1586258790962.jpg [View same] [iqdb] [saucenao] [google]
6329962

>>6329393
Hey Doom nerds, I have a question.

I came across this map called "Holy Hell Revealed" (since it was mentioned by >>6329609 ) and a TAS UVMax run for it.
https://youtu.be/Yw9pz5WH_T4?t=5190

However, if you download the demo from the video description and try to play it back yourself, the demo desyncs at around the ~86min40secs time mark. The TXT included with the demo says:
>This demo plays back correctly only on 64-bit builds produced with clang (a bug in the source code or compiler). The desync happens after 86th minute. So you need to compile PrBoom+ with clang and the build must be 64-bit for the demo to play back correctly.

So my question is - why is that? We're both using -complevel 9, so why would it matter what version of PRB+ you're running it on? Isn't the whole point of demos that they're supposed to work regardless of the version of the sourceport you're using?

>> No.6329967

>>6329950
Play however you want, nobody's watching you. But if you intend to discuss things like strategies, or skills, or intend to record yourself, you'll have less of a leg to stand on if you continually saved.

>> No.6329969

>>6329931
Crispy Doom is the connoisseur's choice for all vanilla and limit-removing maps.

>> No.6329972

>>6329959
Throw in the community MIDI pack. It's much better. You're losing nothing about the "Plutonia experience" by leaving on the default Doom OST. There is one level with a specific gimmick which uses the Daisy song, which a lot of people remember, but even the song for that map in the community MIDI pack is much better and more fitting IMO.

Make sure you're using a nice soundfont too. I recommend Emperor Grieferus' SC-55 imitation.

>> No.6329973

>>6329969
CD can't play Sunlust so keep a PRBoom+ folder handy.

>> No.6329975

>>6329969
>>6329935
>>6329936
Is Crispy able to play any IWAD? How about things like Heretic? I kinda assumed it's Doom only.

>> No.6329976

>>6329972
*by not leaving on

>> No.6329981

>>6329972
>Throw in the community MIDI pack
I googled this and found that's the one I found, well alrighty I'll throw 'er on.
https://www.youtube.com/watch?v=gNVltL2aA2k

>> No.6329990

>>6329975
yes, and crispy heretic exists

>> No.6329993

>>6329959
>My question is whether or not the Doom II OST is essential to the Plutonia experience
No
>or if it's cool to throw this on
Yes. Plutonia lacks original music. Jimmy's MIDIs™ are the connoisseur's choice for all MIDIs, inside and outside of Doom. You will find that, when playing with Jimmy's MIDIs™, your game experience will be enhanced and you will enjoy the game and levels more.

>> No.6329995

>>6329993
t. Jimmy

>> No.6329997

>>6329981
That's the one.
https://doomwiki.org/wiki/Plutonia_MIDI_Pack

Just make sure you use a good soundfont cause holy fuck that one sounds awful.

>> No.6330002
File: 958 KB, 631x879, HLcgw157.png [View same] [iqdb] [saucenao] [google]
6330002

>>6329939

That screenshot looks good, I like it.

>>6329950

Save scumming is different to saving. Scumming is saving mid fight many times to ensure you survive. This lets shitty strategies work when they shouldn't.

>> No.6330006

>>6330002
That makes me feel better. I only save after each encounter because I don't like dying after five encounters and then doing all five all over again.

>> No.6330010

What's your soundfont of choice?

>> No.6330015

>>6329950
It removes the consequence for failure, essentially. I like to have a bit of logic to saving if I deem the level too unforgiving to be done in one go (e.g. hardsave after getting a key item or before a huge fight) and/or I just don't feel like playing the same section over and over again. At the end of the day play however the hell you want - you're better off having fun and experiencing the game with the tools the designers gave you rather than just frustrating yourself with arbitrary constraints.

>> No.6330021

>>6330006
If you really must save at all, I recommend you do it in practice runs when you're first learning/getting a feel for the map. Once you've seen the whole thing, that's when you try to do full runs in one go without saving. Of course, this is assuming you're not playing something ridiculous like Okuplok or whatever.

And, and always pistol start every map. Otherwise you'll be trivializing a bunch of shit without even realizing it.

>>6330010
Emperor Grieferus' SC-55 soundfont
https://youtu.be/h55mqojjebk?t=5

>> No.6330024

>>6330010
I actually really like the soundfont that comes with GZDoom. I imported it to Crispy and PRBoom+.

>> No.6330026

>>6330010
an edited version of weedsgm4 that got uploaded some time ago
this link looks like it still works - http://www.mediafire.com/file/er4klqrtv98joa6/SplicedWeedsGM4.sf2/file

>> No.6330030

>>6330021
>And, and always pistol start every map. Otherwise you'll be trivializing a bunch of shit without even realizing it.
I play on UV fast exclusively so I don't worry about that.

>> No.6330032
File: 446 KB, 1024x576, Screenshot_Doom_20200408_012607.png [View same] [iqdb] [saucenao] [google]
6330032

Bruh,look at this dude,he fell asleep.

>> No.6330034

>>6330030
Sunlust on UV -fast when, Decino

>> No.6330035

>>6330032
well stop messing with him then
christ, no respect

>> No.6330036
File: 789 KB, 1200x976, band.png [View same] [iqdb] [saucenao] [google]
6330036

>>6330010

Can't remember who made/posted this SF, it was someone on DW. Anyway, it's an SC-55 SF.

https://drive.google.com/open?id=1UaWFK_giFDWpuBJ0Kj0-d4kW1VotIIlo

>> No.6330038

>>6330021
>>6330010
Oh by the way, here's the link to Emperor Grieferus' thing
https://mega.nz/folder/GtEQTISJ#CCJGyPEEEsZasc1PMXicUA/file/O0kCDIbB

>> No.6330040

>>6330010
I've listened to just about every decent one, and Regression FM wins it by far for me. It's the best of that OPL sound with much meatier percussion and bass

https://www.youtube.com/watch?v=NCxsQLSsm3A

>> No.6330045

Oh hey Heretic has some good tunes. I can rip them out using SLADE, right?

I haven't quite familiarize myself with SLADE yet.

>> No.6330047
File: 459 KB, 1080x956, Screenshot_20191003-201955_Instagram.jpg [View same] [iqdb] [saucenao] [google]
6330047

>>6330010
Timbres of Heaven soundfont with BloodGDX. It makes some of the tracks sound way better than even the CD music.
https://youtu.be/vy8mR3Pf0Zk?t=670

>> No.6330049

>>6330010
It totally depends on the WAD/MIDI.

With that said, Mysung Kite is the one I've been playing with the most. It sounds really good with Eviternity's Heaven MIDIs, for example. It's by far the largest one I have at 1 gig so the sound quality is the best.

Airfont 380 is the best one I've found for metal MIDIs, such as those in the Now That's What I Call MIDI mod. Touhou and SGM v2.01 are other metal MIDIs to test but I've found Airfont380 usually sounds better.

SC-55, the GZDoom soundfont, and Microsoft Wavetable GM Synth are all good choices for retro MIDIs, like those in Hell Revealed, for example

8-bit NES soundfont is fun to play with Doom 4 Vanilla on Crispy Doom with Chocolate Doom's low-res 320x200

PrBoom's default soundfont played through PrBoom or GZDoom's FluidSynth is the best choice for playing Going Down, as Going Down's music seems to have been made with PrBoom's default set-up in mind

>> No.6330054

>>6330045
Yup, just find the tune you're looking for and export it.

>> No.6330056

>>6330045
Yes.
The original Doom & Heretic music is actually MUS rather than MIDI though.

>> No.6330060

>>6330047
I been trying Blood on the Ultra Violence difficulty whatever it's called and it's so bloody hard. Fun game though

>> No.6330065
File: 147 KB, 1280x1040, 1463075898612.jpg [View same] [iqdb] [saucenao] [google]
6330065

>>6330030
>I play on UV fast exclusively so I don't worry about that.

>> No.6330070
File: 9 KB, 196x132, Gail Elemental.gif [View same] [iqdb] [saucenao] [google]
6330070

>>6330065
>He thinks he beat Doom despite enemies stopping their attacks every two seconds so the player can kill them when -fast isn't enabled
Step your gains up, sonny.

>> No.6330083

>>6329713
I don't know why I think it's so funny, but it just is to me, loudnigra.wav is part of it, but also not all of it.

>>6329950
Savescumming wouldn't mean to make a save of your progress to come back later, more it would mean to repeatedly saving and loading to make your way through an encounter, such as making a save after every good couple of steps, and going back to that save if you fuck up.

Very few people would take issue with making a save at the start/end of a level, before a boss/big arena fight, or maybe sometimes before springing a very obvious trap (depending on map length or so).

Basically just go with what you're comfortable with, but mind that the game will probably be more fun and rewarding for you if you try to restrain yourself in your saving frequency. Of course, this might very well depend on the mapset you're playing, some can test one's patience.

>> No.6330087

>>6330021
Pistolstarting or not is such a subjective thing you might as well tell him he should wear the same size underwear as you do.

>>6329959
Do it if you want, the new music is gnarly.

Personally, I'm doing my first legit run on Plutonia on HMP, vanilla, with the stock music (because some of the Doom 1 tracks fit really well), then I'm going to put on some gameplay mod which will complicate things for UV, and use the music pack.

>> No.6330095

>>6330065

That guy looks like he would touch kids' dinks.

>> No.6330096

Are there any spooky doom tracks? I only remember Suspence, but I don't like it very much.

>> No.6330098
File: 346 KB, 1273x900, 1567537926046.jpg [View same] [iqdb] [saucenao] [google]
6330098

>>6330087
>Pistolstarting or not is such a subjective thing
It really isn't though.

Consider the following:
Player A completes a map, and continues into the next. They collected a bunch of weapons, so they now have a wide toolset to address any given encounter. They no longer have to worry about (some if not all) weapon pickup locations in the following maps, and can simply brute force their way through any fights the mapper may have set up with their power weapons and their deep pockets full of ammo, probably expanded by a collected backpack somewhere along the way.

Player B completes a map, and pistol starts the next. They have no additional weapons, no expanded inventory from a backpack. They must find the weapon pickup locations in the map in order to expand their toolset and tackle the encounters in the way the mapmaker intended. They cannot bruteforce their way with power weapons if the mapmaker does not provide them. This makes it so that encounters cannot be trivialized through advantages gained in previous maps.

Player A is quite objectively skipping a large chunk of the intended gameplay experience, since he can just BFG/Rocket virtually any time they want with their fat ammo pockets. Player B needs to apply the tools specifically given to them by the mapmaker to solve the problems presented.

>> No.6330104

>>6330096
Doom on the Playstation and Doom 64 has a bunch of atmospheric and spooky music.

>> No.6330106

>>6330083
>Of course, this might very well depend on the mapset you're playing
That's a big reason why the arguments about using saves are so pointless. Unlike most other games most of playing Doom is custom mapsets with huge variance in difficulty, type of challenge, and even level of craftsmanship and fairness.

>> No.6330108

>>6330104
Is there a way to play on on PC?

>> No.6330109

>>6330098
I think the way it already works in vanilla Doom is perfect. By that I mean how you just restart the level but with pistol start when you die. This way you are somewhat rewarded by exploring secrets and saving ammo on previous level, but if you fuck up you lose it all.

>> No.6330115

>>6330108
Doom 64 recently got an official re-release for PCs and Doom 64 EX is still free.
For Playstation Doom, I think you need to use an emulator.

>> No.6330117

Play Doom the way you want, nobody is going to call you a scrub for playing a singleplayer game the way you find enjoyable.

>> No.6330120

>>6330109
While this is preferable to the way ZDoom/GZDoom does it (autosaving at the start of the level, so that if you die you do not pistol start), it is still very abusable and results in a snowball effect. A good player will be able to become a powerhouse with constantly maxed out ammo, armor, and health simply because they know the secrets of a map. This completely tanks the difficulty curve intended in most WADs, because you gained an advantage during the easier maps that will now carry you through the harder maps.

>>6330117
Don't be disingenous anon, no one is threatening to come to any anon's house and kill them if they don't play a certain way. You can play on ITYTD with god mode on for all I care.

>> No.6330123

>>6330117
I will.

>> No.6330128

>>6329714
I think Infinite Revenants takes that prize, infinity is a pretty big number

>> No.6330142

>>6329876
Thanks! Either this Screenshot Saturday or the next, I'll probably show it off. More likely the next. Want to make sure I want to commit to this.

>> No.6330146

What are some good mods to replace DOOM1/2's sprites with 3D Models? Preferably close to the sprites in look (I mainly want everything modeled so that I can have a complete depth buffer in reshade). I know doom remake 4 is fully modeled but the look is all over the place

>> No.6330147
File: 18 KB, 600x315, what the fuck.jpg [View same] [iqdb] [saucenao] [google]
6330147

>>6330104
>playing doom 64 at 3am
>this shit comes on
https://www.youtube.com/watch?v=i-KfhQ9PfYk

>> No.6330148

>>6329962
>a bug in the source code or compiler
There's your answer.

>> No.6330150
File: 29 KB, 248x280, 1463845047500.jpg [View same] [iqdb] [saucenao] [google]
6330150

>>6330070
>"Step your gains up, sonny."
>uses mid-level saves

>> No.6330151

>>6329530
>>6329457
source
https://www.youtube.com/watch?v=2bGYAcRo580
more specifically at 0:42

>> No.6330154

>>6330148
I know, but what sort of bug would break that demo specifically?

Or is the issue that the person who recorded the demo used a custom build of PRB+ that results in non-universally-reproducible demos?

>> No.6330160
File: 5 KB, 220x250, 1501662739667.jpg [View same] [iqdb] [saucenao] [google]
6330160

>>6330098
There's also the choice of doing a single-segment run of the entire episode, anon. I mean, if you pistol start map 5 of Eviternity and die, you can just start map 5 over. The true connoisseur will attempt to beat the entire episode, maps 1-5, all in one single segment.

>> No.6330161

>>6330160
Yes, the choice exists. However, it is the incorrect choice, unless you're doing a speedrun single segment movie or something.

>> No.6330164

>>6330154
Demos are just recording of all you inputs, right? Could be some edge case where 32-bit systems can't compute all the monsters in the same tick or something?

>> No.6330165

>>6330154
>what sort of bug would break that demo specifically?
I don't understand what kind of answer are you looking for.
>Or is the issue that the person who recorded the demo used a custom build of PRB+ that results in non-universally-reproducible demos?
I doubt it.

>> No.6330167
File: 3.28 MB, 480x270, 1468561879305.gif [View same] [iqdb] [saucenao] [google]
6330167

>>6330115
>Doom 64 EX is still free
Doom 64 EX is a source port, not a game. You still need to buy or pirate the game

>> No.6330168

>>6330151
That little spin he does for all of the characters is so goddamn good.

>> No.6330173

>>6330167
My bad, I was just pointing out that Doom 64 EX still had a free option, although I forgot to mention that you still need the ROM of Doom 64.

>> No.6330179
File: 12 KB, 480x358, 1490135574288.jpg [View same] [iqdb] [saucenao] [google]
6330179

>>6330161
>However, it is the incorrect choice
Pistol-starting is one of the baby-steps you take on the way to learning to do full-episode runs

>> No.6330182

>>6330010
>>6330038
This one, and OmegaGMGS2. I switch between them a lot.

>> No.6330197

>>6330098
>Player A is quite objectively skipping a large chunk of the intended gameplay experience, since he can just BFG/Rocket virtually any time they want with their fat ammo pockets. Player B needs to apply the tools specifically given to them by the mapmaker to solve the problems presented.

That's all muddled by the fact that;
>pistol starting always means having 100hp and 50 bullets at the start of every level, at times, this can actually be a lot more permissive than progressive, a classic example is E4M1 to E4M2, on UV, the margins on E4M1 are so slim that it's likely even a decently skilled player would enter E4M2 (another tough map) with an almost empty inventory, and maybe even little health
>many official levels will give you weapons and powerups which aren't even remotely necessary to handle them with, such as the rocketlauncher in Entryway, the super shotgun in Underhalls, the backpack in Gantlet, etc, etc, arguably there was thoughts here with rewarding the player for exploration, giving him stuff which obviously pay off over time
>original behavior is that when you die, you lose all your inventory and restart the level with a clean slate, that this happens, but that you keep your inventory by not dying, would suggest pistol starting is your punishment for dying, and that levels are at least in part designed to be playable from pistol start as to not softlock players
>the manual warns you of this and tells you to save often as to avoid this
>the first game's episodic division, starting you clean with each one, may point towards the idea that you were supposed to keep your stuff, but only to a point, Doom 2's development was somewhat rushed and had somewhat less engagement from some key people

>> No.6330202

Yes, Sandy has stated that pistol starting is how he playtested his maps (obviously), but he never stated "they are not supposed to be played continuously", and mind he's just one of the many creative people, joining development very late. Finally, if you weren't supposed to play continuously, the game would have been designed to not let you.
Again, it's a subjective question where you're applying subjective opinion, but acting like it's objective. Either you want to pistol start, or you don't.

>> No.6330205
File: 634 KB, 1920x1080, 2020-04-11 00-34-05.webm [View same] [iqdb] [saucenao] [google]
6330205

Laser guided rockets are FUN

>> No.6330210

>>6330197
>using E4M1->E4M2 as a representative example of the general world of WADs out there
Also, you said it yourself.
>(...) would suggest pistol starting is your punishment for dying, and that levels are at least in part designed to be playable from pistol start as to not softlock players
Which means, pistol starting is objectively trying to make things harder on the player. If a level is perfectly beatable with the bare minimum, then logic follows that if you're any good, you wouldn't need anything more than the bare minimum to beat the map.

>> No.6330212

>>6330205
True wizardry, god damn I love your TEXTUREs work.

>> No.6330215

>>6330161
How is it incorrect? Why are you acting like your preference is should apply to everyone?

>> No.6330216

>>6330212
The secret is that I really can't draw for shit, so it actually helps me.

>> No.6330219

>>6330210
>then logic follows that if you're any good, you wouldn't need anything more than the bare minimum to beat the map
Then why aren't you playing the game on Nightmare? Do you NEED the monsters to be slower, do you NEED the monsters to stay dead? Aren't you supposed to be good?

>> No.6330221

>>6330216
Taking pre-existing assets and kitbashing them like this into unique and distinctive sprites is artistry in itself, System Shock anon. Your work with TEXTURES is a fucking inspiration to me.
The technical shit you got going on with the weapons and mechanics are nothing to sneeze at either, I'm looking forward to the launch of this.

>> No.6330224

>>6330219
False equivalence. Nightmare was designed intentionally as a joke difficulty. Maps were designed to be perfectly beatable with pistol starts. Nightmare difficulty is referred to from within the game itself as "not fair".

Just accept it anon, if you need a little help to beat the latter maps in a WAD with your power weapons and backpack obtained early in the game, I will look the other way :)

>> No.6330226
File: 380 KB, 991x997, thumbnail1.png [View same] [iqdb] [saucenao] [google]
6330226

Hey guys, I'm having some issues with Blood mapping. I'm trying to make a constantly sliding sector but it keeps going out of sync. Any ideas how I fucked this up?

https://www.youtube.com/watch?v=haNPPSBzj0k

>> No.6330228

Anyone have all the commands to make Quakespasm look the most like software Quake? choppy animations, square particles, higher viewmodel etc.?

>> No.6330231

>>6330179
I should have elaborated - if you're doing full episode runs, you will obviously spend a lot more time on the starting levels then the ending ones. Grinding the ending levels with pistol starts is the best way to get enough play-time so that you don't choke when you reach the ending stages of the run.

>>6330070
There is no shame in playing on Hurt Me Plenty and blasting through maps while you look for a map, or set of maps, that you like enough to grind and to attempt single-segment UV or UV-fast or NM runs. Doom Episode 1 is easy AF on UV, but it's extremely difficult to do a single-segment Nightmare run of it, but if you love the maps enough then grinding away and achieving the run is bliss

>> No.6330236

>>6330226
Change nothing, tell everyone who asks that it's a cursed ship that will drive you mad.

>> No.6330237

>>6330221
Thanks mate, I'm glad I can inspire someone with this because I got the inspiration from someone else myself (namely gmota-guy, from his Blastmaster mod). It really is very relaxing making sprites like this, it becomes like a little treasure hunt and you never know how exactly the result will end up.

>> No.6330245

>>6330231
not that anon, but I find a sweet spot to be hmp -fast. it doesn't feel as bullshit, and i can run out in the open without dying instantly.

>> No.6330248
File: 217 KB, 957x1300, This is sweet but not as sweet as my codpiece.jpg [View same] [iqdb] [saucenao] [google]
6330248

>>6330237
> I got the inspiration from someone else myself (namely gmota-guy, from his Blastmaster mod).
This is really awkward then. You've taken the TEXTURES thing further I ever did.

>> No.6330250
File: 18 KB, 240x240, good boy .gif [View same] [iqdb] [saucenao] [google]
6330250

>>6330248
I uh, have a tendency to take things too far in all my modding endeavors.

>> No.6330252
File: 287 KB, 720x540, ChocE1.png [View same] [iqdb] [saucenao] [google]
6330252

I made some walk-throughs of how to complete each of the original Doom episodes on Nightmare difficulty in single-segment runs. I go to all the important secret areas, even if I have full health/armor/ammo, just to show you where they all are. I skip the useless secrets like the +4 armor or chainsaw on E1M2. All the runs are different; it's not the same demo, I performed each run on each source port:
Chocolate Doom
>E1 https://youtu.be/uRxzotZE738
>E2 https://youtu.be/q9C-PunGFx8
>E3 https://youtu.be/_6g6o9tZJL8
Crispy Doom
>E1 https://youtu.be/UW-aJomTRac
>E2 https://youtu.be/TyCJPTKvGsk
>E3 https://youtu.be/4Be8-boe_hc
GZDoom
>E1 https://youtu.be/y8ICO0LnuEk
>E2 https://youtu.be/PVpU3Teyi1g
>E3 https://youtu.be/dTonXLJ9UXE

>> No.6330254

>>6330252
Jesus Christ.

>> No.6330259

>>6330252

skills

>> No.6330260

>>6330224
Sounds like a bunch of excuses to me, if Plutonia can be done single segment on Nightmare, then you should be able to play the original maps that way, if you're any good.

But really anon, if you just want to brag, you should plain do it in the open, instead of being a really smug and humblebragging fag. Skill should be celebrated, but you should also display some humility if you want respect.

>> No.6330263
File: 120 KB, 300x541, Top Cac.png [View same] [iqdb] [saucenao] [google]
6330263

>> No.6330264

>>6330205
you are probably the scariest motherfucker in all of Doom modding except for maybe Matt

>> No.6330270
File: 76 KB, 1024x768, neat.jpg [View same] [iqdb] [saucenao] [google]
6330270

>>6330252

Great work dude, that's awesome. Did you record demos? If so it'd be worth submitting these runs as NM-Speed demos.

>> No.6330282
File: 133 KB, 275x225, 1461923621124.gif [View same] [iqdb] [saucenao] [google]
6330282

>>6329795
>See an Imp and Mancubus start to infight
>Leave them alone and go do other things
>Come back before exiting the map for 100% Kills
>The Imp won

>> No.6330291

>>6330282
Imp scratching can stunlock.

>> No.6330301

>>6330282
Doom is fitness propaganda confirmed.

>> No.6330302

>>6330264
Matts code scares the bejeezus out of me too, but even he doesn't compare to TheZombieKiller. That dude found and plugged security risks (like, being able to overwrite system files from a fucking mod) just by doing unholy shit with zscript arrays.

>> No.6330304

>>6330236
Not a bad idea, this shit is certainly madness inducing.

>> No.6330310

>>6330270
Yea it's much better to record demos as they take up a tiny fraction of hard drive space - it can take hours of grinding to do E1 so recording video right away is a bad idea. And these are really bad as NM-speed runs! Real speed runners are much faster. For example, my E1 runs are 20+ min since I go to every important secret, but the record is like 6 minutes

>> No.6330318
File: 1.13 MB, 2560x1440, only4linedefsused.png [View same] [iqdb] [saucenao] [google]
6330318

>>6330310

Speedwise they're not good but there's so few full NM-Speed runs that its worth chucking up.

>> No.6330367
File: 11 KB, 213x201, 1574276378793.png [View same] [iqdb] [saucenao] [google]
6330367

>cyberdemon in map 2
Really, Romero?

>> No.6330372

>>6330367
just telefrag it bro

>> No.6330406
File: 694 KB, 1024x768, heretic2.jpg [View same] [iqdb] [saucenao] [google]
6330406

Anyone know why Heretic 2 hasn't seen a release on any digital platform? Other Raven games are available but not Heretic 2.

>> No.6330410
File: 189 KB, 1920x1080, gdmp17.png [View same] [iqdb] [saucenao] [google]
6330410

I feel like my soul was sucked out of my ass

>> No.6330420

>>6330406
Activision doesn't seem to care about older games. The 2009 Wolfenstein is also unavaliable.

>> No.6330430

>>6330318
>only4linedefsused
yeah im callin bullshit buddy

>> No.6330436
File: 32 KB, 384x210, textures question.png [View same] [iqdb] [saucenao] [google]
6330436

Let's say I have a sprite lump with offsets -128, -66. I want to adjust it's Yscale via the TEXTURE lump. Is there anyway I can tell it to use the offsets of the sprite specified in the definition, instead of having to redefine the offsets each time, i.e. "Offset -66, -128". It's not a huge issue, but it would certainly save some time.

>> No.6330460
File: 77 KB, 380x349, 1586414627276.png [View same] [iqdb] [saucenao] [google]
6330460

Do people actually enjoy slaughtermaps unironically

What is the appeal of spending two hours on a single map straferunning to make a bunch of hordes of the same monster infight with each other

>> No.6330462

>>6330420
>Wolfenstein 2009
Aaah, I remember bought Wolf 09' used for like $20 or so, a few dozen years after release. Wasn't perfect, but for the low price, I could accept some flaws and poor design decisions, it was overall an ok shooter with a few nice sides to it.
Return To Castle Wolfenstein is overall much, much better, if for some reason you find yourself having to choose between them, pick RTCW.

>>6329962
That's a really interesting question, actually. I'd love to see an explanation of why that is, even if I have the hunch that it might be a complex mathematical thing that I won't understand.

>> No.6330463

>>6330460
Spectacle.

>> No.6330469
File: 32 KB, 320x240, TNT_title.gif [View same] [iqdb] [saucenao] [google]
6330469

just finished this for the first time
what did i think of it

>> No.6330470

>>6330469

habitat was your favorite map

>> No.6330471

>>6330469
I think you should go back to >>>/v/.

>> No.6330479

>>6330096
The Ghoul's Forest series has some spookjuice, but it's also like 97.6% constructed around jumpscares, and operates around them entirely, so it has very limited spookmileage.
It's kind of like FNAF, if the objective was to kill those animatronics with weapons, and if it didn't cultivate an obnoxious fanbase of autistic underage furries who wants to fuck the Ghouls (yes, yes, I know there's always gonna be someone somewhere).
Was retooled into a team deathmatch multiplayer version back in the Skulltag days, it was an unbalanced yet enjoyable mess, particularly with people playing the Creeper ghoul, which by using the crouch function could hide ridiculously easy, like next to stair steps and shit, hence many servers disabled crouch. See, the Creeper jumps up onto the player's screen, over his HUD even, and screams him to death in the blink of an eye, so it was fun to fuck with people being able to finally play as him.

There's Lasting Light, it too leans on jumpscares a fair bit, but not exclusively, and in fact has some more inventive approaches. You just play it on any map, it'll be pitch black and you make it around with a lamp which you must collect oil for to keep lit, while you skulk around in the dark, hoping to not bump into scary apparitions, hiding from them if you see them (aided by putting out your light) or running if they spot you, your goal being to reach the exit without being spookified to death.

>> No.6330481

>>6330470
yes actually
also wormhole wins an honorable mention just because of how interesting the concept was

>> No.6330486

I don't play custom wads, should I use gzdoom or prboom for modern gameplay?

>> No.6330490

>>6330486
If you want modified gameplay, GzDoom would be your choice.

>> No.6330504

>>6330469
Wormhole introduced an excellent concept that would inspire great maps.

>> No.6330536
File: 5 KB, 320x100, file.png [View same] [iqdb] [saucenao] [google]
6330536

>someone is making box art/Eternal accurate black gloves
Fucking finally

>> No.6330539
File: 325 KB, 685x1343, 1507138911793.jpg [View same] [iqdb] [saucenao] [google]
6330539

Does Quakespasm at 144hz work with the 72 framerate cap? I remember not having to uncap it and being able to use 144hz normally, but now I can't.

>> No.6330540
File: 107 KB, 320x100, output_cuHYFQ.gif [View same] [iqdb] [saucenao] [google]
6330540

>>6330536

>> No.6330541

>>6330536
Fuck yeah, was wondering if someone would do this

>> No.6330543

>>6330536
>>6330540
Bretty gud

>> No.6330545

>>6330536
Didn't DUCK already do that?

>> No.6330562

>>6330545
DUCK is just standard recolored black gloves as far as I can tell.
Tha does remind me though, did any one pull the helmet HUD sprite out of that yet? It'd go real nice with them gloves

>> No.6330567
File: 10 KB, 228x221, images (2).jpg [View same] [iqdb] [saucenao] [google]
6330567

>connect to archives.gamers.org to upload a wad for the first time in years

>421 too many connections from your IP

>> No.6330574

>>6330460
I like Sunder map 11 a lot. It's one of my favorite maps ever. It's my go-to map for when I want to stress-test a mod. Gore mods will wreck your framerate here and so will motion blur. I've beaten it before but that was before I knew about -complevel 9; I've never beaten it with infinite monster height
> https://www.youtube.com/watch?v=YVaYnzrOx5E

>> No.6330576

Blood :fresh supply or blood:one unit whole blood?

>> No.6330578

https://twitter.com/ckelsallpxls/status/1160817200036532224

>> No.6330583

>>6330567
what does that mean? virus?

>> No.6330589

>>6330578
doesn't use enough of the color shades
doom has 16 shades for most colors and this uses like 4

>> No.6330592
File: 16 KB, 320x200, wolf.png [View same] [iqdb] [saucenao] [google]
6330592

>> No.6330593

>>6330576
BloodGDX or nBlood

>> No.6330597

>>6330539
Quakespasm-Spiked is the exact same engine as Quakespasm but with a few more bells and whistles, and doesn't tie physics to framerate.

>> No.6330613
File: 862 KB, 700x696, 1520637899140.png [View same] [iqdb] [saucenao] [google]
6330613

>>6330597
Think I'll check it out, but I could've sworn at some point I was able to enable 144hz without having to even change the framerate. Or maybe I did and the physics messing up wasn't too obvious to me. I tried uncapping it recently and noticed that the corpse of the possessed soldier you kill on the elevator on E1M1 kept bouncing as it went down, and that's never happened before. Not that it's a big deal, just something I never noticed before.

>> No.6330618

>>6329582
For all we know, this could just be a really large map that otherwise plays normally.

>>6329591
>>6329609
These are definitely slaughter numbers, however

>> No.6330627

>>6329972
IMO, while the midis themselves are great, the Plutonia Midi pack often changes the entire mood of levels from what the original ost gave it. And unlike the other wads that later got midi packs, Plutonia's reuses of the iwad music felt like a deliberate choice for the most part.

>> No.6330634

>>6330627
Map11 is made for Sweet Little Dead Bunny.

>> No.6330639

>>6330627
I think this is spot on, in fact it's a great argument for playing Plutonia multiple times, to experience the difference.
The music replacement for Caughtyard is stuck in my brain by the way, it's amazing.

>> No.6330657

I saw on Twitter maybe a month ago some guy's project where you've got the body of a chest like a mimic. Anyone knows what that's about?

>> No.6330665

>>6329950
It's not scumming at all, people just like to jerk themselves off for being some kind of pro gamer for not saving often.

>> No.6330668

>>6329950
Savescumming isn't simply the act of using saves. Its when you save after literally every room.

>> No.6330669

>>6329752
>What changed between these versions that made it haram
read the patch notes?

>> No.6330727

>>6330562
Try looking for "Helmet Doomguy Mugshot"

>> No.6330773
File: 467 KB, 1745x926, behold my autism.jpg [View same] [iqdb] [saucenao] [google]
6330773

Someone from DoomWorld showed me how to create icons for my .bat files. These are the WADs that I have either completed or am working on, with the exception of Sunder, which I quit on the platforming map and will come back to once I git gud. The filenames contain the WAD name, release year, author, number of maps, and source port. The additional D1 means it's for Doom 1, (JM) means it uses Jimmy's MIDIs, and (DW) means it's one of DoomWorld's top 100, or it won a Cacoward or was runner-up, or won a missed Cacoward or top 100 memorable level.

>> No.6330776

what if
> armblade chainsaw

>> No.6330779

>>6330773

Out of curiosity, why not use doom launcher which parses all the info from the readme? You can take a screenshot of the titlepic and it will show up when you select the wad.

>> No.6330780

>>6330115
There's a PSX Doom TC

>> No.6330783
File: 684 KB, 1501x1020, whathaveidone.jpg [View same] [iqdb] [saucenao] [google]
6330783

and my collection of WADs

>> No.6330794

>>6330779
I learned about Doom Launcher after I already created all the .bat files. I would have used it if I knew about it beforehand. Doom Mod Loader doesn't work with Crispy Doom, so I had to learn to use command lines, and by the time I learned about how good Doom Launcher is, it was too late. Reorganizing everything for Doom Launcher now would yield too little benefit for the effort

>> No.6330809
File: 430 KB, 1437x808, Screenshot_Doom_20200410_224904.png [View same] [iqdb] [saucenao] [google]
6330809

N

>> No.6330817
File: 326 KB, 1200x1344, maxresdefault (6).jpg [View same] [iqdb] [saucenao] [google]
6330817

fastest way to run Marathon/Aleph 1 on Windows 10?

>> No.6330823

>>6330794

All you need to do is drag and drop the zip with the wad and readme (or use the idgames downloader) and it will populate it with all the info.

Your collection does look sweet tho

>> No.6330845

>>6330817

Literally just download it and run it

>> No.6330848

>>6329950
https://www.youtube.com/watch?v=mhjr5XczKNs

>> No.6330871

>>6330823
>the zip
I deleted all the zips after I opened them :( I would have to download everything again or zip everything manually

>> No.6330879

>>6330146
Anyone?

>> No.6330890

>>6330879
There's no fanmade model replacement that doesn't look like utter shit.

>> No.6330894
File: 50 KB, 1039x647, idgames download.png [View same] [iqdb] [saucenao] [google]
6330894

>>6330871

Integrated idgames downloader takes care of all that. Just something to consider.

>> No.6330896 [SPOILER] 
File: 102 KB, 800x600, 1586579996772.jpg [View same] [iqdb] [saucenao] [google]
6330896

>>6330146
>>6330879

>good
>3d models

doesnt exist

>> No.6330901

>>6330890
lame

>> No.6330903

>>6330669
I did read the patch notes and I saw nothing that jumped out at me as "HARAM"

>> No.6330904
File: 7 KB, 195x223, mfw.jpg [View same] [iqdb] [saucenao] [google]
6330904

>>6330845
i have a Ryzen 3600 and gtx 1060 3b, shit runs staggery than Quake 3 on my first 128 mb ram chipset family ass Toshiba laptop 20 years ago. This and Rebel Moon/RM rising are the only two games that are optimized poorly on my unit.

>> No.6330906

>>6329975
Just like with Chocolate, you'd need separate Crispy Heretic/Hexen/Strife ports to play their respective IWAD
However unlike Doom version, they are not in active development.

>> No.6330908

>>6330205
I like the explosion effect.
Would've been even better if smoke dissibated faster.

>> No.6330910

>>6330536
>>6330540
Looks pretty good.

>> No.6330936

Why is Sigil so fucking good?

>> No.6330945

What's with the sudden interest in Rebel Moon, anyway? What's cool about it?


Also weird how the dev behind it eventually became alt-right somehow, not that I care

>> No.6330951

>>6330896
>>6330890
I think it doesn't help that Doom's enemies are too simplistic in AI to make 3D model versions not look weird

>> No.6330954
File: 107 KB, 1920x1200, quakefaces.png [View same] [iqdb] [saucenao] [google]
6330954

I've heard that Nightmare in Quake is easier than Hard, can anyone confirm if this is true?

>> No.6330957
File: 2 KB, 103x122, yestheysoit.jpg [View same] [iqdb] [saucenao] [google]
6330957

>>6330945
it was a rad game that runs like Lance Armstrong wearing a crock and a sock and deserves support.

>> No.6330967

>>6330954
People say this due to the enemies shooting way more often. This ends up with enemies that shit out more projectiles/shots, but makes them stand still more often. It leaves them open to more attacks. Not seeing a grenade enemy means a million grenades in your face, though. The first time I played it I didn't even know the difficulty existed since it was hidden. I'd say go for it regardless

>> No.6330974

>>6329467
Try Alien Vendetta

>> No.6330983

>>6330021
You sound like you play Doom as if it was a sport, rather than for fun as a hobby. It's really not that serious, dude.

>>6329939
That looks pretty comfy, apart from the intrusive marble texture that doesn't fit at all with the rest of the colors. Another suggestion is that the room might look even cooler if it had more lighting variation.

>> No.6330986

>>6330896
lol not even a texture to imply any sort of opening on his rocket launchers

>> No.6331013

>>6330904

Something fucky is going on with your system, I can run aleph one just fine and I'm using a literal potato

>> No.6331019

>>6331013
it's choppy at roughly 20ish frames, Rebel Moon is worse at like 10-15. these are in compatibility mode and everything, trying on everything.

the thing that sucks is unless it's Doom, Quake, Wolf or Duke there isn't a community of gamers making more optimized launchers for the lesser played games. idk if there's a more optimal way to run games made for Windows 95/98 systems.

>> No.6331036

>>6330904
What is you RAM? IIRC, Ryzen CPUs can be severely bottlenecked by RAM with low clockspeeds.

>> No.6331046

>>6331036
16 gb viper or something, all I can say is I paid $70ish on them because all my money was going on the Ryzen for Eternal.

>> No.6331051

>>6331046
Whats the clockspeed (MHz) of the RAM?

>> No.6331069

How does doomworld's downloads page work? Is it just an idgames frontend?

>> No.6331074

>>6331051
3000 mhz
https://www.gskill.com/product/165/185/1536026353/F4-3000C16D-16GISBAegis-DDR4DDR4-3000MHz-CL16-18-18-38-1.20V16GB-(2x8GB)

I am unsure what to compare it to.

>> No.6331093

>>6331069
Yes. But its been fucked up with the wrong links and stuff for like a year now, so youll want to use the old version for downloading.

>> No.6331094

Is PRBoom+ multiplayer a viable thing? Or is Zandronum almost mandatory for doing co-op Doom with friends?

>> No.6331107
File: 1.17 MB, 1195x671, zdffachaos2thumbnail.png [View same] [iqdb] [saucenao] [google]
6331107

>>6331094

ZDaemon, Odamex and Zandronum.

>> No.6331110
File: 3.28 MB, 2560x1442, chexdm.png [View same] [iqdb] [saucenao] [google]
6331110

>>6331107

>> No.6331115

>>6331107
>>6331110
Okay, but is PRBoom+ multiplayer usable too? I'd like to be able to play big Boom mapsets with a friend, and I fear that Zand might lag on it/not be accurate and not sure if Odamex would support big Boom map coop?

>> No.6331120
File: 29 KB, 891x512, 3flags.png [View same] [iqdb] [saucenao] [google]
6331120

>>6331115

With Zand you could try enabling all compatibility flags. Odamex should be able to handle any Boom wads you throw at it.

The upside to Zand is you can use TSPG (or DUD if you're in aus/nz) to host your servers very easily.

https://allfearthesentinel.net/

https://dudoomers.com/

As far as I'm aware prboom does have choc level multiplayer but it's superseded by the aforementioned ports so it's never used.

>> No.6331128
File: 57 KB, 800x1186, ZandCompatFlags.png [View same] [iqdb] [saucenao] [google]
6331128

>>6331120

>> No.6331129

>>6331128
Does it not have compat presets, so I can for example just select "Boom (strict)" like in GZDoom and be done with it?

>> No.6331134
File: 621 KB, 2560x1440, hr2coop3.png [View same] [iqdb] [saucenao] [google]
6331134

>>6331129

Nah. When hosting you need to specify all the flags, DM, Compat, Zand etc. What I do is start Doom Seeker, go to create a server, tick all the flags I want then copy paste them to DUD. On DUD/TSPG you can save your config so next time you don't have to do that.

>> No.6331137

>>6331129

I forgot to mention, the main compat settings you want are - infinitely tall actors, wall running and monsters can't be pushed of ledges. Those are the big ones. Otherwise yeah, just tick em all.

>> No.6331143

>>6331134
>>6331137
Thank you. Sorry for the dummy question, but how exactly does TSPG work and how does it differ from just hosting a server yourself? I only have experience hosting small servers for Hideous Destructor in GZDoom from the command line on Linux.

>> No.6331147
File: 1.65 MB, 2560x1442, coolguy69coop.png [View same] [iqdb] [saucenao] [google]
6331147

>>6331143

TSPG basically spawns a server for you with whatever settings and wads you want (you can upload wads). You set an rcon password so you can change settings while it's live too

It's purely for convenience and I'd definitely recommend it.

>> No.6331148

>>6331147
Cool, thank you anon

>> No.6331161

>>6330460
I tend to play the easier ones to turn my brain off and unwind while killing hordes of demons.

>> No.6331164

>>6329950

Here's the real answer. The reason you don't save mid-map AT ALL is so that Doom DOESN'T STOP BEING A HORROR. You can still feel that fear and REAL STAKES when you're near the end of the level, low on ammo, low on health and if some crazy imp kills you, you gotta start all over.

>> No.6331168
File: 234 KB, 816x639, cave.png [View same] [iqdb] [saucenao] [google]
6331168

How to make a hell map:
1. Draw a big rectangular cave
2. Stare at the cave
3. Cry

>> No.6331184

>>6331120
I played 3-flag CTF exactly once and it was amazing. I wish CTF was played more in general.

>> No.6331185
File: 2.81 MB, 2560x1440, hurt01.png [View same] [iqdb] [saucenao] [google]
6331185

>>6331168

Hell and caves don't strike me as being rectangular - maybe that's part of the problem.

>> No.6331191

>>6331185
Why do you think I am crying? Though this is supposed to be a stub for in-between cavern and underground city so how irregular I want it is not yet decided.

>> No.6331192
File: 24 KB, 320x200, OdamexCTF.png [View same] [iqdb] [saucenao] [google]
6331192

>>6331184

If you jump on the multiplayer discords you can find pugs going fairly regularly.

>> No.6331195
File: 143 KB, 463x333, Doom64BetaPyramid.jpg [View same] [iqdb] [saucenao] [google]
6331195

any wads with this aesthetic?

>> No.6331207

>>6331195
B4NM.wad (before the nightmare)

>> No.6331212
File: 351 KB, 500x738, 1498691891682.png [View same] [iqdb] [saucenao] [google]
6331212

>get through extremely tough area with teleporting chaingunners
>hit a switch to raise some platforms over a 20 damage lava pit at low health
>there's a spectre on the other side which blocks my way and I die
>didn't save after clearing the area

>> No.6331213

> endless madness
> https://www.mediafire.com/file/lxdnctlqvuzwgbb/EndlessMadness_101.pk3/file
jokewad, if not just plain wad, of the decade
holy shit this is amazing
every time i think ive seen everything, it keeps throwing fucking 5d inside-out curveballs

>> No.6331226
File: 189 KB, 1000x667, IMG_1833.jpg [View same] [iqdb] [saucenao] [google]
6331226

So how was it?

>> No.6331231

>>6331195
Do you mean, like Aztec aesthetic? Temple of Lizardmen trilogy.

>> No.6331354
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
6331354

It's that time of the week again, SCREENSHOT SATURDAY. WHAT THE FUCK HAVE YOU BEEN WORKING ON? Maps, mods, sprites? Well now's a good time to show us.

>> No.6331356

Doom wads that are Egyptian themed?

>> No.6331357

>>6331356
Epic 1 and 2

>> No.6331359

>>6330776
Wouldn't that just be the Quake 3 gauntlet?

>> No.6331361

>>6331357
thanks

>> No.6331364
File: 435 KB, 1920x1080, i am sunlust now.png [View same] [iqdb] [saucenao] [google]
6331364

>>6331354
Look at me, I am Sunlust now. Gonna need to do something about lighting to see all this blood. Then set up the monster closets and I'm practically done with this map.

>> No.6331380

>>6330936
Manages to be hard by having clever enemy placement and architecture maximized to capitalize on each monster's strength. Instead of, you know, just tossing you into an arena with 500 revenants.

>> No.6331382
File: 145 KB, 320x240, Epic_2_title.png [View same] [iqdb] [saucenao] [google]
6331382

>>6331195
Epic 2
Scythe 2's second episode (maps 6-10)
Alien Vendetta's map 20. I haven't played AV but this level was ranked the #1 most memorable Doom map ever by DoomWorld

>> No.6331394

>>6331213
Tell me more about it before I download this fine batch of dolphin porn.

>> No.6331406

I'm only 8 maps in and I'm already sick of TNT. Are there any good maps in this wad or does it get worse.

>> No.6331412

>>6331406
The first maps are probably the best, the quality of the maps gets more mixed as you get further. There will be a lot of boring, long maps later.

>> No.6331414

>>6331394
small map set full of monsters, crazy shit and suped up weapons
for example the first map starts on city rooftops with nukes going off in the skybox, lighting up the whole sky
there's a hilarious goof segment about ghouls forest with a friendly npc who you give an ssg
and then he annihilates ghouls by doing a 360 jump and going SUBALUWA

>> No.6331420
File: 28 KB, 540x421, mrw.jpg [View same] [iqdb] [saucenao] [google]
6331420

>>6331412

>> No.6331424
File: 883 KB, 1365x768, Screenshot_Doom_20200411_182443.png [View same] [iqdb] [saucenao] [google]
6331424

>>6331354
Finished first half of Map05, it came out great. Crammed lots of bullshit in relatively small amount of space. Need to came up with something to connect this with boss fight, and probably work on lighting.

>> No.6331432

>>6331424
That's a lot of black/yellow stripes.

>> No.6331435

>>6331432
Well, the place is pretty dangerous.

>> No.6331439

>>6331435
Just seems a little much. And those pictures with chicken scratches on them seem out of place, except if the place is in Asia or whatever.

>> No.6331441

>>6331406
Has one of the best map 15s.

>> No.6331459

>>6331412
That's more in the last third, the best stuff is mostly spread out in the first two.

>> No.6331468
File: 766 KB, 1437x1087, image.png [View same] [iqdb] [saucenao] [google]
6331468

Doom 64 was KINO, I should have played it earlier, although the Lost Levels were visibly even better than the main campaign.

>>6331424
I like the ads and danger stripe aesthetic, makes it look more lively if it's supposed to be some kind of a space station that was previously inhabited. Would be even cooler if there was a variety of those ads.

>> No.6331506

>cyberdemon requires a room full of barons to kill him, and even then he will still get the upper hand sometimes
>meanwhile spider mastermind can get killed by the two cacos and baron on its boss stage
Why is the Spider Mastermind such a laughable pushover?

>> No.6331514

>>6331506
We should really start some kind of underground cockfighting with Doom monsters.

>> No.6331515

>>6331506
Cyberdemon does splash damage, so what if barons were further apart?

Mastermind has a hitscan weapon which is dangerous in different way.

>> No.6331532
File: 292 KB, 816x639, fun game.png [View same] [iqdb] [saucenao] [google]
6331532

>>6331354
How about a classic game of spot obvious ambush?

>> No.6331538
File: 455 KB, 1600x900, 3_avactor.jpg [View same] [iqdb] [saucenao] [google]
6331538

>>6331195
Avactor.

>> No.6331552

>>6331354
Ahh! No, wait! I'm not ready!

>> No.6331557
File: 930 KB, 600x844, b1f.png [View same] [iqdb] [saucenao] [google]
6331557

How come explosive weapons are so great in Build games?

>> No.6331560

How hard would it be to make a working gravity gun in classic doom?

>> No.6331568

>>6331560
There's guy here who posts webms of his mod and it seems he's made one already. But he is also a witch and should be burned at stake.

>> No.6331569
File: 705 KB, 692x608, Base_Profile_2020.04.11_-_01.50.32.01.webm [View same] [iqdb] [saucenao] [google]
6331569

>>6331354
Webm Waturday

>> No.6331574
File: 12 KB, 240x240, 9684100251410.jpg [View same] [iqdb] [saucenao] [google]
6331574

>>6331569
Hypnotic.

>> No.6331591
File: 2.27 MB, 1920x1080, 2019-11-25 02-39-25.webm [View same] [iqdb] [saucenao] [google]
6331591

>>6331560
The physics part of it is surprisingly easy. The over-engineered visual effects were what was hard with this because understanding exactly how interpolation works in gzdoom is impossible.

Search for "damped springs" and "harmonic oscillators" in a programming context and you'll find how to do it with some legwork.

>> No.6331593

>>6331568
Also, that's wrong. I do in fact weigh more than a duck

>> No.6331601

>>6331569
Your lava doesn't seem to be in sync.

>> No.6331605

>>6331601
I think it looks neat, though I think it should be flowing faster in the middle, not the edges

>> No.6331614

>>6331569
I think the blue steps stick out a too much. That texture with the red lava-cracked rocks would work better imo

>> No.6331617

>>6331591
>Just taking the Caco out for a walk

>> No.6331651
File: 1.43 MB, 2560x1440, gJNriwxuT2G2S49b5z3Hv3.jpg [View same] [iqdb] [saucenao] [google]
6331651

>>6329393
posting a random wallpaper

>> No.6331653
File: 137 KB, 2560x1440, Deus Ex VersaLife.jpg [View same] [iqdb] [saucenao] [google]
6331653

and a couple others

>> No.6331656
File: 142 KB, 1920x1080, Deus Ex VersaLife wallpaper.jpg [View same] [iqdb] [saucenao] [google]
6331656

>> No.6331657

>>6331651
FUCKING STOP ALREADY NO ONE WILL USE THESE

>> No.6331671

>>6331657
I will now use these just to spite you.

>> No.6331673
File: 518 KB, 500x715, AAAAAAAAAAAAAAAAAAAAAAAA.gif [View same] [iqdb] [saucenao] [google]
6331673

>>6331671

>> No.6331695

What was the overall moral of Dues Ex again? Been ages since I played through it all, was it basically how fucked mankind can be and that technology and AI is the best way to fix things?

>> No.6331703
File: 273 KB, 742x934, 1570859969216.png [View same] [iqdb] [saucenao] [google]
6331703

>>6331695
Illuminati bad
China bad
AI brain merging slightly less bad
Bombs are a bad choice for close-range combat

>> No.6331705

>>6331406
My favourite TNT map is 28: Heck, which might as well be a proto-plutonia map.

>> No.6331708

>>6331532
You've been posting screenies of this for weeks I'd wager, are you working on a single level, an episode, megawad (15 levels+)...?

>> No.6331710

>>6331191
I know how you feel, anon. My current map does have a hell section, but i'm way better at designing base sections and regular outdoor areas. It took me a huge time to come up with some ideas, basically I went with a more stony approach with less lava and more pathways to explore. I don't think I did a good job either.

>> No.6331714

>>6331591
Those are some great lighting spark effect. Can't wait till you release the mod so I can take a look at how they're made.

>> No.6331715

>>6331703
Sounds reasonable.

>> No.6331719

>>6331708
I am making levels sequence themed together and having sort-of continuity. So far I almost done with the third and have concrete plants for 2 more. I also have 2 unfinished prototype and one more or less finished but not sure if I want them into a wad.

>> No.6331727

>>6331719
Looking forward to it, I can't get enough of crispy stuff.
I'm working on a full vanilla megawad but have been on designer's block for some time now. I published a (now obviously out-dated) demo on Doomworld some months ago with 6 levels.
Wish you luck mate and good job on that, I really like the visuals and aesthetics.

>> No.6331731

>>6331226
Heckin sweet RUNNER UP (not winner) for Doomworlds Cacowards
That Buckethead OST made me ooze blood semen from my peclitoris
John Romero's constant philosophy of being a talentless hack with a lazy eye came through as the music and awkward level design crescendo'd into what can only be called THE TRUE fifth episode of Doom.
Doom was always about very loud metal and worshipping Satan, none of this sideshit NuDoom shoves into it's rancid dogshit pile they charge you 60 useless Americans dollars instead of the real 666 IRISH potato dollars that John uses to comb his pubic lice.

>> No.6331740
File: 26 KB, 850x335, Schematic-representation-of-the-composite-cubic-Bezier-curve-B-0-5-M-for-M-R.png [View same] [iqdb] [saucenao] [google]
6331740

>>6331714
A composite Bézier curve (like when you're using a vector drawing program and get those little handles at the points) and a shitload of 3d models that are dynamically stretched.

>> No.6331741

>>6329393

Anybody found a torrent of new Doom 64 anywhere?


Also. I remember quite some time ago anon posting Fanta Factory map. Did you do any more?

>> No.6331742

Is there any death counter for doom? I'm always curious about how many times I've died in a map.

>> No.6331743

>>6331741
I've got mine from Kickass

>>6331226
Fine, but he fucked up and overhyped it calling it a megawad

>> No.6331753

>>6331743
> Kickass

https://katcr.co/katsearch/category/games/subcat/85/page/1/doom%2064

not here

>> No.6331757

>>6331753
https://thekat.app/usearch/doom+64

>> No.6331770
File: 42 KB, 160x220, Bouncy Demon.gif [View same] [iqdb] [saucenao] [google]
6331770

For some reason, my Hires folder in my .pk3 isn't working. In my Textures folder, I have a texture titled "REDBRK1" and a corresponding high resolution version in the Hires folder. When I run the game, it doesn't work. Sprites in the Hires folder get replaced, but not my textures. What do?

>> No.6331774

>>6331569
I get what you're doing with the lava but seeing the texture directly desync is really distracting and makes it look like a mistake rather than an intentional decision. You should have some divisor to obscure it I feel, maybe some natural formation blocking it in those spots.

>> No.6331785

>>6331506
What I don't get is why the Spider Mastermind has never been used in a signifcant mass, even in those massive levels. The level with the highest cyberdemon count out of any map on Doomwiki has 947 of them. The level with the highest spiderdemon count only has 19 (and said map also has 105 cyberdemons). 19 spiderdemons is kind of intimidating, sure, but so is 19 cyberdemons and we've gone so much further past that. Hell, the level with the second-most spider masterminds was fucking Galaxia with 17; Galaxia was made in July 1994, before DOOM2 even released (and most of them are stuck in cages and act as turrets basically).

>> No.6331787

>>6331785
Because Spider Masterminds infight with each other and their hitbox is so huge that they will fight more with other monsters than actual players.

>> No.6331790

Aby suggestions for Quake maps based on Arcane Dimensions?

>> No.6331792

>>6331790
2019 Halloween Jam.

>> No.6331793

>>6331757
Dude thanks for effort but you literally can't press a button without triggering a new ad window.

>> No.6331795

https://twitter.com/dochikou/status/1248335423384039428?s=19

>> No.6331796

>>6331792
Thanks for the suggestion, but I've already played it.

>> No.6331797

>>6331795
I don't get it

>> No.6331806

>>6331797
Doom is funny!!!!!! hhaa lol

>> No.6331807

Anons, I have two questions for you in relation to my gameplay.
>Is quicksaving in a level numerous times considered retard gameplay
>How do I stop constantly quicksaving
Playing the MLoD2 and I've tried to stop quicksaving in levels and quickly am realising it may be a crutch to excuse my less than stellar gameplay. But getting sent back to the beginning of the level just from a trap or something is annoying.

>> No.6331809

>>6331793
Yeah, I know, I usually just copy the torrent hash from the page and paste it into the program I use to download it to avoid all the bullshit

>> No.6331812
File: 23 KB, 419x351, 1580842765295.jpg [View same] [iqdb] [saucenao] [google]
6331812

>>6330536
>>6330540
Eh, I prefer the ones from Smooth Doom but these doesn't look bad I guess.

>>6330783
>wad have i done

>>6331424
I like it. The poster kind of looks out of place with the Doom textures, at least in my opinion. As >>6331468 said, it would be cool to have more variety of ads.

>> No.6331815

>>6331807
>Is quicksaving in a level numerous times considered retard gameplay
It's a single player game, no one's judging.

>How do I stop constantly quicksaving
First, get this: https://forum.zdoom.org/viewtopic.php?f=43&t=59889 and configure it to your liking.
Then, forget about saving manually unbind the button if you have to, and the habit will fade with time.

>> No.6331825

>>6331785
Masterminds are a lot harder to effectively use, thanks to their huge hitbox. And chaingunners provide basically the same role, but in a much more compact package.

>> No.6331826
File: 1.20 MB, 1265x921, Master_levels_for_doom2.png [View same] [iqdb] [saucenao] [google]
6331826

>TEETH.WAD
This might be the worst two levels in the entirety of Masters Levels. As for MAP32 it's maybe the worst level every sold on CD for actual money.

>> No.6331827

>>6331826
I like map31. Im pretty sure 32 was included as a bonus, and was never intended as a serious map.

>> No.6331829

>>6331807
>Is quicksaving in a level numerous times considered retard gameplay
Yes, though people have wildly differing definitions of what constitues "quicksaving." Saving mid-level after clearing a major part of a level (finishing a big encounter, getting a keycard etc.) is perfectly fine if you're not trying to speedrun.
>How do I stop constantly quicksaving
Set a limit on yourself. Speaking as someone who had a similar problem as you, went cold turkey on mid-level saves entirely and had a lot less fun as a result (TNT MAP27 without mid-level saves is the least-fun DOOM experience I have ever had), what worked for me was limiting myself to one single mid-level save when I played through Plutonia (I justified it to myself that I was also running Plutonia pistol start to make up for it but I just like pistol starting in general and that's not a factor anymore). There were a couple levels where I used multiple due to extreme difficulty, and in future map playthroughs I learned what my tolerance was for mid-level saves, how often I can do it without feeling scummy. You just need to figure out where you stand on that personally; remember that you're just playing for fun and the opinions of other people don't matter. I recommend trying the one-save-per-level thing I did and then working from there until you get comfortable.

>> No.6331830

>>6331806
> implying it's not
I've plenty just at some of the caco-memes in these threads.

>> No.6331831

>>6331107
Funny how I know every single person on Zdaemon. Lanky is a top tier DM player.

>> No.6331838

>>6331827
Seriously you like it? I think the elevator system is super tedious and if you play with infinitely tall monsters compatibility flag this map is a nightmare. I thought it was way too difficult, not enough health, not enough ammo, fucking pain elements hidden behind fake walls and an archvile resurrecting chaingunners. There's also this great section where you can only see the feet of the shotgunners so there's literally 0 chance you see them on your first try and they will kill you in a second. Like every map Cranium did in this collection it's way too tedious, too difficult and the lack of ammo and health makes the experience completely unenjoyable. Mephisto's Maosoleum was fucking horrendous in the same way and while Black Tower certainly has good aesthetics it's a bitch to play and didn't feel an ounce of fun during my playthrough.

>> No.6331858

>>6330010
Soundfont? What soundfont? DMXOPL is where it's at.

>> No.6331870

>>6331838
You sound like you need to take a breathe

>> No.6331875

Ey guys, what difficulty to play in Doom 64? Like what's UV and what's nightmare?

>> No.6331883

>>6331875
There's no nightmare mode.
Watch me die is essentially UV

>> No.6331924

Okay this is gonna sound weird. Are there TEXT GUIDES for secrets in Doom 64?
BTW are Lost Levels somewhere in the main campaign? I thought it was gonna be a separate option.

>> No.6331931

>>6331924
You unlock them after completing the main episode.

>> No.6331934

>>6331924
The lost levels unlock right after you finish the campaign.

>> No.6331948

>>6331924
Use the wiki, it explains how to find every secret on every map.
https://doomwiki.org/wiki/MAP01:_Staging_Area_(Doom_64)#Secrets
Example

>> No.6331997

>>6331924
>>6331931
Alternatively, beating hectic also unlocks lost levels, I noticed.

>> No.6332068

>>6330002
dope read. Thanks anon

>> No.6332071

>>6331870
I have been quarantined to my appartment for a month and a week, sorry bro I just need to vent.

>> No.6332081

>>6330252
Cool walkthroughs, anon. Enjoyed watching them.

>> No.6332085

>>6331826
MAP32 is fine as a shitpost. It's a minor shock followed by watching 34 cyberdemons get crushed by a ceiling. If it were a serious level with its own PWAD then it'd be really shit, but it's more or less like the Wolfenstein secret levels in vanilla DOOM2; it's not meant to be complex or even that interesting, just a neat little bonus if you find it.
Express Elevator to Hell is really bad though I agree. Elevators as central setpieces in DOOM maps seems really troubled, people really want to make it work but it always seems to end up horrible in the early years. Requiem's MAP08 is the earliest actually decent elevator map I've come across thus far; it's linear, it requires you go top-to-bottom instead of the other way around, has other parts to the level instead of just being the elevator, and if you need to go back up the elevator has a neat little mechanism of vanilla ingenuity where the elevator can either raise one floor or go all the way down to precisely the lowest floor you've unlocked, making it so the player won't get lost and forget what floor they need to go to.

>> No.6332086

>>6330282
dex vs. str

>> No.6332094
File: 163 KB, 1921x1440, Painful mapeditor.png [View same] [iqdb] [saucenao] [google]
6332094

>>6331354
I'm very close to finishing my first Blood map. It's taken a ton of effort and some MAPEDIT wrangling, but its almost fucking done. One problem, I don't know how to end the map. After the player gets the moon key, they go into that north-most cave area. What's going to be there is undetermined, I need help with that. Throw me some ideas man!

>> No.6332103

>>6331424
Yeah, the lighting's kinda meh. Start by making the lava sector bright with a glow special and taper off the brightness to surrounding areas. I dig those textures btw.

>> No.6332130

how can i play quake 1 on 640x480 with black bars in linux?

>> No.6332131
File: 233 KB, 1366x728, spencer_mansion.jpg [View same] [iqdb] [saucenao] [google]
6332131

>>6331354
Trying to recreate a doomified version of the Spencer Mansion from Resident Evil 1 without 3D floors, slopes and shit.

>> No.6332150

>>6332131
looks great

>> No.6332159
File: 268 KB, 1861x839, testmap06 (edit area) at 2020.04.11 14-49-19.762 [R2787].jpg [View same] [iqdb] [saucenao] [google]
6332159

>>6331354
I lost the version with all my progress a while ago so I'm trying to re-do everything on this airship-type level I've been working on.
It used to look better I swear

>> No.6332176

>>6332159
backup your maps on a cloud like Mega next time

>> No.6332180

>>6332176
Yeah. That's why I still have anything at all. Time to get extra paranoid.

>> No.6332185

Just started Blood via Fresh Supply

Is it just me or is this shit way harder than DOOM, Duke and Shadow Warrior?

>> No.6332186

>>6330536
>>6330540
source?
buff totems and timed encounter gory nests when?

>> No.6332190

Where do the SSAO and shadowmap settings in gzdoom actually take effect? Or do you need a mod to add them to the game (just playing the standard ultimate doom wad)

>> No.6332195

>300 minutes of /vr/ map26
Why. Why would you map that.

>> No.6332201

>>6332190
They take effect immediately.

>> No.6332204

>>6330896
i feel like 3d models for doom would work better with an art style in mind and something that fits the chopped animations
i remember someone making an hell knight and caco models for quake and they looked good
most fanmade models suck because they try to add a bit more detail
not full realism but it's more of an unnecessary resolution
>>6330809
what wad?

>> No.6332210

>>6332195
You're gonna love the next map

>> No.6332214

>>6332131
You can use Boom's silent teleporter to emulate multiple floors

>> No.6332218

>>6332214
>silent teleporter
Probably my favorite Boom trick. So versatile.

>> No.6332235

>>6332214
Thanks for reminding me, anon, i forgot those existed.

>> No.6332239

>>6331807
>>How do I stop constantly quicksaving
I came up with this when I was playtesting levels for anons. Do pistol starts on skill 1 to blast your way through the level, using zero saves. This will let you learn your way through the level with relatively few risks. Then start the level over on skill 2, and 3, and so on. Eventually the level will be too difficult to play through pistol starts without having everything memorized. That's when you move on to the next level. Beat the entire episode or megawad, and if you really like it, then start over on HMP or UV and beat the WAD in a continuous run, saving only at the start of every level. If you don't really like it, then you move on to another set of maps

>> No.6332245

I've been playing the World Tour version of Duke Nukem 3d and NOW I learn there's a freaking source port for the original PLUS it can play all of it's expansion packs? How the fuck do I get my money back? I feel dirty for giving Randy Pitchford my hard earned cash.

>> No.6332247

>>6332195
What did they map?

>> No.6332248

>>6331883
>There's no nightmare mode.
In Doom 64 EX you unlock Nightmare mode by completing Hectic. I don't know if they included that in the new port as well

>> No.6332250

Real Quick, if I want to play doom 64 on my pc, which version is better: The EX Source Port or the steam version?

>> No.6332253

>>6332195
>>6332210
How the hell do I find the secrets here? I'm at my wit's end.

>>6332247
Something about a vanilla wizard and tons of frustration.

>> No.6332256

>>6332185
Don't tell me you started on extra crispy. That's like Doom nightmare but worse. Well Done is possible but hard. I play on Lightly Broiled and find it harder than Doom on UV.

>>6332245
Greasy bastard doesn't give refunds. Get Dook from the OP and never pay Gearbox again.

>> No.6332258 [DELETED] 

https://youtu.be/DYNsuHnnk1A

>> No.6332259

>>6332256
I know. Did yall see John St. John's recent tweets? Motherfucker hates how gearbox is treating Duke right now.

>> No.6332260
File: 40 KB, 1118x514, 1396511353175.jpg [View same] [iqdb] [saucenao] [google]
6332260

>>6332081

>> No.6332264

>>6332259
https://twitter.com/Circushellspawn/status/1247382719924973568 not the original tweet but its still there

>> No.6332270

>>6332250
The new one is better. It costs $5 though. You can get the Doom 64 ROM from a link in the OP; the download also comes with a version of D64EX, but I don't remember if it's the most up-to-date version or if I had to download the newest version from their website. $5 is less than a pack of cigarettes so I'll get the new one eventually but I already downloaded way too much stuff to play, even in quarantine, so I'll get there when I get there

>> No.6332274

>>6332256
I started on Lightly Broiled and I had to bump it down to Pink, which I kinda feel is too easy.

I'm not skilled at these games, though, I usually play Doom on Hurt Me Plenty

>> No.6332281

I'm planning on doing my first full playthrough of DOOM 1, is there anything I should add or should I just play gzdoom as is?

>> No.6332285

>>6332281
It's playable as it is. Probably no need to mod it. Maybe some settings can be improved, I'm not sure.

>> No.6332289

>>6329397
Doom 4 Vanilla 3.1 released + MS-DOS EDITION https://www.youtube.com/watch?v=hvZ7QIxe3q4

>> No.6332291

>>6332281
I think Mouselook is acceptable for your first playthrough. I don't know if that's what you meant, but that's all I'd do.

>> No.6332294

>>6332253
Nevermind I just found them. Oh boy I'm gonna enjoy this.

>> No.6332297

Is PolymerNG ever going to come out or is it dead? Polymer runs like shit for me because of AMD ogl drivers

>> No.6332303

Exploring new grounds here, I'm trying to change the Doom64 port's music to add new ambient.

>> No.6332309

>>6332291
Nah, I meant mods moreso than gzdoom settings

>> No.6332321

>>6332303
It's actually surprisingly easy since it uses mapinfo. Just import the new music through slade into the doom64 wad and make sure you edit the mapinfo accordingly.

>> No.6332328

>>6332094
they exit to some sort of setup for a sequel level, like a building facade or a boat or an airplane

>> No.6332338

>>6332321
I mean, entirely new music, I'm surprised that Doom 64 actually uses midi format. But making new ambient isn't hard at all since it has a soundfont featuring all those spooky ambient samples, you just have to choose the right ones and make sure your midi isn't too overloaded with notes or it will sound like shit or even glitch up.

>> No.6332342

>>6332321
>>6332338
Unless the port actually supports other music formats than midi. Then I goofed up.

>> No.6332353

>>6332342
I know for sure it supports OGG since I made a quick test level to see if you could add new music and it worked just fine.

>> No.6332359

>>6332353
Yeah, I've just tested MP3 too and it works. At least I've found out how to make working midis for Doom 64.

>> No.6332365
File: 8 KB, 934x121, Stop reposting it in every thread.png [View same] [iqdb] [saucenao] [google]
6332365

>>6332281
>>6332309
I've been asked to stop reposting this in every thread, so I made a pastebin.
> https://pastebin.com/ytMDbx8K

>> No.6332368

>>6332309
Whoops, forgot to mention, you can see the mods in action here: >>6330252

>> No.6332370

>>6332365
Thanks!

>> No.6332374

How can I make PRBoom detect WADs in a certain directory, without having the WADs having to be in the ~/.prboom-plus directory?

Is there something like GZDoom's File Search Directories?

>> No.6332381

>>6332365
>>6332370
also, since all the responses to >>6330146
suggest there aren't any good model replacements, is there any way to get sprites in depth buffer in gzdoom? Mainly want it for reshade effects.

>> No.6332397
File: 160 KB, 960x540, d&amp;d04.jpg [View same] [iqdb] [saucenao] [google]
6332397

>>6332370
No problema. It's a lot easier to see in 4chin because you cannot greentext in the pastebin. Also, I forgot something again - the Chocolate Doom videos have 0 mods. The Crispy Doom videos have improved sound effects and weapon animation mods. I also have the spritefix mod but the effect is so subtle you won't notice it. And the GZDoom vid has like a dozen mods, but all cosmetic and they don't change the gameplay.

If you are planning on playing Doom1 I recommend the Crispy Doom source port, but then again, the GZDoom IDKFAv2 music mod for Doom1 does sound really, really sweet

>> No.6332402

>>6332374
You can use command lines like these >>6330783

Or use Doom Launcher like this anon >>6330894

>> No.6332404

>>6332397
Why Crispy Doom over GZDoom? Accuracy?

>> No.6332405

>>6332402
Yeah, I know I can specify the full path to the WAD in the command line, but can I not specify in its config somewhere to look for WADs in a specific directory?

>> No.6332415

>>6332405
>can I not specify in its config somewhere to look for WADs in a specific directory?
I don't know what you mean. PrBoom is not a frontend; the game will only open the specific WAD you tell it to

>> No.6332421

>>6332381
What are you even trying to do?

>> No.6332426

>>6332415
This is what I mean
In gzdoom.ini you find this at the very top:

# These are the directories to automatically search for IWADs.
# Each directory should be on a separate line, preceded by Path=
[IWADSearch.Directories]
Path=.
Path=$DOOMWADDIR
Path=$HOME/.config/gzdoom
Path=/usr/local/share/doom
Path=/usr/local/share/games/doom
Path=/usr/share/doom
Path=/usr/share/games/doom
Path=$HOME/Vidya/Native/Doom/IWADS

# These are the directories to search for wads added with the -file
# command line parameter, if they cannot be found with the path
# as-is. Layout is the same as for IWADSearch.Directories
[FileSearch.Directories]
Path=$HOME/.config/gzdoom
Path=/usr/local/share/
Path=/usr/local/share/doom
Path=/usr/local/share/games/doom
Path=/usr/share/doom
Path=/usr/share/games/doom
Path=$DOOMWADDIR
Path=$HOME/Vidya/Native/Doom/PWADS

GZDoom isn't a frontend either, but I was wondering if such a quality of life feature was missing from PRB. This way, if I have for example sunlust.wad in one of those paths, and I tell GZDoom to load that wad, it'll pick it up because it takes that path as part of where to look. PRBoom will only understand this if sunlust.wad is also specifically in the ~/.prboom-plus directory, unless I go out of my way to specify the exact path to sunlust.wad

>> No.6332435
File: 2.54 MB, 1920x1080, gzdoom 2020-04-11 16-59-29.png [View same] [iqdb] [saucenao] [google]
6332435

>>6332421
Trying to use the global illumination shader. Since sprites aren't in the depth buffer A. they won't be impacted by the shader and B. the shader will effect geometry behind it, giving it a "see through" effect

>> No.6332443

>>6332435
I really doubt the sprites are part of the 3D scene in any form.

>> No.6332457

https://www.doomworld.com/forum/topic/113591-the-dark-forest-mbf-wad/

Truly innovative, definitely recommended.

>> No.6332459
File: 164 KB, 960x540, Dungeons &amp; Demons.jpg [View same] [iqdb] [saucenao] [google]
6332459

>>6332404
Vanilla maps look better in Crispy Doom than GZDoom. It's difficult to explain so you just need to see it for yourself.

One reason is the resolution - Crispy Doom has 640x400 resolution, which looks "crisp," hence its name. It also has a lot of options no other source port has, like randomly mirrored corpses so all the corpses don't look identical, weapon recoil pitch so the screen shakes when shooting, its own brightmaps, the best colorized HUD - with colorized HUD on, your armor % will always be blue when you have mega-armor (-50% damage reduction) and green when you have combat armor (-33% dmg reduction) - colorized blood for cacos and barons, and more. You can also use widescreen rendering or the original 4:3 aspect ratio but that is not unique to Crispy. It has the best HUD options of any source port, but the Fullscreen Statusbar mod for GZDoom is better.

Another reason is software rendering. Vanilla maps look better with software rendering. Open GZDoom (with brightmaps turned off), go to E1M1, set the video mode to software rendering, and look around. Then turn on hardware rendering, and set the display mode's sector light mode to Standard and Fog Off, and look around. Then set sector light mode to Software or Vanilla and look around. You will never get the lights to look just right - they will always be too bright or too dark for vanilla maps, which is why I use Vanilla lighting + a flashlight mod in my GZDoom videos

>> No.6332460
File: 808 KB, 1437x808, Screenshot_Doom_20200410_225421.png [View same] [iqdb] [saucenao] [google]
6332460

>>6332204
https://www.doomworld.com/idgames/levels/doom2/a-c/cbfriend

>> No.6332465
File: 414 KB, 1303x604, file.png [View same] [iqdb] [saucenao] [google]
6332465

>>6331354
i love me some good light play

>> No.6332470
File: 432 KB, 1305x608, file.png [View same] [iqdb] [saucenao] [google]
6332470

>>6332465
>>6331354
One more.
i am having fun doing Texture1 editing.

>> No.6332476

>>6332459
isn't gzdoom capable of 640x400 as well?

>> No.6332478

>>6329393
that screen isn't blurry as all the others i've seen, it's pixelated (i mean the texture and sprites). does it mean there's an option to disable the blurry?

>> No.6332482
File: 50 KB, 1600x1200, barney.png [View same] [iqdb] [saucenao] [google]
6332482

>>6332478

You can disable the texture filtering. It's important to note that Doom 64 was designed to use the N64s specific texture filter and the port emulates that. It's worth playing with it on, in my opinion, for the sake of accuracy but that's personal preference.

>> No.6332490

>>6332476
If i can give my take,
When i play Vanilla/Boom Maps it usually feels more unique or to a degree it feels like i am one of those 90's kids and like you are playing a new expansion and shit, and when you discover something that feels impossible in OG doom it feels incredible.

While when i play gzdoom i am legit like "Why am i not playing something with a mod or something, this feels so slow." probably because i play a fuckton of mods.

>> No.6332496
File: 78 KB, 1278x801, galaxiaENDOOM.png [View same] [iqdb] [saucenao] [google]
6332496

>>6332490

My feeling is that with limit-removing maps / dehacked mods feel a lot more substantial because they're so much more limited and 'concrete'. You can do whatever the fuck you want in GZDoom, people make RTS', flight sims, everything. It's just an engine. But when there's something new in a vanilla/boom wad it's got a lot more of a 'wow' factor.

>> No.6332497

>>6332482
thanks

>> No.6332498

>>6332476
It doesn't look the same, for whatever reason. Crispy looks crisp and GZDoom looks blurred at that low resolution

>> No.6332505

>>6332496
After all these years is it still the ultimate Czech level, or has another taken up the challenge and produced something greater?

>> No.6332510
File: 16 KB, 125x60, czechbox.png [View same] [iqdb] [saucenao] [google]
6332510

>>6332505

If there is it's probably here - https://www.doomworld.com/forum/topic/106371-czechbox-final-version-available/

Galaxia will still be better just because it's a classic.

>> No.6332540
File: 102 KB, 960x540, back.jpg [View same] [iqdb] [saucenao] [google]
6332540

i think metadoom's menu background would look cooler if instead of the kditd/star textures in the top/bottom, the top bar could be some blue wire texture and the bottom one would be some orange/yellow ancient brick texture
to mimick the classic doom logo except the bricks fit the hell theme more, since in the original logo, the bricks still looked metallic

>> No.6332542
File: 200 KB, 960x540, dungeons &amp; demons 05.jpg [View same] [iqdb] [saucenao] [google]
6332542

>>6332490
For vanilla-compatible/limit-removing maps, use Crispy Doom.

For Boom-compatible or MBF-compatible maps, you have a lot of options: PrBoom/GLBoom/DoomRetro/GZDoom. Some Boom maps were designed with OpenGL lighting in mind, like Eviternity or Preacher, so they look way better in GLBoom or GZDoom. Some Boom maps, especially older ones like ones from the 2000's, look better with software rendering, so you can use DoomRetro for its unique features like unique blood/gore and how its screen shakes during explosions - but it lacks full widescreen, which PrBoom has.

Also, PrBoom and GLBoom (and Crispy) can play the demos that come with their maps - DoomRetro and GZDoom can not play the demos that automatically play upon start up. This is why, when playing a map that looks better with OpenGL, I will open it with GLBoom, just to check out the starting demos. Then I will often play the game with GZDoom instead, because the Fullscreen Statusbar mod just looks way way better than the un-moddable Pr/GLBoom HUD.

Most of the time, I do most of my playing on GZDoom, because I love the way the Brightmaps Plus mod looks, but sometimes that very same mod annoys me, like when playing Preacher.wad, it just doesn't look as good with all the mods, it looks fucking great in GLBoom, but then you are back to using the inferior GLBoom HUD.

In short, you have a lot of options and play around to see what you like - except vanilla-compatible and limit-removing maps will virtually always look better in Crispy Doom

>> No.6332551

>>6332496
>My feeling is that with limit-removing maps / dehacked mods feel a lot more substantial because they're so much more limited and 'concrete'. You can do whatever the fuck you want in GZDoom, people make RTS', flight sims, everything. It's just an engine. But when there's something new in a vanilla/boom wad it's got a lot more of a 'wow' factor.

I feel this too. Elaborate GZDoom mods are nice but they are basically an indie game on a weird semi-generalized indie game engine. Stuff especially like vanilla / Dehacked projects are especially fun because they're almost like little pieces of speculative fiction, showing what someone theoretically could have made and played in Doom's heyday given the knowledge and wherewithal.

>> No.6332557
File: 2.24 MB, 1920x1080, gzdoom 2020-04-11 17-47-07.png [View same] [iqdb] [saucenao] [google]
6332557

>>6332435
example of the shader in action https://imgsli.com/MTQ0MjI

>> No.6332558
File: 177 KB, 640x400, 1585505952858.png [View same] [iqdb] [saucenao] [google]
6332558

>>6332498
It looks alright to me?

>> No.6332571

>>6332365
add this soundfonbt in there somewhere, people often recommend Airfont, but it makes some instruments unhearable in some compositions (was noticable in Ancient aliens), I like this one more www.mediafire.com/file/er4klqrtv98joa6/SplicedWeedsGM4.sf2

>> No.6332576

If the Build engine is so much better than why aren't people making mods for that instead of the Doom engine?

>> No.6332580

Are soundfonts also added to wads?

>> No.6332585

>>6332576
gzdoom has every feature build has and then more, plus better editors. And the base game is better so you have better material to work with.

>> No.6332592

>>6332459
>Open GZDoom (with brightmaps turned off), go to E1M1, set the video mode to software rendering, and look around.
GZDoom's software renderer is not even a real software renderer. That faggot and his minions decided that everything has to go through the same mess of a hardware accelerated subsystem.

(Then if you wander into their forums for help or advice, they will bitch about how GZDoom is the epitome of a Doom source port, how much you and your system sucks, and how they are surprised that you even managed to get Windows running on that ancient 2-years-old P.O.S.)

>> No.6332604
File: 2.35 MB, 1920x1080, Screenshot_Doom_20200411_172920.png [View same] [iqdb] [saucenao] [google]
6332604

>>6332542
>vanilla-compatible and limit-removing maps will virtually always look better in Crispy Doom
Ofc there's always exceptions - I'm playing a limit-removing map, Doomer Boards Project 22: Biotech is Godzilla, and map 3 is dark as fuck and I have a headache from wandering around lost for so long. I absolutely loved DBP 20 so I'm gonna stick with it and give it a chance, but I am changing to GZDoom for OpenGL lighting and a flashlight mod. I loved their previous work that I played, and I love the "bio-tech" theme of these levels, where you are in some sort of tech-base that is half-buried and overgrown by moss and forest, and most of the monsters are cybernetic-enhanced organisms or demons; pic related, this fucker shoots a single plasma ball instead of a fireball

>> No.6332614

>>6332576
Why are we even comparing Build to the Doom engine? They feel (and work) totally different.

>>6332585
>gzdoom has every feature build has and then more
Except all of them are cumbersome to use, poorly implemented, or just broken right away.

>plus better editors
top kek

>And the base game is better so you have better material to work with.
I'm not aware of any game called 'Build'...

>> No.6332624

Cacodemons seem to have problems with with exiting my closets and I'm not sure what is up with that. Are they perhaps hitting the slightly overhanging door?

>> No.6332632

>>6332580
No just the MIDI, the MIDI-player is what lets you choose the soundfont. There's a lot of variety, but to try to simplify it: you can use PrBoom's or GZDoom's FluidSynth MIDI-player and change the soundfont, or you can download a MIDI-player like VirtualMIDISynth and change the soundfont there. They are both MIDI-players but for whatever reason they sound different when playing the same soundfont; I think it's because they have different volume-mixing levels

>>6332558
I opened E1M1 in Crispy Doom and compared it to E1M1 in GZDoom with its 640x480 resolution and software rendering, and GZDoom looked blurry compared to Crispy Doom's crispness. If you can't see any difference on your PC then cool. I would still recommend Crispy for the opening demos and so you don't have to manually change compatmodes in GZDoom (since I use .bat files, I already have +set compatmode _ set up for every map)

>> No.6332642

>>6332614
Besides, the Build Engine was made a few years after the doom engine. They had better Technology and features so they decided to show it off with Duke Nukem 3D. Of course, The doom engine is a bit more malleable than build engine, considering the absolute MASSIVE amount of mods and Total Conversions, (as well as making completely new games with the engine) Not to say DN3D doesn't have a massive modding community as well, its just not as big as doom's community is.

>> No.6332649

>>6332632
To change the soundfont in VirtualMIDISynth, just open VMS. To change the soundfont of FluidSynth in GZDoom you can just change the soundfonts in the advanced sound options menu - you will need to put all your soundfonts in the GZDoom soundfonts folder. Remember to turn on reverb and gain! To change the soundfont in PrBoom/GLBoom+ you need to put the soundfont in the prboom-plus folder and edit the pr or glboom .cfg file: snd_soundfont

>> No.6332662

I played Quake 1 for the first time. Fuck this game is class. I'm downloading the rest of it because I got a freeware copy lol.

>> No.6332665

>>6332576
Build editing tools are still stuck in the DOS era while creating maps and mods for Doom is super easy nowadays.

>> No.6332687

>>6332614
>>>gzdoom has every feature build has and then more
>Except all of them are cumbersome to use, poorly implemented, or just broken right away.
>
>>plus better editors
>top kek

>> No.6332693
File: 82 KB, 1024x768, DOOM0298.png [View same] [iqdb] [saucenao] [google]
6332693

What would compel someone to put the first blue key door right next to the blue keycard when making a level? This is right at the start of the level, I have only killed four imps, and there's not even an ambush when you grab the keycard. (Requiem MAP21)

>> No.6332697

>>6330228
yea

>> No.6332712

>>6332693
And it is not difficulty thing?

>> No.6332720

>>6332614
taking a true statement and replying with top kek doesn't do anything

>> No.6332728
File: 398 KB, 572x476, shodan.gif [View same] [iqdb] [saucenao] [google]
6332728

Seeing as Quake II has raytracing support, what other fps games could be modified for raytracing? What would something more sprite based like System Shock, Blood, or Hexen look like; Deus Ex would be great looking as well.

>> No.6332729

>>6332693
Subverting expectations?

>> No.6332731
File: 115 KB, 1920x1080, 2020-04-11-184413_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
6332731

So I've been downloading and playing back demos from DSDA all afternoon for fun, and I went to look for Nuts UVMax runs. I noticed that they are in the 92/93% kill range, never 100% kills. Is this some sort of gentleman's agreement because killing the last bunch of cyberdemons is boring, or is it because there's literally not enough ammo to kill them all?

>> No.6332741
File: 84 KB, 1024x768, Doomguy gets circumcised.png [View same] [iqdb] [saucenao] [google]
6332741

>>6332712
I'm playing on UV so definitely not. There's not even anything you can get to immediately behind the blue door, just a locked off red keycard that requires playing through half the map to get to.
Neat level though, had some 3D bridges, a room with fake floors where if you walk to them it simulates the ground collapsing and Doomguy dying via voodoo doll, some nice visual setpieces.

>> No.6332745
File: 81 KB, 1024x768, Doomguy gets circumcised.png [View same] [iqdb] [saucenao] [google]
6332745

>>6332741
How did I rename the wrong file

>> No.6332748

>>6332731
If I remember correctly it's because you'd have to punch out a couple dozen cyberdemons, and without a berserker pack too.

100% is still possible in theory, so I'm just waiting for some gigachad to jank his way into non-berserk fisting a horde of cybies with the borderline non-functional vanilla melee hit detection.

>> No.6332752

>>6332731
Also, on the topic of playing back demos in GLBoom+: any protips that I should be aware of? I know that "Insert" lets you skip forward in demos, but you can't quite control at what exact time you want to stop unless you specify it from the command line in seconds, right?

And as far as I understand it the complevels are always gonna be:
>2: Doom 2
>3: Ultimate Doom
>4: TNT & Plutonia
>9: Boom
>11: MBF
and the others should basically never be considered unless explicitly needed?

Do you recommend Demo Smooth Mouse Movement or not? Any other quality of life stuff I should be aware of?

>>6332748
Ah I see, that makes sense

>> No.6332753
File: 177 KB, 800x600, Screenshot_Doom_20200411_185734.png [View same] [iqdb] [saucenao] [google]
6332753

>>6332693

>> No.6332759
File: 2.02 MB, 1920x1080, 2020-04-11-143156_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
6332759

>>6332752
>>6332731
Finally, unrelated to demos specifically but - I've noticed that Decino uses the "GLBoom" renderer instead of the "Fog Based" renderer. But the former seems to eliminate doomguy's lightsource (illuminating things around him), while the latter preserves it. Why is this preferred? Just a personal thing?

>> No.6332760
File: 1.67 MB, 2560x1440, sodmap20.png [View same] [iqdb] [saucenao] [google]
6332760

>>6332693

Collecting keys and unlocking doors is fun.

>> No.6332762
File: 2.45 MB, 2560x1440, dimensionsmap03.png [View same] [iqdb] [saucenao] [google]
6332762

>>6332759

Colors look better on video. I prefer to play in software but if I'm watching a video then glboom is better imo

>> No.6332765

>>6332762
No, I think you're misunderstanding me. GLBoom and Fog Based are both hardware rendering options in GLBoom+.

the "GLBoom" option has 4 gamma correction levels and eliminates the illuminating effect around Doomguy. the "Fog Based" option has no gamma correction levels (all 32 are the same) and preserves the illuminating effect around Doomguy - so kind of similar to the "Vanilla" sector lightmode in GZDoom's hardware renderer.

>> No.6332780

>>6332614
>top kek
All level editors after DeepSea >>>> Crapster 32

>> No.6332790
File: 139 KB, 800x551, 800px-MM_MAP09_map.png [View same] [iqdb] [saucenao] [google]
6332790

how did this piece of shit make it into memento mori

>> No.6332791

>>6332760
that on the other hand looks like a chore

>> No.6332840
File: 1.61 MB, 2560x1440, sodmap20aftermath.png [View same] [iqdb] [saucenao] [google]
6332840

>>6332760
>>6332791

It's pretty fun. Different strokes tho.

>> No.6332843

>>6329393
What Sourceports can Doom4vanilla work on properly?

>> No.6332845

What's the command parameter to activate multiplayer monsters?

>> No.6332846
File: 198 KB, 960x540, BIOTECH IS GODZILLA!.jpg [View same] [iqdb] [saucenao] [google]
6332846

I give the Doomer Boards Projects guys a 10/10 when it comes to originality. I didn't understand what the name of the WAD meant until I did a search. Turns out, it's a Sepultura song, which explains why the intro music is 10/10 thrash metal MIDI.
>Someone from Dead Kennedy's gave this song to Max and it's about how biotech weaponry is like Godzilla as far as comparison to destruction!

>> No.6332847

>>6332843
All of them. It's completely vanilla-compatible, meaning it will even work with the original Doom.exe
>>6332845
-solo-net IIRC

>> No.6332850
File: 23 KB, 436x413, unnamed (5).jpg [View same] [iqdb] [saucenao] [google]
6332850

>tfw there are too many famous wads and you will never be able to play them all

what do i do bros

>> No.6332852

Which difficulty level in Blood is the equivalent to UV?

>> No.6332853

>>6332850
stop thinking and just play stuff
It's like lamenting that you'll never read every amazing piece of literature or watch every amazing movie. It's pointless. Just do instead of worrying.

>> No.6332854
File: 122 KB, 320x200, DBP17aloneTITLEPIC.png [View same] [iqdb] [saucenao] [google]
6332854

>>6332846

June's DBP(24) will be really cool too ;)

>> No.6332858

>>6332852
Well Done

>> No.6332863

>>6332852
Lightly Broiled
>>6332858
Why do you tell lies on the internet

>> No.6332869

>>6332614
The original DoomBuilder is far more user friendly and up to date than Mapster32.

>> No.6332872
File: 7 KB, 106x118, CRUDUX CRUO.gif [View same] [iqdb] [saucenao] [google]
6332872

>>6332863
Extra Crispy is literally a Nightmare with all those hitscanners

>> No.6332874

>>6332872
Extra Crispy is a coop difficulty, not even to be considered for single player. Yes, there are madmen that do it in single player, but Well Done is supposed to be the hardest single player difficulty. So it would follow that UV equivalent for singleplayer would be the second hardest, which is Lightly Broiled. Extra Crispy is as if there was a Nightmare+ in Doom for coop.

>> No.6332876

>>6332863
It's not a lie, depending on what anon actually wanted
>the equivalent to UV in terms of providing a roughly similar challenge
Lightly Broiled
>the equivalent to UV in terms of "hardest difficulty that's not an over-the-top joke/built for co-op"
Well Done

>> No.6332878
File: 174 KB, 960x540, Dungeons &amp; Demons 08.jpg [View same] [iqdb] [saucenao] [google]
6332878

>>6332850
Pick one. Use zero saves whatsoever and pistol start each map on skill 1 or 2. This will give you a chance to learn the map and fall for each ambush but without having to instantly restart after each trap so you still get the thrill of limping along on low health but it's not frustratingly difficult. If you like the map enough, do another saveless pistol start run on skill 3; and if you feel inclined to do so, do it again on skill 4. If not, go back to skill 1 or 2 on the next map and repeat the process over again. This will let you blast through maps quickly while looking for some maps or map sets that you really like a lot and would have fun grinding. Then you can start grinding it on HMP or UV doing a continuous play-through, but only saving once at the start of each map.

>> No.6332885

>>6332874
>So it would follow that UV equivalent for singleplayer would be the second hardest
That's not how it works. UV is the hardest difficulty, nightmare is a joke mode.

>> No.6332889

>>6332790
Because full megawads was an incredibly new territory at the time. Memento Mori has some pretty weak maps in there, just like TNT, which was right around the same time.

>> No.6332897
File: 340 KB, 1280x720, 3iWhAUh[1].png [View same] [iqdb] [saucenao] [google]
6332897

>>6332846
>>6332854
I'm quite partial to Lilywhite Lilith myself.

>> No.6332898
File: 388 KB, 1920x1080, blood extra crispy.png [View same] [iqdb] [saucenao] [google]
6332898

>>6332872
>>6332874

Extra Crispy is far, far easier than Nightmare. You need to crouch peek around corners and then it's fine. Episode 1 is by far the hardest imo, so many cultists and not enough voodoo dolls.

>> No.6332902

>>6332897
>>6332846
>>6332854
Wait wait what the fuck is this
Is this a group completely separate from Doomworld/ZDoom forums? Do they not post their stuff in idgames archive? I've never heard of any of these projects but they look super cool. Which others do you recommend from them?

>> No.6332904
File: 21 KB, 326x326, 1584715624348.jpg [View same] [iqdb] [saucenao] [google]
6332904

>>6332885
>nightmare is a joke mode
NOPE

>> No.6332906
File: 74 KB, 960x960, holy cow.jpg [View same] [iqdb] [saucenao] [google]
6332906

>>6332898
Mate, play the opening level of Post Mortem on Extra Crispy, it's insane

>> No.6332912

>>6332904
He's right. It's a sick joke mode the Id boys added with the mindset of: "Alright you little shits, you want a harder difficulty? Have fun."

>> No.6332916

>>6332904
It was added and made as hard as it is as a joke in response to complaints about UV being too easy.

>> No.6332919

>>6332902
they are separate yes, I’m pretty sure most if not all of their releases are on idgames

>> No.6332924

>>6332904
It originally was added to the game as a joke. Players complained the game was too easy, so id added Nightmare, not expecting anyone to ever be able to beat it.

It's personally my favorite difficulty, but the map has to be as easy as Doom1 levels for me to be able to beat it on Nightmare, and even then, it takes a LOT of preparation/route memorization beforehand to pull off a NM run. I've only beaten the original 3 Doom episodes on NM; I was gonna watch a ton of demos, memorize the routes, and grind it and try to achieve a NM run of it but I haven't gotten around to it. I'm just having fun blasting through tons of maps on easy difficulty. On a side note, pistol-starting fucking Preacher.wad is hard as fuck, even on easy difficulty

>> No.6332932
File: 51 KB, 986x711, 1583618581159.jpg [View same] [iqdb] [saucenao] [google]
6332932

>>6332924
Woops somehow I mistyped; I was saying Doom the Way id Did is comparable in difficulty to Doom1 so I was gonna try to grind that on NM eventually

>> No.6332936
File: 73 KB, 162x183, 1514031163388.png [View same] [iqdb] [saucenao] [google]
6332936

>> No.6332953
File: 1.59 MB, 720x360, I always liked that cane in ALttP.webm [View same] [iqdb] [saucenao] [google]
6332953

>>6331354
It's not a perfect implementation but I think this'll suffice.

>> No.6332957

>>6332953
Chain reaction looks fun

>> No.6332968
File: 2.65 MB, 1920x1080, Screenshot_Doom_20200411_204133.png [View same] [iqdb] [saucenao] [google]
6332968

Preacher.wad, map 02. THIS is one hell of a map. You have to fight your way up this enormous staircase to get the red key, and that arachnotron behind the red key is fucking out of autoaim range so the top of the stairs are brutal

>> No.6333015

>>6332790
>hating map09 of memento mori

>> No.6333028

MyAnimeList for Doom wads.

>> No.6333030

>>6333028
No

>> No.6333031

>>6333030
Why not?

>> No.6333050
File: 68 KB, 1920x1080, 2020-04-11-212754_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
6333050

>>6332968
First things first: thank you for posting this screenshot anon, and the accompanying comment. I had heard of Preacher already, but for some reason I just never got around to trying it. I'm fucking loving it, this crazy priest + Gothic aesthetic is just awesome.

Second - just did MAP02 UV/PistolStart/NoSaves. I didn't find the arachnotron at the top to be a big deal really, he eventually started infighting with the boners/hell knights and I barely had to dodge his barrages like only twice by strafing along the stairs

>> No.6333093

Are there any tools that inspect wads and try to determine source-port compatibility?

>> No.6333152

What is an example of a megawad that has only one good level

>> No.6333154

>>6333152
doom2.wad

>> No.6333214

>>6333028
So a website where even bottom-of-the-barrel trash like wow.wad clones and Terry WADs never dip below a 6/10 average?

>> No.6333278

>>6333028
the last thing needed among usermade doom content is even more circlejerking and posturing

>> No.6333287

>>6332953
>not dithering it for transparency

>> No.6333302

>>6333287
Somaria blocks aren't dithered.

>> No.6333304

>2020
>gets filtered by the HECU marines
git gud

>> No.6333305

>>6333302
>not doing it anyway

>> No.6333339

>>6333302
>>6333305
> warts and all

>> No.6333345

>>6333287
Why would you dither when you can do true transparency with gzdoom?

>> No.6333347

>>6333345
Because he's going for 8bit style that does not have transparency?

>> No.6333348

>>6333305
Still not doing it. Doesn't make sense to dither the solid cube of energy that blocks shit and make it look transparent.

>> No.6333352

>>6333348
then make it a bit smaller, so player can look over it's top while it still can block projectiles. Looks too funky when it's so large.

>> No.6333354

>>6333347
So, are you asking him to use an s-video/composite shader to properly blend the dithering effect to achieve something that looks like true transparency in the way real 8-bit (16-bit?) style hardware did it? Because that just seems like an overly complicated way of achieving the same end result.

>> No.6333359

>>6333354
not this CRT-faggotry bullshit again

>> No.6333367

>>6333050
>YER ALL GONNA BURN IN THE FIRE
>YER ALL GONNA BURN IN THE FIRE

>> No.6333368

>>6333359
It's not the CRT doing it, it's the shitty video connectors from back in the day that caused colors to bleed. At any rate, it is a fact you weren't supposed to actually notice the dithering pattern.

>> No.6333369

Quakespasmlet here, how do I make it so the fov doesn't stretch the gun out to kingdom come? I just want the wide fov without looking like the gun is jutting from my chest.

>> No.6333370
File: 506 KB, 1600x900, Screenshot_Doom_20200411_233642.png [View same] [iqdb] [saucenao] [google]
6333370

>>6333352
I originally wanted to keep it big to make sure players would this shit is big enough to block stuff, but keeping it at a scale of 2 works, plus it means I can have the block get a little bigger for a tic as it expands to give it even more of a pop. So that's a win win in my book.

>> No.6333375

>>6333370
looks better

>> No.6333389

>>6333369
play with "scr_ofsx" value, turn it to 4 or 5 to bring gun closer to your face (it would look a bit wonkier thanks to bigger fov)

>> No.6333391

>>6333389
Thaaank you.

>> No.6333395

>>6333050
I got bogged down in that ambush and the only cover is that revenants' monster closet! I should've let them in-fight!

Are you playing on GLBoom+? I love the demos that play at the start of the game. In the first demo, the "Hallelujah!" from picking up the berserk synchronizes with the song. The third demo desyncs tho

I dunno if you played Blood but your sprite and sound effects are those of the Cultists. My favorite taunt is the one he gives when he sees the Spiderdemon

>> No.6333402
File: 42 KB, 493x490, 2a0.jpg [View same] [iqdb] [saucenao] [google]
6333402

>>6332897
>map01 music is very good
>map02 music is amazing, but doesn't loop properly
>map03 music is good
>map04 sounds like kazoo cover of something
Why do they do this?

>> No.6333421
File: 1.16 MB, 1920x1080, vkQuake 2020-04-11 23-16-16-334.png [View same] [iqdb] [saucenao] [google]
6333421

>>6333389
I can do THIS what the fuck this is so cool.

>> No.6333423

>>6333395
>Are you playing on GLBoom+?
Yes
>The third demo desyncs tho
Huh, that's weird, you're right. And I'm using -complevel 9, since it's Boom. I guess it was an oversight when the author recorded that last one

And yeah, I recognize a lot of stuff from Blood

>I got bogged down in that ambush and the only cover is that revenants' monster closet! I should've let them in-fight!
If you remain stuck, let me know and I'll upload a demo of that map for you on how I did it

>> No.6333426

I never played the Skulltag multiplayer game-modes. Are they still alive in Zandronum servers under a certain name, or are they lost to time now?

>> No.6333430

Anons what's the ideal way to have your wads and iwads set up so they are quick, easy and nice looking to access?

>> No.6333434

>>6333430
ZDL with .ZDL saved configurations.

>> No.6333435

>>6333423
Did you already record the run? Do it, I'll check it out. All the videos online are on PrBoom and there are no demos on DSDA

Also did you notice the random starts? I saw this in the .txt:
>start spots are randomized

I'm on that map where you choose your weapon at the start. It's such a clever gimmick

>> No.6333436

>>6333434
I've been using ZDL currently, I've been thinking of switching to Doom Launcher though, it seems nicer UI wise.

>> No.6333439

Why do I get micro-stutters in chocolate and crispy doom? Is this a vanilla doom thing?

>> No.6333441

>>6333439
Works on my machine.

>> No.6333445

>>6333439
I've been getting stutters on GZDoom a lot actually, not really micro-stutters though, as it locks up for several seconds sometimes, I assume it's just because my PC is fucking garbage.

>> No.6333448

>>6333435
Naw, I haven't recorded it, but I can re-do MAP02 if you want. I have not noticed any random starts because I have only played MAP01 and MAP02 so far, and those always seem to place you at the same spot at first

>> No.6333452

Say anons, for Doom Launcher, how do you get the metadata for the original IWADs? I got them on DL and all but the launcher doesn't recognise their details or anything. And generate metadata is for generating the metadata of user-made WADs it seems.

>> No.6333459

Anyone else think GZDB/UDB looks too overwhelming with its button layout compared to DB2/DBX?

>> No.6333460

>>6333430
There are two ways:
Use a launcher like this >>6323272
or use .bat files like this >>6330783 >>6330773

If you go the launcher route I recommend Doom Launcher because it gives you all the info like author and map name for you and it keeps track of your playtime

>> No.6333463

>>6333452
The metadata is a .txt file from idgames. Those are all custom WADs that people uploaded. Whenever you upload something you make a .txt file with all the important information like is it vanilla-compatible or boom-compatible, how many maps, etc. Doom.wad won't have one of those

>> No.6333468

>>6333448
The spot the teleporter takes you at the start of each level is random

>> No.6333470

>>6333460
Yeah, I'm going with Doom Launcher, it's a lot more complicated to set up though. I'm having a hard time figuring out how the fuck do wads and the like that aren't levels (Shit like Smooth Doom) work in this.
>>6333463
Ah, I see. I remember in one of the screenshots on the download page that there were details for the Shareware version of Doom, that's what got me interested. Would there be any fanmade .txt file or something for the official IWADs? It would be kinda jarring for the originals to be left without one and the others to have one just fine.

>> No.6333478

>>6333470
>in one of the screenshots on the download page that there were details for the Shareware version of Doom
Oh, I didn't know this. Sorry, I never actually used Doom Launcher so I dunno. I use .bat files
>how does smooth doom work on this
Double click the WAD you wanna play, and on the right side will be the mod load order

>> No.6333482

>>6333478
>Double click the WAD you wanna play, and on the right side will be the mod load order
Ya see, I get to that part but no matter what I do I can never make the launcher actually fucking detect the thing.

>> No.6333497

>>6333482
Click and drag the mod into Doom Launcher itself first

>> No.6333503
File: 49 KB, 1037x645, DoomLauncherIWADs.png [View same] [iqdb] [saucenao] [google]
6333503

>>6333452

You need to populate it manually. It'll pick the iwad name from the file name but everything else you fill in. Right click -> Edit

>> No.6333506
File: 15 KB, 500x421, DoomLauncherMods.png [View same] [iqdb] [saucenao] [google]
6333506

>>6333482

Drag and drop the wads you want to use into Doom Launcher so they show up under the 'Local' tab. Then run the mapset you want to play and click 'Add' on the right hand side. Find whichever other wads you want there and you're sussed.

>> No.6333532

>>6333506
>>6333497
Alright, thanks. For keeping it a bit more organised can I make an IWAD and a PWAD folder in GameFiles folder just to keep it a bit more in line?
>>6333503
Ah, alright. Are there any good resources for the description and screenshots? I want to make it look as official as possible ya know.
>inb4 "wikipedia"

>> No.6333546

Okay anons I'm making a PWADs folder, what categories should I seperate them all into? I assume something like:
>Graphics
>Maps
>Sound
Shit like that. But beats me what the main ones are aside from those.

>> No.6333548

>>6333546
>Graphics/sound enhancement mods
>Single maps
>Mapsets and megawads
>Gameplay mods

Idk what else, maybe a separate folder for total conversions.

>> No.6333551
File: 11 KB, 450x429, 1550556238626.png [View same] [iqdb] [saucenao] [google]
6333551

What is Heretic's equivalent to the Cacodemon in terms of cuteness and pettability

>> No.6333554
File: 5 KB, 190x234, PWADS.png [View same] [iqdb] [saucenao] [google]
6333554

>>6333532

Descriptions could be grabbed from Steam or GOG.

https://store.steampowered.com/app/2280/Ultimate_Doom/

Screenshots I'd just take myself. When you screenshot it's automatically added to DL (assuming you used it to start the wad).

>>6333548

Here's my setup. The mains are:

1. Maps
2. Megawads
3. TCs
4. Weapon Mods
5. Enemy Mods
6. Multi Mods

It's good to keep weapon and enemy separate so you can mix and match

>> No.6333556

I've never indulged in the Project Brutality meme, always been more of a vanilla Doom kinda guy. Which version is the least-bad/good and not as bloated that you'd recommend?

>> No.6333558
File: 10 KB, 597x161, current mods.png [View same] [iqdb] [saucenao] [google]
6333558

>>6333548
Alright, thanks anon. This isn't just directed at you but more at everyone but is there a way to make it so when Doom Launcher zips up the file it goes into the folder the wad was in rather than in the root of the GameFiles folder? It kinda defeats the purpose if the files that are being used at the end of the day are all at the same folder and it looks messy and like fucking liquid shit.
>>6333554
Thanks for the tips anon. Though what do you define as a Multi Mod?

>> No.6333573
File: 86 KB, 799x1244, MultiMods.png [View same] [iqdb] [saucenao] [google]
6333573

>>6333558

I basically have 2 folders for my wads - my actual pwads folder tree and then the .\gamefiles\ directory. I treat gamefiles as a working directory, it's just a mishmash of shit. The actual organization is in my pwads folders. This does mean that I have doubles of a lot of wads as a copy is made in gamefiles but meh, it's not big.

Multimods for me are anything that modifies enemies and monsters. Either that or random mods that don't fit into the weapon/enemy distinction. Here's my current multi folder.

>> No.6333575

>>6333551
Iron Lich

>> No.6333581
File: 206 KB, 1572x811, haha.png [View same] [iqdb] [saucenao] [google]
6333581

>>6333573
>>6333554

>> No.6333590 [SPOILER] 
File: 5 KB, 467x581, 1586681430421.png [View same] [iqdb] [saucenao] [google]
6333590

>>6333581

>> No.6333593

>>6333573
Ah, thanks anon. Might make a multi mod folder then. Also I'm just after trying to put in my sfx mod and my the two Roland Synth FLAC packs and my PC just up and froze and I had to manually restart it. Is it because the Synth packs are already ZIPs? What's the deal?

>> No.6333596
File: 203 KB, 1552x378, wads folder.jpg [View same] [iqdb] [saucenao] [google]
6333596

>>6333558
>It kinda defeats the purpose if the files that are being used at the end of the day are all at the same folder and it looks messy and like fucking liquid shit.
AFAIK if using Doom Launcher then you will be forced to view all your files through the launcher, and thus you can sort them alphabetically but you won't be able to separate mods from maps

This is how mine is organized >>6330783. Ignore the fact that everything is inside a \Data folder for now, I only did that so that I could create some shortcuts with icons like >>6330773

The organization could be further improved but I just haven't gotten around to it. Some ways to improve it would be:
>C:\Games\Doom\Source ports
>C:\Games\Doom\IWADs
>C:\Games\Doom\Mods
>C:\Games\Doom\WADs
and put the IWAD demos in the IWADs folder, like how I keep my PWAD demos in their respective folders

I put all mods inside the mod folder. If it's just one individual file I lump them all in that folder, and if the download came with multiple files, I keep that folder separate, for example C:\Games\Doom\Mods\Spritefix and C:\Games\Doom\Mods\Vsmooth

I put all the maps in the WADs folder and organize it like pic related. I used to put the year at the end of the folder name, but I stopped doing it, it's highly redundant and just makes it look worse

>> No.6333603

Doom 2 map 13 sucks some serious ass. This is so boring.

>> No.6333608

>>6333603
All the city levels are pretty shit, once you get to Hell or the shores of Hell or whatever it is, the last third of the game, it increases in quality drastically, at least personally. Aside from The Chasm. Fuck The Chasm, it ain't even hard it's just boring.

>> No.6333614

>>6333608
IMO, the only city levels that are really bad are 12 and 13.

>> No.6333615

>>6333596
>I put all mods inside the mod folder.
I forgot to mention, I don't use any gameplay mods except D4V occasionally; I only use cosmetic stuff like PerK's Hi-Res SFX or flashlight or HUD mod etc., so it's simpler and better for everything to me together like that. Maybe if you use gameplay mods you will wanna come up with something different

>> No.6333619

I was meant to post this >>6333604 here but I failed. I'm ashamed

>> No.6333623

>>6333608
>Completely ignores Nirvana, Bloodfalls, Barrels o' Fun, Monster Condom and The Spirit World
The game doesn't get that much better after the city levels.

>> No.6333624

>>6333614
I didn't really mind 12 that much, but 13 is just unbearable.

>> No.6333625

Okay anons, I'm getting the hang of Doom Launcher, but how do I make that item and enemy counter thing work for the OG IWADs? Like it counts the total items and enemies and secrets you get in a playthrough or something. But does it just set the total amount and all once you get a save file or do I have to set it manually or something?

>> No.6333626

>>6333623
I legitimately enjoyed every single map you mentioned there.

>> No.6333632

>>6333625

It pulls the info from the map/tally from within the game. No manual work needed.

>> No.6333639

is there a way to rip Alien World Tour out from 20th Anniversary World Tour and put it into Megaton Edition?

>> No.6333640

>>6333623
Except Barrels O' Fun and maybe Nirvana all those are good, Monster Condo is one of the best in Doom 2.

>> No.6333645

>>6332662
Quake is genuinely a timeless classic and should be played by absolutely everyone who has any interest in first-person shooters. I don't think there's a single thing dated about it.

>> No.6333661
File: 24 KB, 488x821, d64rtrb.png [View same] [iqdb] [saucenao] [google]
6333661

>>6333619
I followed the instructions but I get and error.

>> No.6333663

>>6333661
Alright I did it.

>> No.6333667
File: 40 KB, 565x499, 22415562.png [View same] [iqdb] [saucenao] [google]
6333667

>>6333546
My folder tree corresponds with the one from first mirror link. It's good to keep it sorted out in some way anyhow

https://mega.nz/folder/UfQE3KZR#cU-qylDoY1LCrBrTo6wzMg
https://mega.nz/folder/xSxilKjB#u3FV2WgfZJm25y0757pMOg
https://mega.nz/folder/APIjkSLZ#ojRdVY038Kd49kDNNQXJrA
https://mega.nz/folder/NSAlQaZC#jE9K9dUSY70jLVO_gN8F0Q

>> No.6333675

>>6332780
Because a level editor is the only tool you need, right?

>> No.6333679

So after getting Doom Launcher all set up I've played through Episode 1 of Doom 1 on UV. It's a lot more fun than I remember now. Maybe It's just I get lost less.

>> No.6333680

>>6333667
Holy crap are these in the OP? I've never seen all these levels before

>> No.6333682

Say, is there any WAD that automatically pistol starts a level? I mean doing IDCLEV is easy enough but slightly annoying.

>> No.6333687

>>6333682
Nevermind, found one. Link if you anons are interested.
>https://www.doomworld.com/idgames/utils/exe_edit/patches/pstlstrt

>> No.6333690

>>6333679
What are you gonna play next? Also what source port are you using? These are the ones I'm playing or have completed so far: >>6330773 and I highly recommend these for Crispy Doom: Doomer Boards Project #20, Scythe, and Scythe 2.
And for GLBoom+ or GZDoom: Eviternity, Going Down, Hell Ground, Preacher.

If you wanna try your hand at playing Episode 1 on Nightmare difficulty there are some walkthroughs here >>6330252

And a pastebin of some cosmetic mod recommendations, I dunno if you saw it
> > https://pastebin.com/ytMDbx8K

>> No.6333696
File: 240 KB, 953x953, 0_Doom_Fever-Front_Inlay.jpg [View same] [iqdb] [saucenao] [google]
6333696

>>6333687

It can be done via MAPINFO very easily. I'm guessing this file will take care of it for you (I haven't checked it out).

https://www.doomworld.com/idgames/combos/ph_stuff

>> No.6333710
File: 549 KB, 816x639, checpoint.png [View same] [iqdb] [saucenao] [google]
6333710

Who wants to test my new map? I feel that monster and item placement could be a bit better. I've been working on it for a week or so, I guess I will probably modify geometry some more in the final version, but it's mostly done.
https://mega.nz/file/3wQkRYaQ#Bef5au_79yvvU3rsBNNmYnoMmsSGJKtlZ2Et_wuXVX0

>> No.6333713

>>6333710

I'll give it a jam in the morning.

>> No.6333729

>>6333710
Corrected re-upload because I forgot to add action to exit switch:
https://mega.nz/file/eoJGGYYI#uho2BPhe-PTzfMDipyVzUlS2NEz_1OMqeM1WBRJiWUc

>> No.6333756

does anyone have the picture of the baron of hell wearing sunglasses and a baseball cap in front of a wall covered in grafitti? I saw it on the results screen of a d4t deathmatch server a few days ago and lost my sides.

>> No.6333757

Is D4V better than D4T? Might just be my impression, but despite being only vanilla D4V feels much better polished in general.

>> No.6333763

>>6333623
>Monster Condo and The Spirit World
>bad
Get out. They're some of the best maps Petersen has ever made.

>> No.6333764

>>6333757
I'd say, feature wise, D4T is if you want glory kills and altfires. Also, not needing compatibility patches to play Map07 and the like.
Nash is working on an Universal Glory Kill mod though, maybe that'll work with D4V when it's done.

>> No.6333771

>>6333682
https://forum.zdoom.org/viewtopic.php?f=43&t=61079

>> No.6333772

>>6333690
Well I'm just after Pistol-Starting all of UV E2, I'm going way faster than the first time I played that's for sure. I've been a bit of a thick headed guy in terms of me just wanting to play with GZDoom whenever possible as I just am not bothered to download another source port and plus I have Vanilla Essence and such to make GZDoom basically vanilla so I doubt Crispy would be worth much effort on my end.
>What are you gonna play next?
Might play E3 UV, then E4 UV, then go back and play E1 UV pistol-start as I only started the pistol-start stuff with E2 really. Pistol starting E3 seems like a pain because of already low ammo supply throughout the Episode but hopefully it will be fine, and frankly I have no fucking clue if pistol-starting E4 is even possible at my skill level so I might just do UV of it without the pistol-starting element. As for other wads? On the current chopping block of stuff I either have or want to download it's basically just:
>Master Levels of Doom 2
>TNT
>Plutonia (genuinely intimidates me from what i've heard about it, not looking forward to it)
>Sigil (it seems cool)
>Scythe (again, seems cool but appearently it's harder than Plutonia when it really ramps up so I have no fucking clue)
The custom WADs I haven't downloaded yet actually.
>>6333763
Wasn't Spirit World a Romero map? Or was that the level afterward which the name of escapes me atm? Either way Monster Condo and the Spirit World are both great maps.

>> No.6333814

>>6333772
E4 isn't that bad with pistol start, E4M1 you will pistol start anyway, and E4M2 is actually probably easier when pistol starting. Plutonia will fuck you hard if you haven't played it before, but is very satisfying when you finally get good. The map is The Living End btw.

>> No.6333825

>>6333772
SIGIL is very cool but it's gonna clap your cheeks on UV. Scythe gets fucking brutal on UV eventually too, the usual recommendation is to play the early maps on UV and then the last third on HMP.

>> No.6333830

I am taking around 30-42 minutes to end doom2 on easiest by casually speedrunning through the maps, feels good. doom2 almost feels like a nes/snes arcade now, i always hated the puzzley aspect of the game.

>> No.6333831

Say anons, I've started playing the game at 60FPS just because I probably should break free from 35FPS. The first few levels I played were fine but now I kinda experience this irratic twitching of the screen when moving, anyone got any suggestions on how to fix it? It seems switching to 35FPS fixes it but at the same time it looks bad now.

>> No.6333835

>>6333831
What port?

>> No.6333836

>>6333831
try 70 FPS

>> No.6333843

>>6333835
GZDoom. It worked fine before so I don't know what gives.

>> No.6333848

>>6333831
I have the same issue with prboom+. More recently, GZDoom has been running horribly for me for no reason at all, so I've been using LZDoom instead, which runs fine. Try that one, it's pretty good.

>> No.6333849

>install Hammer of Thyrion source port on Linux to play Hexen 2
>fullscreen mode makes it mirror my two monitors instead of just going fullscreen on the primary monitor
>monitors stayed mirrored when I go back to windowed mode and/or quit the game
>have to fix it in display settings
fuck you

>> No.6333862

>>6333848
Oh, never knew that existed. It seems to be working fine. Though I'm not too sure if this is a new thing or I'm just poor at remembering but everything in the environment seems kinda stretched? I assume it's something in Vanilla Essence as when I toggle it off it visibly zooms out so I don't know.

>> No.6333869

Has Term completely abandoned these threads? Haven't seen a post from him for ages

>> No.6333871
File: 72 KB, 474x600, 5277507[1].jpg [View same] [iqdb] [saucenao] [google]
6333871

What does /vr/ think of Strife?

>> No.6333874

>>6333871
Got lost at stage one and didn't feel interested enough to figure out.

>> No.6333880
File: 336 KB, 1597x901, b.png [View same] [iqdb] [saucenao] [google]
6333880

>>6333710
I was going to send a screenshot of misaligned yellow wall textures at the sides in the starting area (look closely), but this one is more important.
I'm playing the map on Zandronum and when I pressed the switch inside the throne room, the red key apparently did not have enough room to move down and was stuck up there.

Other than that, there was a white ceiling texture for a door that looked a little misplaced and should be one of those typical door ceiling textures instead, I think it was in the dark room with the monster closet.

Oh and the starting area looks a little silly with the many moving walls, better just leave it at the moving spine texture instead. The eyes staring at you should be a button texture, so that when you press it, it changes graphics. I think there was the same texture as a button version?

>> No.6333883
File: 592 KB, 1598x908, a.png [View same] [iqdb] [saucenao] [google]
6333883

Here is it anyway.

>> No.6333886

>>6333880
I guess Zandorum has a different idea of what is the key's collision box - I tried make an effect out of it, but might as well make a normal-sized platform. I should look into it. I also realized I forgot to re-align textures in the cave after moving them, will fix.

>> No.6333895

>>6333871
Tons of potential wasted by rushed development.

>> No.6333896

>>6333886
I think the red walls in that first screenshot are also not correctly aligned.

>> No.6333914

>>6333843
Can try turning vertical sync on?

>> No.6333924

>>6333914
I don't know if it's on or not, but I seemed to have fixed it. Turns out I had the aspect ratio forced to 4:3 instead of 16:10 like a fucking ape. (my monitor is 16:10 okay it's weird)

>> No.6333937

>>6333924
IIRC You should generally not force aspect ratio at all actually. I think that's only for non square pixel monitors.

>> No.6333938

>>6333214
Why is wow.wad so hated anyway? I saw it as just the result of someone messing around with DoomBuilder who didn't know what they were doing or took it seriously, but it's revered as one of the worst wads ever made (I mean, yeah it's bad but still).

>> No.6333954
File: 838 KB, 1280x720, 1585247055515.png [View same] [iqdb] [saucenao] [google]
6333954

>e5m3
>the secret with the rocket launcher opens up AFTER you kill the last enemy
Really, Romero?

>> No.6333959

>>6333938
that was long before doom builder existed

>> No.6333960

>>6333954
No, it doesn't? What opens is the teleporter. The secret opens together with the gate right after you shot the switch.

>> No.6333964

>>6333871
Great setting, cool designs all around, but combat is way too sloppy.

>> No.6333984
File: 25 KB, 250x303, 1572327964743.png [View same] [iqdb] [saucenao] [google]
6333984

>>6333960
Oh

>> No.6334008

>use GZDoom
>it autosaves
>hmm, ok
>it also autoloads the latest save even if it wasn't an autosave
>this makes pistol-start after death impossible unless you delete all saves
Why in the name of fuck have the people who maintain GZDoom still not added an option to restart the current map on death instead of loading the latest save? Yes, I know, it would fuck with certain WADs; that's why it should be an OPTION.

It should also have an option to just pistol-start every level as you go through the game so I don't have to open up the fucking console and type "map *" every time.

Is there a source port that's less retarded about this?

>> No.6334013

>>6334008
There's a mod you can get that forces pistol start, but it doesn't work with smooth doom.

>> No.6334020

>>6334013
That's cool. Would it also work for Heretic or is it DOOM only?

Wand-starting in Heretic vastly improved my experience with the game, even more than pistol-starting in DOOM, mostly because it made me realize that every level had enough items (tome of power etc.) as well as weapons, and I didn't need to hoard them. Knowing I was going to lose them at the end of every level made me use them more. So psychologically tricking myself into playing the game less stupidly was actually more important than the increase in difficulty.

>> No.6334024

>>6334008
just bind "map*" to a key instead of typing it out
could also bind "nextmap", allowing pistolstarting right from the intermission screen (won't work with secret levels though)

>> No.6334026

>>6334020
By default Heretic was already making you lose all but one.

>> No.6334027

>>6334020
I've never tried. You can find it in the news pastebin.

>> No.6334028

>>6334008
Doom Retro has "pistolstart 0/1" console variable

>> No.6334035

>>6334026
>By default Heretic was already making you lose all but one.
All but one of all items or just certain items? You could be right in any case. I don't remember exactly. But knowing I couldn't even take one tome of power to the next level made me start having fun with them instead of trying to save them for later.

>>6334027
>>6334028
Thanks!

>> No.6334040

>>6334024
>just bind "map*" to a key instead of typing it out
Yeah I might do that.

>> No.6334043

>>6334035
All but one of each item, except wings don't transfer at all.

>> No.6334047

>>6334043
>except wings don't transfer at all.
Probably a good idea. I can see why they would do that.

>> No.6334054
File: 2.24 MB, 2000x2585, 1561247759537.jpg [View same] [iqdb] [saucenao] [google]
6334054

>>6333667
>>6333680
Never had opportunity to playtest any significant part of it. There is also a large one for the head whacking thug simulator but i am not sure if it's the proper place to link it. Use as you wish

https://mega.nz/folder/9gAQGCAA#PF6tz-nWTAclug4_1KUVTA

>> No.6334068

>>6330248
Looks like it's time to step your TEXTURES game up and become a TEXTURES magician as well.

>> No.6334101

>>6334008
>>6334013
>https://www.doomworld.com/idgames/utils/exe_edit/patches/pstlstrt
I'm using this one currently, also it does work with Smooth Doom, as I'm currently using Smooth Doom and it's been working perfectly.

>> No.6334131

>>6333938
>doom builder
wow.wad came out like 4 years before Doom Builder

>> No.6334148
File: 13 KB, 353x459, 1493763965972.jpg [View same] [iqdb] [saucenao] [google]
6334148

>>6334131
>>6333959
Even then I would think it's just the result of some kid fucking about with whatever Doom editor was around. It just seems like one of those "my first wad" type of deals, but it almost has a reputation similar to a Terry wad, and I don't know why.

>> No.6334149

>>6333623
The only bad ones of those are Nirvana and Bloodfalls.

>> No.6334164

>>6333772
You could start with doing E4 pistol start UV-fast before doing NM! proper. TNT is nigh-impossible to do in a single segment on NM!. Zero Master is the only one who managed to achieve this. Plutonia is slightly more possible to do in comparison.

>> No.6334173

>>6334148
It's reputation is likely to do with the fact that someone actually uploaded something as dumb as an inescapable pit (that can't be seen until you fall in) having a cyberdemon waiting for you, all the way back in the 90's.

>> No.6334181

>>6334164
The man has not even touched Plutonia and you're telling him to do E4 UV-fast in preparation for Nightmare. Slow down anon

>> No.6334187

>>6331120
> Odamex should be able to handle any Boom wads you throw at it.
Not really. Oda's Boom support is still work in progress, mainly due to MBF additions and MAPINFO stuff.

>> No.6334195

>Retards spoiled by Brutal Doom 64 complaining on Steam about the Doom 64 port not having freelook and jumping

ree

>> No.6334208

>>6334164
>>6334181
>The man has not even touched Plutonia and you're telling him to do E4 UV-fast in preparation for Nightmare. Slow down anon
Pretty much, yeah. Frankly NM seems like a pain considering respawning enemies, I've done Nightmare on Doom 2016 but that was very hard. Either way I doubt I'm ready for UV -Fast in the slightest. I've gotten to E3M8 on my Pistol-Start run and um, I never thought I'd say this but the Spider Mastermind is royally kicking my ass. What do anons?

>> No.6334219

>>6334208
Use the other demons to kill the spider momma. Make sure you grab the megaarmor in the middle. Play peek-a-boo with it so it doesn't turn you into swiss cheese

>> No.6334226

>>6334219
What's a good way to provoke infighting? Usually I'd just circle strafe projectiles into my target however doing that would be suicide because of the Mastermind's chaingun.

>> No.6334230

>>6334226
Welp, nevermind, the Mastermind provoked the Cacodemons and they kinda did most of the work. Rest in shit you piece of shit brain spider. I wonder if I should try and pistol-start E1 or E4 now...

>> No.6334235

>>6333772
>Wasn't Spirit World a Romero map? Or was that the level afterward which the name of escapes me atm?
You're thinking of The Living End, Map 29, thought by many as the best map in Doom 2.

>> No.6334238
File: 1 KB, 66x66, Screenshot_2020-04-12 vr - A LIGHT IN THE BLACK - Retro Games - 4chan.png [View same] [iqdb] [saucenao] [google]
6334238

>666 replies
neat

>> No.6334241

>>6333871
Pretty damn cool, but also kinda rough around the edges. The last parts feel slightly underdeveloped in some ways.

>> No.6334260

>>6334195
This? https://steamcommunity.com/app/1148590/discussions/0/1870623125774480018/

>> No.6334269

NEW THREAD
>>6334259
>>6334259
>>6334259

>> No.6334312

>>6333871
3DO was involved? Totally forgot about that. Anyone, it's my second favorite Doom Engine game. I want 3DO back. I miss Sarges Heroes, and Battle Tanx.

>> No.6334460

>>6334312
I don't remember that at all. Looking at Wikipedia it seems they were the publisher for Europe.

>> No.6334691

>>6333871
Good art, good story, good VA, good level design, abysmal combat. Sad!

>> No.6334715
File: 4 KB, 371x149, Capture.png [View same] [iqdb] [saucenao] [google]
6334715

How the hell do I trouble shoot this shit?

I started this wad with Doombuilder ages ago and can't remember how i had it set up.

>> No.6334813

>>6333710

I really enjoyed this map. I liked how cramped it was and that the combat wasn't stingy. The balance was right all the way the through. There was one door track on the blue key side that was lower unpegged.

Here's my FDA: https://drive.google.com/open?id=17qgGoGni5V09ZY3kKKwpwelLYOg3evWB