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/vr/ - Retro Games


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6518835 No.6518835 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6511847

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, Deus Ex)
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


== 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.6518836

=== NEWS ===

[6-14] Xdoom engine, fixes LinuxXDoom features
https://github.com/so-sleepy/Xdoom

[6-10] GZDoom 4.4.1 has been released
https://github.com/coelckers/gzdoom/releases/tag/g4.4.1

[6-10] Satanic Infestation v0.0.5 released
https://www.doomworld.com/forum/topic/113234-satanic-infestation-open-iwad-project-current-version-v005-mapping-contest-being-held/?page=14&tab=comments#comment-2133632

[6-10] Q2 retexture project updated
https://www.moddb.com/mods/quake-2-retexture-project/news/quake-2-retexture-and-relight-progress-1

[6-10] cannonball posts release candidate for Return to Hadron Episode 3
https://www.doomworld.com/forum/topic/114906-return-to-hadron-episode-3-rc1/?tab=comments#comment-2139913

[6-10] Nicolas Monti releases Alpha Centauri, a new Doom 2 episode using Doom stock textures plus alpha textures
https://www.doomworld.com/idgames/levels/doom2/a-c/centauri

[6-10] Abandon, a Boom-compatible wad composed of large slaughter maps, has entered beta
https://www.doomworld.com/forum/topic/108251-abandon-beta-is-here/
https://www.youtube.com/watch?v=Pzt0ylYlEhY

[6-5] Useful Wolf3D FAQ created
https://faq.wolf3d.net/

[6-5] Ion Fury dev is starting a map tutorial for Mapster32. Focused on IF, but should help with other games as well
https://www.youtube.com/watch?v=I1day0eLWng&feature=youtu.be [Embed]

[6-1] Akeldama, 32-map megawad collaboration.
https://www.doomworld.com/idgames/levels/doom2/megawads/akeldama

[6-1] Spaceballs, the .wad
https://www.doomworld.com/forum/topic/114797-dbp24-spaceballs-the-sequel-the-quest-for-more-dbp-maps/

[5-31] Egypt themed map for Hexen 2
https://www.moddb.com/games/hexen-ii/addons/shifting-sands

[5-28] Eternal Slayer, a new 3rd person melee mod.
https://forum.zdoom.org/viewtopic.php?f=43&t=68667

[5-28] Wrath Update 2+ Big Box
https://youtu.be/VmJc5ReteFQ

=== PREVIOUS ===

https://pastebin.com/PZDkqABT

TO SUBMIT NEWS, REPLY TO THIS POST.

>> No.6518843

Friendly reminder to just have fun :)

>> No.6518845

Why Archviles takes so fucking long to kill? They are barely bigger than the zombiemen.

>> No.6518851

Playthrough video of map28 of 200 minutes of /vr/ is up. A quite difficult map.
https://www.youtube.com/watch?v=CijkU7TZEZI

>> No.6518853
File: 10 KB, 459x113, shadow warrior lore.png [View same] [iqdb] [saucenao] [google]
6518853

>> No.6518854

>>6518853
man who's the fucking goober that wrote this

>> No.6518891

>>6516595
Have you posted that 2nd map somewhere before? I 100% remember playtesting it a long time ago.

I recorded some FDA demos (other than map02). Prboom+ has some extremely laggy mouse movement for me for some reason (even outside of demos, but even more doing so), so you can see me miss a lot of point-blank shots in the first two levels/demos.
I then changed the sourceport to Woof (a new MBF port with demo-compatibility, only other one around afaik), which is so new yet archaic that it doesn't even have uncapped framerate nor widescreen resolution options. Its demos should run fine on prboom+ though.
I died in my first attempt at MAP05 so there's two demos for it.

https://files.catbox.moe/ssy4c2.zip

If you were looking for a 90s wad feel, you definitely achieved it, pleasantly. The first two maps are lackluster compared to the ones after them. MAP05 was definitely the most visually pleasing one, and with the most exciting gameplay. The gameplay's fun, although nothing special. The visuals are also nothing special, but not ugly -- although, the first thing I see when booting up the first level is a misaligned texture beneath a computer panel.
The first two levels could definitely use some more makeup.

>>6517813
Way better. GJ

>> No.6518918

>weapon mods add ridiculous muzzle climb in their guns
>no option to turn it off
Might as well rename their mod as "Gun Wrestling Mod".

>> No.6518923

>>6518891
Yes, I posted all the maps here before. Thanks for the demos (and pointing out the misaligned textures in the demos too, I will work on that).
The first two levels were me mostly just learning the ropes, doing very basic stuff in the editor. I may polish them later. Glad that you enjoyed the other levels.

>> No.6518932

>>6518918
I hate vertical kick up too. Though is there a mod in particular that's done this to you recently?

>> No.6518939

>>6518835
So how based decino is?

>> No.6518973

Wow, the cacodemon can bite. I always learn new things about Doom.

>> No.6518975

>>6518932
to name a few: Insanity Requiem, Tomtefar's Extension, The Trooper, BorderDoom and some mishmashed "more weapons" mods whose names I can't remember

>> No.6518979

>>6518975
Never been fond of any of those weapon sets myself, not a surprise it's a reoccurring thing.
Drives me crazy how many weapon mods out there are just retreads of the same basic shit we've seen so many times.

>> No.6519067
File: 48 KB, 902x748, halotest.png [View same] [iqdb] [saucenao] [google]
6519067

Hey anons
I tried my hand at making some custom sprites, I've always wondered why there arent any halo mods, aside from project msx.
This is my first time using gimp and designing sprites, just looking for some criticisms and potential pointers. I plan to do a full custom status bar and weapon replacements too, for now all I have done is the mugshot.
https://filebin.net/xpkl2byxb1dc1w6q

>> No.6519070

>>6519067
That's a pretty good start, nice touch with the visor cracking open and showing an eye

>> No.6519157

>>6518939
has a >discord server behind a paywall. Unironically plays slaughter. Not very based

>> No.6519164

>>6518939
He's OK I guess.

>> No.6519167

>>6518939
He seems like a nice guy, and is doing his part to make informative doom videos. So he's cool in my book

>> No.6519201

>>6518939
made this very thread
not very based asking yourself how based you are
also get a better mic and hone your accent

>> No.6519219
File: 1.72 MB, 448x336, 1588774463920.gif [View same] [iqdb] [saucenao] [google]
6519219

>>6519067
Good work, the sprites actually give me a bit of a Fallout vibe. I suppose it might just be the shading and the green but overall, good shit.

>> No.6519260

>>6519157
>Unironically plays slaughter.
Whats so bad about him not being a bitch?

>> No.6519262

>>6519260
slaughter is for bitches.

>> No.6519263

>>6518939
based on what

>> No.6519293

>>6519262
People who enjoy slaughter aren't the ones doin the bitchin.

>> No.6519308
File: 122 KB, 1500x1065, 71TI8NvXDsL._SL1500_.jpg [View same] [iqdb] [saucenao] [google]
6519308

>releases Valiant and Ancient Aliens, arguably the two best ever made Doom megawads in the span of two years

How did he do it?

>> No.6519328
File: 133 KB, 800x942, 69781-killing-time-windows-front-cover.jpg [View same] [iqdb] [saucenao] [google]
6519328

>>6518835
Anyone got a link to the (patched) GOG version of Killing Time? Can't access it on their store.

>> No.6519330

>>6518853
>12yo discovers fanfiction . net

>> No.6519440

Why is Sunlust called that?

>> No.6519441

Am I an edgelord for usually preferring to play DOS games using DOSBox instead of source ports?
I do play with source ports sometimes but I usually prefer DOSBox.

>> No.6519448

>>6519441
I'd say less an edgelord and more so just having an uber-purist taste, or just being weird I guess.

>> No.6519458

How do i disable the addons of scoredoom if i wanna use other wads with the engine?

>> No.6519513

>>6519440
The sun is kinda hot.

>> No.6519520

>>6519441
I don't even know how to play Doom through DOSBox. Is it any different than Chocolate Doom?

>> No.6519523
File: 118 KB, 861x1200, 1387050672050.jpg [View same] [iqdb] [saucenao] [google]
6519523

Any cool gothic/medieval/fantasy style Doom wads? I remember there being one that apparently exclusively used Hexen textures but I can't find it.

>> No.6519568

>>6519523
Hellground by Alexander S. (Eternal)
Preacher by Darch
Maskim Xul by Obsidian

These are some I've liked

>> No.6519635

>>6518918
I like it if it isn't obnoxiously excessive.

>> No.6519637

>>6518939
He's alright.

>>6518973
Yes, and they're pretty damn vicious biters, too.
It's a shame iD didn't assign him a soundfile for that.

>> No.6519653

>>6518973
>>6519637
If pain elementals could bite, I feel like Doom would be a very different game. I'm glad they left that out. It's a cool tech to just be able to hug them to render them harmless while you dispose of them

>> No.6519659

>>6519441
I wouldn't say that it's edgy, but I would say that it's kind of pointless when you can just run Chocolate Doom natively on a modern OS without doing any crap with DOSBox, and have the same end result.

You do you.

>> No.6519664

>>6519659
I can launch my DOS games (not just Doom, but many, many others) very simply like Chocolate Doom by launching the GOG versions.
I may have to fiddle around with some modifications so I can get stuff like mouselook in the Build Engine Holy Trinity and Dark Forces but it works really well.

And I am still forced to use source ports for some mods like Sigil.

>> No.6519670

>>6519664
>And I am still forced to use source ports for some mods like Sigil.
Well that's just how it is, Sigil has too many visplanes to run on Vanilla Doom.

>> No.6519680
File: 391 KB, 860x697, Shadow-Warrior-Lo-Wang-Protagonist-Official-Artwork-1997.png [View same] [iqdb] [saucenao] [google]
6519680

>>6518853
>that really whomstd've'd my vocabs

>> No.6519684

>>6519067
speaking of MSX, has anything came from either of those MSX-touch up projects that I've seen posted here a while ago?

>> No.6519686

reminder that using mouse/freelook/jump/crouch makes you a HERETIC

and thats why i will never be good at doom because i cant strife for shit

>> No.6519687

>>6519664
If you want to go 100% DOS you could download the Doom-plus and Doom2-plus executables to play Sigil and other limit-removing format maps.

>> No.6519689

>>6519520
It's just clunkier for no good reason

>>6519686
>HERETIC
>can't STRIFE
I sure hope this is a dumb attempt at a joke

>> No.6519701

>>6519219
read this in bob's voice

>> No.6519768

>>6519441
I don't think so. I still play Doom/Heretic this way as well. Although for BUILD games and Blood especially I prefer source ports. Even then, SW at least runs well in DOSBox

>> No.6519778

>>6519686
Mouse was in the original game, so no. I agree with the rest.
t. beat Doom the first time keyboard only

>> No.6519780

>>6519328
Is the Steam version of KT any good? Like do you need to kill your explorer.exe to even play it properly?

>> No.6519794

>>6518835
Anons like me who prefer Duke3D to Blood, why?
>Levels don't overstay their welcome
>Work horse weapons are more solid/reliable
>Duke is cooler than Caleb (though both rock)
>Better enemies and bosses (fuck rats fuck gillbeasts and fuck Cheogh)
>Better OST (Blood had good but few tracks)
>Mighty boot
>Interactivity emphasized more
>Lunar Apocalypse's space setting rules

>> No.6519801

>>6519689
puns like that make my Blood boil, and it makes me wanna go on a Rampage but we gotta put up with these shitty jokes that are like, to quote avgn, diarrhea Duke-y, cus Life is a Beach

NAM sayin'?

>> No.6519830
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6519830

>>6519801

>> No.6519885

>>6519794
>duke is cooler than caleb
Wrong.

>> No.6519906

How the fuck did GGMan degraded into "those dweeby geeks, not like we testosterone filled jocks amirite" spewing hypocrite
I always knew he was a poser, but it only really hit me now when in his new Gloomwood review he suddenly made a joke about speedrunners being hipster creeps
wtf

>> No.6519919

>>6519794
>>6519885
They are both cringlelords and probably buttfuck buddies

>> No.6519923

>>6519906
He's also a corporate shill and will kiss asses for free game keys

>> No.6519934

>>6519906
>he suddenly made a joke about speedrunners being hipster creeps
it is true

>> No.6519978

FUCK E1M9 and FUCK PINKIES

>> No.6519980

>>6519978
>FUCK PINKIES
I'd rather not

>> No.6519992

>>6519980
Coward.

>> No.6520026
File: 92 KB, 902x636, EWjNZqyWkAATPmp.jpg [View same] [iqdb] [saucenao] [google]
6520026

>>6519263

>> No.6520030

>>6519906
Hes a fag but isn't he right about speedrunners?

Granted not all are the same.

>> No.6520038

found a really nice texture pack the other day, only, the allocation of the resources was all over the place. so for 2-3 days I've been going from map to map, figuring out which texture should go where and renaming them to re-allocate them across the game. but man. I've given up now. the default doom texture allocations are all over the place.

I figured if say for example, I saw a floor texture I didn't like, that didn't fit the mood I wanted my pack to have. I could just copy the texture I like and rename it so it would apply cross-game. and even in multiple wads that use the default textures.

but then I figured out that for some reason, for example, the devs thought it was a good idea to use floor textures for ceilings.

so I've given up now. and I kinda get why there's not many standalone texture packs around.

>> No.6520043

>>6519906
>speedrunners being hipster creeps
Speedrunners give off sexual predator vibes

>> No.6520047

>>6519906
>ggman
literally who

>> No.6520048
File: 477 KB, 1920x1080, speedrunners.jpg [View same] [iqdb] [saucenao] [google]
6520048

Is there a way to increase the undo history in doombuilder2?
Also would be cool to have an autobackup feature say every 10 min interval or someshit.

>> No.6520051

>>6520048
rachel madcow is such a waste
could've easily been a pornstar but instead chose to gobble the liberal dick

>> No.6520105

Are all DOOM stage wads able to run in any engine or do some have exclusive gzdoom scripts and shit?

>> No.6520115

>>6520105
Stage wads?

>> No.6520119

>>6520115
maps

>> No.6520121

>>6520119
Well, some probably do.

>> No.6520143

>>6520105
>>6520119
Read the readme. If it needs to run in gzdoom itll tell you, but most map packs are vanilla/boom compatible. Also if you're downloading from doomworld, itll tell you what source port it was made for.
tl;dr, just read, faggot.

>> No.6520145

>>6520030
There are plenty of speedrunners I'm sure that take it maybe a little too seriously. Sure it's fascinating seeing games being exploited in different ways, but you gotta focus on real life at some point. The exact same thing can be said about any hobby though; there's always a group of people that participate in said hobby that obsess over it. Doesn't really say anything about the hobby itself though.


I mean the concept of PU's in Mario 64 still boggle my mind to this day

>> No.6520164

>>6518853
>if you catch my drift, in pussy eating
ok I kekked

>> No.6520248

Everybody talked about Duke's World Tour or Doom's Sigil, but what about Quake's Dimensions of the Past episode? What's the final verdict?

>> No.6520250

>>6520248
First I've heard of it. Will try, thanks anon.

>> No.6520263

>>6520145
Sure but aside from some people, the whole GDQ type of stuff smells like shit from a mile away.

>> No.6520272

>>6519523
Eternal Doom
beware there's a fair amount of Hexen-esque switch puzzles and mandatory secrets

>> No.6520286
File: 956 KB, 1280x913, 1583728949553.png [View same] [iqdb] [saucenao] [google]
6520286

>>6520248
>comparing Si6il to either one of those.....


I never knew about this though. I'm about to play the fuck out of it. Thanks anon.

>> No.6520289 [DELETED] 

>>6520286
>half life

>> No.6520291

>>6520289
>How about real life

That was an ad for kingpin back in the day, made me smirk even then.


Hl is still a good game faggotron.

>> No.6520305

>>6520286
Duke World Tour is on par with sigil, which while good was nothing particularly special beyond its author. His E1 level remakes were better.

>> No.6520326
File: 371 KB, 800x600, LOW_DOOM.gif [View same] [iqdb] [saucenao] [google]
6520326

>> No.6520347
File: 13 KB, 239x258, 1588718591331.jpg [View same] [iqdb] [saucenao] [google]
6520347

>>6520326
>gif
>not animated

>> No.6520385

>>6520145
PUs in Mario 64 aren't THAT weird from an objective standpoint, if you look past the memes. All they are is a situation where one value that tracks Mario is capped at 16-bits while the other isn't, so the first value overflows and the other doesn't leading to undefined behavior.

>> No.6520389

>>6519934
>>6520030
>>6520043
There's more to speedrunning than the AGDQ people.

>> No.6520397

>>6520389
Here on 4chan, that's all that matters: Gossip and drama

>> No.6520398

>>6520326
>smol SMM
>Hell Knight midget

>> No.6520404

>>6520347
It comes from a BBS archive

>> No.6520418

>>6520389
Yeah I know there's also trannies, coomers and the mentally ill.

>> No.6520430 [DELETED] 

>>6520418
Trannies and the mentally ill is AGDQ, also there's nothing wrong with being a coomer.

>> No.6520440 [DELETED] 
File: 426 KB, 840x854, EXY5o6gXYAMGcT6.jpg [View same] [iqdb] [saucenao] [google]
6520440

>>6520430
>there's nothing wrong with being a coomer.

>> No.6520451 [DELETED] 

>>6520440
4chan is a coomer neighborhood, nofaps leave.

>> No.6520460 [DELETED] 

>>6520451
Coomers turn all boards into porn boards.

>> No.6520464

>>6520248
Dimensions Of The Past is pretty good, I'd recommend it to anyone who likes Quake.

>>6520460
No they don't.

>> No.6520469

>>6520464
>/b/, /x/

>> No.6520485 [DELETED] 

>>6520469
>/b/
your newfag is showing

>> No.6520496 [DELETED] 

>>6520485
Yeah I'm the newfag for complaining that coomers turned the best board into a porn board like a decade ago.

>> No.6520504

>>6520496
try 15 years ago
/b/ was a porn gif dump from the very beginning

>> No.6520512

>>6520504
>from the very beginning
>/b/ was always like this
This was a newfag cope you'd see all the time in like 2012-2013. /b/ actually had stuff happening on it. Then it just got a massive influx of rate my cock threads. I bet you if I went on /b/ right now there wouldn't even be a log thread. The absolute fucking state of /b/.

>> No.6520513

>>6520469
/b/ was always a shitheap, and /x/ was always very retarded and populated largely by underage b&s, not that succubus posting makes up more than a fraction of what goes on on that board.

>>6520496
>/b/
>best board
Stop embarrassing yourself.

>> No.6520515
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6520515

>>6520496
>best board

>> No.6520521

>>6520305
IMHO Nightmare Underworld (E5M7) is Romero's best level to date. Very well designed, plays flawlessly with the v1.2 update, and it has a decent size for a change.

E5M5 and E5M6 are also masterpieces. Their atmospheric darkness is amazing, you can feel the touch of hell in the first dark segment of E5M6, which is quite rare in Doom mapping.

The other 6 maps are average, but they are mostly there to build up your game to the 3 great ones.

>> No.6520523 [DELETED] 

>>6520513
>>6520515
Early /b/ was top tier and is responsible for the overwhelming majority of chan culture. Shadow of its former self.

>> No.6520528

>>6520496
>best board
Whether you meant /b/ or /x/, you're VERY much wrong.

>>6520523
Back in like 2003-2005 or so, and even then most of it was still trash, and the stuff that was good is mostly forgotten.
Most of it was also very /s4s/ tier.

>> No.6520536 [DELETED] 

>>6520512
>Then it just got a massive influx of rate my cock threads.
thanks for proving my point, retard
you're an electionfag trying to pose as an oldfag, and it's painfully obvious you weren't here in 2005-6

>> No.6520540

>>6520248
DOPA is fun

>> No.6520546

>>6520528
People who complain about /b/ literally don't do anything. /b/tards used to actually go out and do things. I've seen people steal swamp people weed, send frogs out to fly, urbex, pinpoint mortar strikes with foot traffic heatmaps, make all the fake iphone features, etc. When's the last time any other board's done anything? People in these threads used to actually make wads and share them. You're lucky if you even get a couple anymore.

>> No.6520550

>>6520536
Been on since 09 and you'd have to be retarded to think they were as constant as they are now. People didn't post traps nonstop. Anyways this is a fucking Doom thread and we gotta stop derailing.

>> No.6520557
File: 15 KB, 387x500, s2.gif [View same] [iqdb] [saucenao] [google]
6520557

>>6520550
>9fag cancer
jesus

>> No.6520559

>>6520546
I'm working on a map right now. First one I made since 2014. Is there a /vr/ community map project I can contribute to?

>> No.6520563
File: 82 KB, 362x263, 1480040401810.jpg [View same] [iqdb] [saucenao] [google]
6520563

>>6520546
>People in these threads used to actually make wads and share them.

people still do nigger, we have a news board for a reason.

>> No.6520569

>>6520563
They don't as frequently. It's all fucking shit stirrers like you.

>> No.6520572

doomguy if he real

>> No.6520578

>>6520521
E5M2 is also a really strong, albeit short, map in Sigil, IMO.

>> No.6520579

>>6520559
How complete is it? wip?

>> No.6520582

>>6519067
These are really good bro, you have some real skill for this if you're just starting out. Keep at it and I could see you becoming a beast at this shit.

>> No.6520586

>>6520569
While you're right. Engaging with that guy and calling him out is just gonna result in him turning around and calling you a shit stirrer too. Best thing you can do is not engage and instead be the change you want to see in these threads.

>> No.6520587

>>6520572
what if doomguy was LGBT???? they would have to call him doomgay lmao

>> No.6520590

Playthrough video of map29 of 200 minutes of /vr/ is up. A disgustingly difficult, but short map. Took me 64 attempts.
https://www.youtube.com/watch?v=2M_VAUsJG6o

>> No.6520591
File: 17 KB, 400x327, 1545441675283.jpg [View same] [iqdb] [saucenao] [google]
6520591

>>6520569
>fucking shit stirrers like you.
>contributes nothing by talking about "the good old days" of a shitposting board.

get the fuck off my planet.

>> No.6520592

>>6520586
Got any good 90s recs? I found this shareware disc on archive.org with a bunch of amateur mid 90s maps but I still need more.

>> No.6520593

>>6519067
>I've always wondered why there arent any halo mods
Maybe because the Halo franchise is incredibly boring. It's some of the blandest, generic 2000s sci-fi stuff I can think of.

>> No.6520606
File: 106 KB, 348x288, 1588557420075.png [View same] [iqdb] [saucenao] [google]
6520606

>interesting topic

>gleefully reading along

>suddenly a pseudo-moralizing wall of text by redneckerz that nobody asked for

>> No.6520608
File: 275 KB, 474x348, 1590515822263.png [View same] [iqdb] [saucenao] [google]
6520608

>>6519906
>implying speedrunners arent degenerate creeps
Bro have you seen the tranny hugbox that is AGDQ?

>> No.6520609
File: 178 KB, 800x1066, 1f82b797d304164f527dd08e7e507af7.jpg [View same] [iqdb] [saucenao] [google]
6520609

>>6520606
show me on the doll where anon touched you

>> No.6520610

>it's another re-run of the 'we hate speedrunners' episode
oh, boring

>> No.6520613
File: 1.14 MB, 1366x768, Screenshot_Doom_20200404_144916.png [View same] [iqdb] [saucenao] [google]
6520613

>>6520606
you're right so i'll pose my personal question/request. can somebody point to a decent texture pack? i know about dthp & cc4 tex.

>> No.6520616

Does anybody have the full version Perdition's Gate wad from 96?

>> No.6520620

>>6520591
>>6520606
>>6520610
>complain about off topic posts
>don't contribute anything to the thread
Fucking post something worthwhile or don't post at all.

>> No.6520621

>>6520608
Its disgusting.
I dont mind speedrunning at all but that thing gives me the creeps.

>>6520593
Pretty much. It was quaint seeing fans taking it way too seriously. It didn't have any legs to stand on.

>> No.6520624

>>6520620
did i just catch you complaining about off topic posts and not contributing anything to the thread?

>> No.6520625

>>6520546
There are a ton of people in these threads that make wads. Rekkr guy, GMOTA guy, Marisa Karisame, the guys that have been posting maps recently, I myself make wads but don't discuss/promote them here anymore. Stop whining.

>> No.6520626
File: 152 KB, 1024x600, 1590330699776.jpg [View same] [iqdb] [saucenao] [google]
6520626

>>6519219
>>6520582
Thanks guys. Up close the sprites look kind of garbage, but I think part of it might just be that I was staring at them for so fucking long and just sort of got that "art blindness" thing going on. They are palatted for doom, so they should be vanilla compatable too.
>>6520593
I'm a literal halo kiddie 1997 fag, I grew up with halo. It wasnt until I was an adult that I started getting into retro shooters. Nowadays whenever my friends invite me to play halo I'm incredibly bored with it. It would be so much better if chief just moved 50% faster.

>> No.6520628

>>6520621
Halo felt like that one shitty Midway area 51 game on ps2. Thought it'd just get forgotten. Same thing with Killzone.

>> No.6520638
File: 3.71 MB, 1508x1392, Maximum-death-a.png [View same] [iqdb] [saucenao] [google]
6520638

>>6518835
Any good experience with any of these?

https://archive.org/details/cdrom-megadoom-2

https://archive.org/details/DzoneGold

https://archive.org/details/maxdeath-doomii

>> No.6520649

>>6520638
G*d bless those scam artists and their shovelware collections. In a way this helped preserving a lot of stuff.

>> No.6520652
File: 331 KB, 1366x768, Halo 3™ Finish The Fight®.png [View same] [iqdb] [saucenao] [google]
6520652

>>6520592
there's a shitton ripped from archive on moddb

>>6520593
only good thing ripped was the ar.

>>6520616
http://www.mediafire.com/file/genkgql3bs2wgcr/PG.pk3/file

>> No.6520658

>>6520616
>>6520652
I must warn you people, Perdition's Gate is very boring.

>> No.6520681
File: 2.34 MB, 960x540, fullycharged.webm [View same] [iqdb] [saucenao] [google]
6520681

Very angery laser cannon is angery.

>> No.6520686
File: 20 KB, 144x158, bwasnevergood.jpg [View same] [iqdb] [saucenao] [google]
6520686

>>6520528

>> No.6520691

>>6520628
Dont get me wrong kudos for what they pulled off with those terrible specs on consoles. Halo was a miracle a true tech demo for console. But there was never anything more than that in it.

>> No.6520697

>>6520658
I remember liking Perdition's Gate as a kid but Hell to Pay was way better.

>> No.6520705

>>6520697
It has its bright sides, but the last third of PG is miserable. Tarnsman once said something along the lines of "It just gives the fuck up." and I think he's right.

>> No.6520706

>>6520652
That's really weird I remember PG having Strife enemy sprites for some reason.

>> No.6520712

>>6520705
That might be right because I don't remember finishing it at all.

>> No.6520714

>>6520681
someone really should make a guide
about how to make 3D weapons for GZDoom
wink wink
nudge nudge

>> No.6520724

>>6520714
p sure those are just sprited. The perspective doesn't change when it shakes. Unless that's just a weird GZDoom thing.

>> No.6520742

>>6520724
No. Those are models. It's a GZdoom thing

>> No.6520763

>>6520742
I've always wondered when people think a wad stops being a Doom wad and more of a GZDoom engine indie game. I've seen a few projects on GZDoom that are full 3d and could never be recognized as Doom wads at first glance. Does it stop being a Doom wad if it can't run on the original or is the line somewhere else?

>> No.6520802

>>6520763
It's not a wad when it's extension is something other than a .wad

>> No.6520815

>>6520802
There are plenty of IWADs out there that we don't call Doom wads though. And people call pk3s wads all the time. Look at Sharpshooter3D. It's a .wad file and runs on GZDoom but I'd call it an indie game, not a Doom wad. If it can't run on og Doom and requires completely different framework is it really the same?

>> No.6520865

>>6519308
So I've been going through Ancient Aliens. I'm on map 26 and I idk if I'm rushing it or whatever, but it feels like it's been running on fumes ever since the end of the first episode. I like it but it's getting so predictable.

>> No.6520882

>>6520658
>>6520697
>>6520705
Yeah, Perdition's Gate was honestly only good in the first 11 maps, as they were made with Final Doom in-mind before the window closed. The middle levels are okay, but lack the polish of the early levels, and the final third is littered with obvious last minute filler that isn't worth playing.
Mackey McCandlish has to be one of the worst "big name" mappers of the 95-96 era, IMO. I don't think I've enjoyed a single one of his maps. His Memento Mori map is awful, too.

>> No.6520897

>>6519441
A properly-configured DOSBox is usually still preferable to source ports for most games that aren't Doom or Build engine. It's a real shitshow of wrong aspect ratios, forced bilinear filters (actually forced, not even a default setting that you can turn off), frequent crashes, and gameplay inaccuracies, and it's all been abandoned 10+ years ago so none of that shit is getting fixed. Anyone that's never left the comfort of Doom engine ports has no idea how good they have it.

>> No.6520919

playing doom 64 and its the 2nd best doom game for me so far, why isnt it talked about more?

>> No.6520928

>>6519441
Not edgy at all, really.
But in the case of Doom engine games, I personally don't really see any reason to go dosbox over chocolate, outside of pure novelty, or wanting the full experience of fiddling with dehacked/deusf .exes.
Chocolate aims to be as accurate as possible to Vanilla, but with native windows support, and having command line arguments that bypass the need for dehacked/deusf .exes.
Also has savegame and demo limits as optional, as they only inconvenience players more so than affect map compatibility. many vanilla mappers even in the 90's ignored these particular limits, anyway.

>> No.6520953

>>6520919
contrarians
some faggots will legit try to convince you that 'you're only liking it because it's new to you, in time you'll see that it's actually shit'
its only fault is being too easy

>> No.6520958

>>6520919
It was on the 64, so people sleep on it.

>> No.6521000

>>6520958
yeah. it was buried by goldeneye

>> No.6521027
File: 492 KB, 460x345, 1588878155181.gif [View same] [iqdb] [saucenao] [google]
6521027

Anons, what's the best way to play Star Wars: Dark Forces? I've heard some conflicting things but the general premise of "a star wars game with doom gameplay" sounds really cool. But there's a bunch of conflicting shit on the best way to play and apparently it doesn't even have a real source port?

>> No.6521037

>>6520919
For the longest time a lot of people thought it was a port, like Duke 64, rather than a new game. This is because they changed the name from Doom: The Absolution, to Doom 64. Turok and Golden Eye coming out around the same time might have also hurt it too.

>> No.6521050

>>6521027
Use the new source port

>> No.6521083

>>6520865
>Ancient Aliens
>but it feels like it's been running on fumes ever since the end of the first episode
Not him, but I disagree wholeheartedly here. E1 was the weakest episode of Ancient Aliens by a long mile. While its still fine, and certainly has a memorable MAP01, things didn't really pick up for me until MAP08, with the stuff before feeling like Skillsaw wasn't bringing his all. E2 was full of strong maps back-to-back, with MAP16 probably being my favourite map in the whole megawad. And E3 had a lot of variety thanks to the guest mappers breaking things up with their own approaches to map design, with some unique visuals here and there, too.

>> No.6521102

>>6520763
If it does not requires IWAD, then it's a full game.

>> No.6521128
File: 825 KB, 2048x1536, doom.png [View same] [iqdb] [saucenao] [google]
6521128

Hello /vr/, this is pretty much my first map that is not dicking around with the editor, and I wanted some feedback before considering it done. It's pretty long, taking around 30 minutes to complete.
It should work with any boom compatible port, but I only tested it in prboom+. It's best played in software mode because it uses some transmap and colormap effects.
http://www.mediafire.com/file/oq3ghzni4m91bdt

There are no different skill levels so I need advice mostly regarding that.

>> No.6521149
File: 416 KB, 1920x1080, Screenshot_Doom_20200614_201615.png [View same] [iqdb] [saucenao] [google]
6521149

>> No.6521153
File: 88 KB, 523x666, 1509312028617.png [View same] [iqdb] [saucenao] [google]
6521153

>substance20 is a competent doom modder

why did no one tell me this?

>> No.6521157

>>6521153
The guy has a history, he made a game before and has worked in the vidya industry as an artist for a long time.

>> No.6521185

>>6521083
I can see where that's coming from, E1 is the odd one out and ymmv on that, I guess. I was just disappointed that the puzzle elements fizzled out later in the set. The new enemies in E2 are fun as fuck but not really suited to those setups.

>> No.6521191

How do I make 3D Floors in GZDoom Builder? The tutorial I'm watching doesn't work.

>> No.6521194

>>6521191
which tutorial is it?

>> No.6521198

>>6521194
This one.
https://www.youtube.com/watch?v=TYCji98RxrU&

>> No.6521203

Can you guys hook me up with the Archvile Jump wad? I can't find it anywhere

>> No.6521231
File: 598 KB, 1366x768, Screenshot_Doom_20200404_144146.png [View same] [iqdb] [saucenao] [google]
6521231

>>6520613
anyone? also, if i can feel like i can get tetanus just by looking at it like this one, it'd be greatly appreciated

>> No.6521241

>>6520613
>>6521231
That one looks pretty good.

>> No.6521271
File: 229 KB, 1366x768, Screenshot_Doom_20200404_145852.png [View same] [iqdb] [saucenao] [google]
6521271

>>6521241
yes but everything else is too dark. feels like i'm staring in the void.

>> No.6521293

>>6521083
>>6521185
From what I remember reading his comment on the onemandoom review, Most of E1's maps was just skillsaw experimenting with ideas and palette changes before he decided on making a megawad with the alien theme. This is why E1 had a few puzzle elements, and didn't introduce the flying saucers until very late into the episode.

>> No.6521353
File: 1.37 MB, 1920x1080, pal.png [View same] [iqdb] [saucenao] [google]
6521353

Another dumb skin test that I probably wont get to anything with for months

>> No.6521380
File: 617 KB, 1920x1080, Screenshot_Doom_20200614_160127.png [View same] [iqdb] [saucenao] [google]
6521380

>>6521128
Welp loaded it up in zandronum and of course die to a hitscanner. My first thoughts are:

Yeah we're starting off well, gotta play seriously
There's no place to catch my breath
OK found a spot I can in the chaingun room, where is the armor
Some real annoying revs
of course I die to a hitscanner. At least he got what was coming to him.

If you want to tone down the difficulty then probably remove the revs and replace them with something else, add armor? It does depend on what sort of competency level you are looking for since as it is the start feels like something for more of an advanced player. I'm going to give it another try.

>> No.6521404

>>6521128
Died another couple of times, the soulsphere kind of felt like a "that's it?' kind of ambush but then the cyberdemon reveal made up for it. There's nothing to keep from escaping that area which I took advantage of. Ammo felt kinda light but not impossible. Still found no armor.

>> No.6521415

>>6521404
>>6521380
You can only get armor early on through secrets (there's a button in the lava near the stairs which opens up a room with armor). I guess that was a mistake since it's green armor on top of that.

>> No.6521445
File: 90 KB, 858x400, 1586307671701.jpg [View same] [iqdb] [saucenao] [google]
6521445

Remember that Tom is king and his maps with sandy are godlike.

>> No.6521461 [SPOILER] 
File: 308 KB, 1920x1080, 1592188597673.png [View same] [iqdb] [saucenao] [google]
6521461

>>6521415
Died again because I ran out of ammo. I have an early game route mapped out where I go right, take out the shotgunner, grab his weapon, make my way thru the imps, beeline for the super shotgun and jump out the window and head back to the chaingun room to take stock of the situation.

I'm really not a fan of being restricted by armor and ammo, particularly the latter in an area where I ran into tons of cacodemons, revs, an archvile all teleporting in and had no ammo in an area of tight corridors.

>> No.6521471

>>6521128
i've been playing it off and on, saveless too.i like how the two paths at the start blend nicely into one another, each path getting you a shotgun at the very least. i keep getting fucked at the Vile room. mostly because the SSG isn't killing multiple shotgunners for whatever reason. what makes things more difficult is the invis at the start. i feel like that's fucking me over more than anything especially in that really dark hallway leading to the Vile/Hell Knight. i'll play it more seriously later but I like it so far.

>> No.6521475
File: 278 KB, 800x2000, ffs.png [View same] [iqdb] [saucenao] [google]
6521475

>couldn't sleep
>decided to play doom until I want to sleep
>2 hours to work
>can't go to sleep because if I do i won't be able wake to up in time

>> No.6521489
File: 169 KB, 512x512, 1533951125400.png [View same] [iqdb] [saucenao] [google]
6521489

>>6521445
This man speaks the truth
>"B-But Romero is GOD"
>"Sandy made most of Doom 2 and it made no sense!"
>"Tom Hall didn't even make Doom, he's not in the credits!"
Watch the Romerokids seethe at the truth
Sigil is shit and the Sandmeister made Doom what it is, cope.

>> No.6521523
File: 1.15 MB, 960x720, file.png [View same] [iqdb] [saucenao] [google]
6521523

Reminder that Heretic has much better level design than either of Dooms

>> No.6521534

>>6521445
>>6521489
e2m2 is, by far, the best official map from Doom.
it does the best job of selling all of Doom's unique aesthetic and gameplay components in one package. It's exploratory, it's tense, the combat is fun and provides multiple options, there's a dungeon-crawling element while still remaining compact, it shows off the chaotic transition from a "grounded" base environment into Doom's unique interpretation of Hell, enemy placement is well-considered, etc. It's got it all, and yet it surprisingly coheres.
It have some nice exploratory nature, abstract semi-realism, little gimmicks and varied environments to keep the journey interesting, lots of free roaming enemies while the overall difficulty stays low, and you can choose whether to fight the monsters with conventional weapons or a berserk fist.
E2M2 is abstract in the way the best Doom levels are, but it has a fully realized sense of place. it actually feels like a functioning base of some kind of while also being an engaging experience that introduce strange elements into the mix - no small feat. the whole idea of a base overtaken by otherworldly and hellish elements is felt strongly the map - no ingame storytelling is needed. so many ideas are contained in what might initially seem to be a flat and boxy layout. it's like the level tells an entire story as you go through it (another thing you can feel very much in particular with episode 2 map 4 of Doom 1). it also feels labyrinthine but in a way that is exciting and interesting to unpack, and not as complicated as it might look. the fact that the crate maze is a central feature of the level but you can largely bypass it because the map points you to the critical path by the berserk pak is also really brilliant. i'm glad this map, and Tom Hall as a designer, is finally getting the love it deserves from the Doom community.

>> No.6521547

>>6521534
Your shit is retarded but your case sure sounds pretty. Mid to late Ep 1 has the best levels.

>> No.6521548

>>6521489
Just because Sandy is good, and a bunch of his (and Romero's) maps are founded on Tom's WIPs, doesn't mean Romero isn't also a good mapper. Doom and Doom 2 wouldn't be as good without any of their input and work, and Plutonia wouldn't be so good if it wasn't such a total love letter to Doom and Doom 2's levels.

Also Sigil is very good.

>> No.6521558

>>6521547
E2 is much more fun and much cooler than E1 desu.

>> No.6521571

>>6520521
E5M7 and E4M6 are Romero's best maps

>> No.6521581

>>6521571
What about Map 29 tho?

>> No.6521607
File: 1.62 MB, 1809x698, look into my eyes.png [View same] [iqdb] [saucenao] [google]
6521607

Did you guys know that if you shot this wall in E2M4, it raises the floor under this crusher up until the ceiling (thus whatever height the crusher is at when they meet)? I didn't. I don't know why this is there, but it just is.

It's funny that I still sometimes discover some new little thing about this game in the year 2020.

>> No.6521615
File: 715 KB, 1920x1080, Screenshot_Doom_20200614_173131.png [View same] [iqdb] [saucenao] [google]
6521615

>>6521128
Okay I've had enough of this map for now.

The different paths you can take idea is neat. But there isn't always enough ammo to keep the pace fun. I was using fists and chainsaw along with abusng infighting to get thru areas at some points because there was no other choice -- if I hadn't grabbed the plasma and BFG secrets then the blue key area would have been insane.

After grabbing the blue key there was a bit of a slow area where there were two boxes of shells, thoset really needed to be before the ambush and not after. The 16 shells in that hallway is not enough to deal with the pressure applied in that area and I was ammo starved by that point.

There were a lot of times where I couldn't focus on one thing because of enemies that were around, this is one main reason why I went for the SSG immediately and then hid in the chaingun room, just so I could get solid firepower while not being fanked constantly.

After getting out of the blue key area, the map started ramping up in enjoyability, there were some good supplies and the invulnerability sphere made that one area interesting (props on putting the switch to open it up behind the player when they teleport in)

The arachnotrons were acting strangely but maybe they were targeting a cacodemon or something, then I ran into this lovely fellow and immediately died. This is where I threw my keyboard across the room in frustration, punched the desk and hurt my fist a little.

Well, not really. Overall, the map is very hard, feels a little malicious, and needs more supplies.

I would recommend that green armor near the start barred off so you can see it is there, and thus check to see if it opens up when you hit the switch in the next room. There are a lot of switches where I don't understand what they do, and given the flow of the map so far it feels like I need every item to get past it smoothly.

>> No.6521617
File: 548 KB, 1920x1076, canyouguessthemap.png [View same] [iqdb] [saucenao] [google]
6521617

PROTIP:
Playing without saves is the best way to improve your skill.

>> No.6521619

>>6521607
there is some weird shit about that room, i consider it basically unneeded and sometimes the entryway into it rises up and keeps you from going in. It's not like there's anything stupendously amazing in there or some kinda ultra secret on top next to the eye decorations, you can just ignore that room entirely.

>> No.6521638

>>6521617
Is that Scythe 1 map30?

>> No.6521639

>>6521617
Fire "and you fucking suck balls at this game and slaughter maps" Ice

>> No.6521656

>>6521617
here I always thought the best method to improve was to git gud

>> No.6521660

Just beat doom 64 and the lost levels, ending my marathon of classic id doom

Power rankings

including packages

Ultimate doom + sigil>doom 64 + lost levels>doom 2 + nrftl>final doom

episodically
knee deep in the dead>sigil>thy flesh consumed>doom 64>inferno>shores of hell>no rest for the living>plutonia>lost levels>doom 2>>>>>tnt

>> No.6521668

>>6521581
It's awesome too, but not on the level of those two

>> No.6521669
File: 4 KB, 232x266, 1490676560750.png [View same] [iqdb] [saucenao] [google]
6521669

>>6521638
>>6521639
lol too easy. I also chose one of the worst possible maps when talking about playing with no saves. I wonder if Erik has any idea how famous his maps are. I don't play on consoles but they should add Scythe to the Classic Unity port. They probably never will because of the copyrighted music in the PWAD. Maybe Jimmy can make music specifically for those Scythe levels like he did with other PWADs to replace the copyrighted music.

>> No.6521672

>>6521617
I agree, but it usually works best to do it on maps that aren't too far away from your skill level, so that you are steadily honing your skills.
Jumping the gun and making nosave attempts on maps significantly above what you're comfortable with, will more often than not, result in frustration more than anything, with the likelihood of actually finishing a run being very low.

>> No.6521673

Nightmare in Jaguar is brutal, the enemies are even faster than PC

>> No.6521680

>>6518854
The 90s were a magical time.

>> No.6521712

>>6521660
>Knee Deep in the Dead > all
Based. One of these days you should try to do deathless runs of the entire episode, starting with Ultra Violence difficulty, then maybe UV-Max, then UV +fast monsters, and finally deathless Nightmare runs.

I made a no-commentary walkthrough of how to achieve a deathless run of episode 1 on Nightmare. The main point of the video is to demonstrate the most consistent route to take. The route would also apply to Ultra-Violence runs as well. It's obviously not a UV-Max route, just a route that takes you to the important secret areas and skips the pointless secrets, like the +4 armor in E1M2.
> https://youtu.be/UW-aJomTRac

>> No.6521726

>>6521615
Went thru another way and found a cache of rocket ammo that made the next area doable, but really were the turbo cacos necessary.

After that though the areas were really starting to get excruciatingly complex and coupled with the spawn cubes the only reason I was able to finish the map was from turning on god mode and running in circles long enough to discover the yellow bars that opened the way to the exit. Here I was thinking I had to make my way across to the front of the icon but lo and behold there was nothing there. Also I got telefragged and what the hell was that about.

>> No.6521770
File: 628 KB, 720x360, early sophia blaster.webm [View same] [iqdb] [saucenao] [google]
6521770

This is easily the nicest looking weapon of the set so far.

>> No.6521775

>>6518853
>a few lessons...if you catch my drift, in "pussy eating"
with all the subtlety of a tactical nuke

>> No.6521778

>>6520593
okay boomer

>> No.6521819

>>6521775
JUST LIKE HIROSHIMA

>> No.6521842

>>6520048
have you tried ultimate doom builder
https://forum.zdoom.org/viewtopic.php?t=66745

>> No.6521867
File: 151 KB, 700x525, 1212344025_Spartan_machete_ingame.jpg [View same] [iqdb] [saucenao] [google]
6521867

>>6520593
I was just thinking about how Halo had potential to be a great classic shooter. A mix of Unreal and Tribes we never had. Playing the recent PC releases just gives me pain as its so clear little changes could have been made to the original to make it waaaaaaay better than it actually is. Actually being able to dodge enemy projectiles with faster movement speed, more open indoor environments, upping the enemy count while reducing that god awful projectile magnetism and auto aim. Only the original Halo seems like it could be a classic old school shooter though. All the sequels make things into these hyper cramped borderline cover shooters as you do nothing but hide and wait for your health to regenerate before popping out to shoot something in the head and hiding again. I mean seriously, they reduced the character's running speed while increasing enemy projectile speed and tracking with every single game.

>Screenshot from 1999

God damn consoles ruined everything

>> No.6521870
File: 180 KB, 371x387, 1461707637957.png [View same] [iqdb] [saucenao] [google]
6521870

>>6521867
>they reduced the character's running speed while increasing enemy projectile speed and tracking with every single game
Christ, and people stuck with this series?

>> No.6521886

>>6521819
The japs have been cucked ever since.

>> No.6521895

>>6521870
Die weeaboo

>> No.6521903

I know this is probably a stupid question to ask, but are there any other free IWADs for doom besides Freedoom?

>> No.6521909

>>6521819
JUSTA RIKE NAGASAKI

>> No.6521927
File: 41 KB, 293x270, 1504395050025.png [View same] [iqdb] [saucenao] [google]
6521927

>>6521895
>>6521778
Halobabby is mad.

>> No.6521949

So is there a way to have my doom mod be played as an executable file like Grezzo 2 or is this covered in the OP?

>> No.6521952

>>6521558
and e3 sucks dick in general
fuck e3m2 in general

>> No.6521954

>>6521952
E3M2 is good.

>> No.6521962

>>6521954
it's the only map that i grunt at on uv-fast
map27 levels of terrible, thank fuck for the archvile porter though

>> No.6521964

>>6521949
just bundle it with a source port of your choice and an open IWAD, such as Freedoom, and have a configuration file with it that launches the IWAD with the PWAD

>> No.6521972
File: 373 KB, 500x500, gimme a huh man.png [View same] [iqdb] [saucenao] [google]
6521972

>decide to plow through d1/d2 bundled with the bfg edition
>can't pull off a single bar glide

>> No.6522029

>>6521617
I used to play without saves and it eventually made me hate the game until I stopped. You can only die so many times on a 20+ minute map before it eats away at you.

>> No.6522067
File: 36 KB, 480x486, file.jpg [View same] [iqdb] [saucenao] [google]
6522067

i think the jump from "hurt me plenty while saving after almost every encounter" to "uvfast no saving" may have been a bit more than i initially thought i could handle

>> No.6522071

>>6522067
Why'd you just a difficulty up and also to fast?

>> No.6522089

>>6522029
there are other difficulty setting besides UV, anon

>>6522067
only play with fast monsters no-saves after you've UV-Maxed no-saves the level several times because a) you will need to have the level memorized and b) if you only UV-Max it once, it could have just been a lucky run, you need to learn to beat it consistently, not just get lucky once and move on

>> No.6522090

>>6522071
what

>> No.6522112

>>6522089
Why would I want to play a version of the map with less monsters and more pickups if I don't explicitly need to due to lack of skill? It's not getting the intended experience. If I can handle every encounter piecewise on UV then UV is the right difficulty for me, it's just that when you're doing an endurance run you're much more likely to make a game-ending mistake at some point.
If YOU enjoy playing no-save, more power to you, but I tried it for quite a while and I decidedly prefer playing with saves, and use pistol start as my limiter instead (which I find more fun regardless of its difficulty enhancement due to making the beginning of maps much more varied from each other and individual secrets more significant)

>> No.6522131

>>6522112
>i can't beat the map without saves
>it's not due to lack of skill

>> No.6522140
File: 1.07 MB, 1224x1084, 1560391320219.png [View same] [iqdb] [saucenao] [google]
6522140

>>6522131
I eventually did beat every map I played without saves until I stopped doing that altogether
I just fucking HATED it
Mount Pain was what got me to quit the practice, that map is still the worst experience I've had with DOOM and I've gotten to MAP29 in Eternal DOOM right now. I beat Mount Pain no saves but I wish I fucking hadn't

>> No.6522145

>>6522131
to be fair some maps can have nasty traps you would have almost no chance of beating without knowing about them, but i think that, especially on uv, people shouldnt expect to beat a challenging map on the first try

>> No.6522158

WHich one is better?
blood rebirth (re blood), zbloody hell or bloom?

>> No.6522184

I've always held the opinion that people doing their first playthroughs of maps/mapsets shouldn't be afraid to make checkpoint saves for the sake of their sanity. And that nosave runs should be reserved for map/mapsets they really liked and want to beat "for real" afterwards.
I understand the satisfying feeling of finishing maps without the help of saves. But some levels can be too spicy or filling to be able to endure blind.

>> No.6522187

https://www.youtube.com/watch?v=D0-riOgQGsg

>> No.6522196
File: 589 KB, 1920x1080, doomlauncher.jpg [View same] [iqdb] [saucenao] [google]
6522196

>>6522089
i forgot to mention, i specifically recommended uv-max and not just uv because it is slightly harder and the extra practice helps, and knowing the secrets helps.

i know this is borderling autism but hear me out: something i never would have thought of were it not for the prevelance of speedrunning is recording demos every time i play. i like to beat a level about 5+ times, but it definitely depends on the level/circumstances. first i just want to beat it, then i learn to beat it consistently while trying to lower my time. it takes FOREVER to play through new material this way, but i've never had more fun playing doom, except for maybe the golden days of when i was just a noob and didn't know anything about anything and was just playing scythe for the first time. of course it's important that you only do this with levels and map sets that you love. for me, i frickin' love scythe

pic related is doom launcher, which keeps track of your stats for every level completion for you (not pictured) as well as your demos if you choose to record them

>>6522140
>tnt
>eternal doom
i think the problem is you've been playing not-fun maps. i've already spent over 25 hours on scythe 1 since i started playing it again last month for the sake of recording demos like i just mentioned, and i'm still having a blast. i'm currently working on lowering my time for scythe episode 1 uv-fast.

i think you should return to no-saves pistol-starts, but beat the level on lower difficulties before doing uv no-saves, and if you're not having fun, choose a different level or PWAD

also the importance of good music cannot be understated. just check this shit out
> https://youtu.be/M8ieiH-97O0
this is one of the albums that i listen to while grinding scythe demos

>> No.6522214

>>6522187
is there a mention of the mono thing in the menu theme

>> No.6522224

>>6522158
Ive chosen bloom and i must say the quality of it is absolutely amazing.
The enemies and the levels are superb

>> No.6522353
File: 203 KB, 746x550, stasys.jpg [View same] [iqdb] [saucenao] [google]
6522353

>>6522196
>knowing the secrets helps
secrets are more of a crutch than savescumming. secrets are for the weak.
if you've trivialized combat and ammo management, then you haven't played the level.

>> No.6522408

Anons, I just got a bad ass idea - you can replace the Doom FLAC music packs ( http://sc55.duke4.net/games.php#doom )
with Andrew Hulshult's IDKFAv2!
Download link
> https://www.moddb.com/mods/brutal-doom/addons/idkfa-doom-soundtrack
Preview in case you haven't heard it
> https://www.youtube.com/watch?v=AGK1dr-Ql0w

You can replace all of the Doom music with whatever you want, now that I think about it. Any recommendations?

>> No.6522409

>>6521778
OK spazlord

>> No.6522410

>>6522408
t. Andrew Hulshult

>> No.6522414

>>6522408
MBR did it better

>> No.6522416

>>6522408
idkfa comes in a .wad format, why would you need to replace anything?
for doom 2 there are those "doom metal" packs popular with brutal doom crowd

>> No.6522423

>>6522416
The WAD is only compatible with Z/GZDoom or Zandronum. Using the "Config files" here ( http://sc55.duke4.net/games.php#doom ) let's you run the FLAC files in Chocolate or Crispy Doom. I just finished renaming all the files and I'm about to test it now.

IDKFAv2 is for Doom 1. Doom Metal Vol 5 is both for Doom 1 and Doom 2; its Doom 2 music is good but IDKFA is WAY better for Doom 1.

>> No.6522430

>>6522414
This is really good but its only one song. I do listen to this artist when I'm grinding.

>> No.6522436

>>6522423
For Z/GZ Zandro, you can load both files. Load IDKFA over Doom Metal, and you will have IDKFA for Doom 1, and Doom Metal for Doom 2.

>> No.6522438
File: 127 KB, 358x320, exdethelol.jpg [View same] [iqdb] [saucenao] [google]
6522438

>>6522408
>andrew healslut

>> No.6522498

>>6520919
I love it, too. I hate the chaingun in vanilla doom,
Doom 64 chaingun is so satisfying to use. BUT THE FUCKING SHOTGUN AND SUPER SHOTGUN ANIMATIONS MAKE ME WANT TO COMMIT DIE

>> No.6522508

>>6522498
>not the plasmagun
pg in d64 is pure sex

>> No.6522552

>>6522498
Just pretend its quake

>> No.6522606

>>6518835
Quake but in the Deepweb.

>> No.6522640

>>6521726
Wow, thanks for the detailed playthrough. I'll definitely be adjusting the difficulty for the blue key route. Since the map is non linear you could take either the red key or the blue key and ignore half the map, but I wasn't sure if I was giving too much ammo or too little. I can see what the problem is now.
I added a modified arachnotron (the one that shoots extra fast) and another cacodemon in dehacked intended for an area I didn't end up making, but I didn't want them to go unused. If it's too out of place I can remove them. I don't think the caco was too threatening since it infights really easily with the cyberdemon.
I also was playing around with the idea of having the icon of sin as a normal enemy, but I was worried the player would try killing it. I added an evil eye to show there was nothing there but I guess that didn't get the point across. I'll try making more obvious where you have to go.
Thanks for playing. I'll release a finished version with revised skill levels in some days.

>> No.6522662
File: 326 KB, 1920x1080, javaw 2020-06-15 07-38-17-792.png [View same] [iqdb] [saucenao] [google]
6522662

Heeeeeeeeeeeere's Johnny!

>> No.6522686

>>6522662
Let's just file this under 'pop culture references caleb shouldn't be making'

>> No.6522691

>>6520590
>A disgustingly difficult, but short map. Took me 64 attempts.
Makes you feel real agitated, isn't it?

>> No.6522698
File: 2.87 MB, 1920x1200, 2020-06-15 09-43-49.webm [View same] [iqdb] [saucenao] [google]
6522698

Finally learned how to do static portals in GZDoom.
The tutorial I followed was a lot more complex with minutia than is actually required.
I plan on doing a few levels that heavily feature portals, and I am very excited to start working on it.
Have any of you done extensive work with portals in Doom?

>> No.6522705

https://www.youtube.com/watch?v=2rspyM9Sk1g

>> No.6522713

>>6522686
You must be fun at parties

>> No.6522717

>>6522713
Do you even watch civvie, bro?

>> No.6522719

>>6522698
Pfff, BUILD handles non-euclidean space natively

>> No.6522720

>>6522719
So does GZDoom :^)

>> No.6522726

>>6522717
>shitty e-celeb of the week
Nope

>> No.6522727

>>6522726
>everything I don't like is shit
Intellectually mature, bro

>> No.6522730
File: 12 KB, 230x230, gum-flapping.gif [View same] [iqdb] [saucenao] [google]
6522730

>>6522720
BLAHBLAHBLAHBLAHBLAHBLAH
GZDoom is a port, not the original engine. Doomlets eternally and forver sodomized and BTFO'd. DURR HURR

>> No.6522745

>>6522730
Speaking of pic related, how’s the Robocop mod?

>> No.6522754

>>6522727
>bro
Americans and their obsession with butchered English

>> No.6522757
File: 126 KB, 309x313, 1577323557649.png [View same] [iqdb] [saucenao] [google]
6522757

Recently got into retro shooters, but I chose a MAC for non gaming related reasons when choosing a laptop. Is it worth figuring out how to bootcamp so I can run windows so I can play games like Blood, Wrath, Amid Evil etc?

>> No.6522763

>>6522757
please tell me you have a main computer with windows anon

>> No.6522767 [SPOILER] 
File: 147 KB, 1082x720, 1592234666353.jpg [View same] [iqdb] [saucenao] [google]
6522767

>>6522763
It is my main computer...

>> No.6522771
File: 855 KB, 761x899, 2020-01-17_9-56-04.png [View same] [iqdb] [saucenao] [google]
6522771

>>6522767
damn bro, I hope you had really good non-gaming reasons for it...

>> No.6522774

>>6522767
[F]

>> No.6522779
File: 16 KB, 396x364, 1588613154124.jpg [View same] [iqdb] [saucenao] [google]
6522779

I took the musicprod pill to get dem art hoes, but now I realize that my true calling in life is to slay cultists, mutants, aliens, demons. I have made the wrong choice in life

>> No.6522781

>>6522767
R.I.P.

>> No.6522783

>>6522779
become the next mick gordon or andrew hulshult and make music mods for doom duke etc

>> No.6522823

>>6520590
as a casul player that only plays on the second difficulty this makes my palms sweat and feel me anxious

>> No.6522834

>>6522767
Go to alibaba or ebay and find a working refurbished laptop. For genuinely old retro shooters anything will work fine. Not sure about Amid Evil though

>> No.6522845

>>6522779
Make some cool music to slay cultists, mutants, aliens, demons to

>> No.6522917

>>6522767
i'm sorry

>> No.6522921

>>6520590
Are you going to make any other playthroughs?

>> No.6522932

>>6520590
Ho-ho-hold the fuck up. Why are you playing this in complevel -9? The TXT file says it's meant for -2.

>> No.6522958
File: 3.46 MB, 480x360, 1588933938215.gif [View same] [iqdb] [saucenao] [google]
6522958

I just tried to play TNT again. Got most of the way through MAP17 before quitting, for reference when I came back to TNT after a break I just started MAP17. I just can't fucking bare it anymore. The combat when there is some is fun but this fucking labyrinth level design is fucking annoying and infuriating. I think I might just skip it in favor of Plutonia. It's fucking garbage.

>> No.6522967

>>6522958
Isn't MAP17 a small map, though?

>> No.6522972

>>6522967
Actually, yeah, I'm retarded. I meant MAP18. MAP17 was fine.

>> No.6522978
File: 985 KB, 1920x1080, 2020-06-11-155955_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
6522978

>>6522958
>>6522972
You played all the okay stuff in TNT already. If MAP18 broke you then I advice you to stop and go play Plutonia.

MAP20 to MAP27 in TNT is just complete shit. You will be sapped of your will to play when going through those. So, don't unless you want to experience the lowest point of all the IWADs.

MAP28 to MAP30 are okay. MAP19 has the famous TNT trailer/truck but apart from that you're not missing much.

>> No.6522997

>>6522719
It was only ever really used in that gimmicky Duke 3D secret level.

>> No.6523039

I've got a really nice semi-intricate backstory for my level set, and each level tells a story, but I'm just gonna leave it all in messages to the player that only happen if they shoot a computer or something, similar to Sigil, and it will just put the text on screen; and just environmental storytelling, so players that just want to play can just play.

>> No.6523080

>>6523039
>similar to Sigil
Do you mean in how it works or did Sigil have lore all this time?

>> No.6523107

>>6523080
I mean like how you need to shoot the eyeballs in Sigil to trigger required level mechanics, I will have objects you can shoot/touch/trigger that will put a message on the screen, to deliver lore or story.

>> No.6523124

How do I run SIGIL btw? Readme says I should go to additional options, but there are none.

>> No.6523137

>>6523124

You should try re-downloading it, could have been a bad file site.

Additional options should always be there.

>> No.6523161

I'm having issues with simple quake launcher for quake 2. Base game works fine, but trying to launch a map from the expansion packs leads to "map.bsp not found".
I'm using Yamagi as a source port.

>> No.6523179

>>6523137
I got it from idarchive and readme tells me to run it in GZ Doom. But I'm not quite sure where Do I find this:

3) In the "Additional Parameters" section, click "Browse..." and choose the
SIGIL.wad file from the location where you installed SIGIL (hopefully the same
directory as GZDoom). If you bought a fan box, click "Browse..." again to
choose the SIGIL_SHREDS.wad file.

>> No.6523195

>>6523179
Nevermind I was stupid when I tried using command line arguments, it works now.

>> No.6523197

gzdoom keeps crashing how do i make it stop

>> No.6523213

>>6523197
what version are you on?

>> No.6523221

>>6523213
g4.3.2

>> No.6523228

>>6523221
try updating to a newer version, you either have a corrupted install, or whatever you're trying to play simply doesn't like the version of GZdoom you're using

>> No.6523235

>shotgunner shoots a pinky
>the pinky instantly turns around and run towards him at the speed of light, biting him hard enough to make him fucking explode
why dont enemies infight in modern games, i love this shit

>> No.6523240
File: 325 KB, 728x546, 1588204334599.png [View same] [iqdb] [saucenao] [google]
6523240

Say anons, what's the best WAD Load Order when dealing with a lot of em? My main ordering idea has just been
>IWAD
>Map Set
>Sound Stuff (SFX, Soundtracks)
>Gameplay Stuff (Autoautosave, Vanilla Essence, haven't tried BD or PB yet but that's probably where they'd go)
>Graphics Stuff (Dehacked, Sprite fixes and Smooth Doom)
Am I retarded in doing it this way? I just found this shit on a quick search and that's what I've been using with no issue but I have been experiencing some stutters, I don't know if it's my load order or my PC being an ape.
>>6523235
Yeah, infighting is great both tactically and just fun wise. I'm really annoyed that in Eternal (inb4 not retro but fuck you it's relevant to conversation) they have enemies infight while you make their way to you but they don't actually do any damage to each other, it's all a big theater show.

>> No.6523241

Just Boot Camp it or use VMware and ignore poor seething Winfags. Wrath has a Mac version.

>> No.6523318

Is DoomRL + DoomRPG still viable or latest versions lack the camp patch?

>> No.6523320
File: 691 KB, 1472x902, Screen Shot 2020-06-15 at 1.47.27 PM.png [View same] [iqdb] [saucenao] [google]
6523320

>>6522757
GZDoom runs really well on MacOS
Blood runs in BuildGDX

>> No.6523340

>>6523039
Good idea, but I wouldn't do it by shooting. Just imagine if in the middle of a fight a text popped up.

>> No.6523373

>>6523228
alright got it

>> No.6523374

>>6523240
You generally want the sprite fixes to be loaded first before anything else. So it would go more like IWAD -> SpriteFixes+DoomSFX -> Map -> Map-specific sprite fix (if one is needed) -> then everything else.

>> No.6523379

>>6523039
>Story in Doom
anon, just curious, were you around for the ZDoom days where everyone and their mom thought it was a great idea to tell stories with cutscenes and text crawls and stuff in their maps? because to me it sounds like you weren't and you're about to commit those same mistakes

just do environmental story telling and intermission text stuff. if the story requires you to use ZDoom features then it's already a red flag. Make it work in limit-removing/boom

>> No.6523381

>>6523374
>>6523240
Oh and the stutters probably don't come from anything in your load order. That's just GZDoom being GZDoom. It's a performance hog. Consider LZDoom if you're on older hardware.

>> No.6523383

>>6523379
It's mostly focused on the levels, the story is just spice/extra details.
Like, if you are playing the game and wondering why there are certain details in the environment, you can find out.
It's less of a Half Life and more of a Dark Souls

>> No.6523390

>>6523381
>>6523374
>>6523240
Oh and finally, consider trying other sourceports. You can also use basic quality of life stuff in GLBoom+ and Crispy like the sprite fixes, DoomSFX, and vsmooth (fraggle's smooth weapons that work on vanilla, through dehacked magic). More often than not this is a much better way of playing vanilla than whatever you're gonna get in (G)ZDoom. Try to only use (G)ZDoom for gameplay mods.

>> No.6523404
File: 70 KB, 640x437, 1588802151832.jpg [View same] [iqdb] [saucenao] [google]
6523404

>>6523390
>>6523381
Already on LZDoom, I've been considering checking out the other source ports but I've just grown into this routine and am used to it at this point. But I'll consider it I guess.

>> No.6523412

hey guys do any one of you have that doom wad where you go to taco bell? I think it was called like cacobell.wad I used to have it and I've been looking everywhere for it and I can't find it. thanks fags

>> No.6523508

Decided to play TNT again. 3 mancubi and a revenant near the exit on MAP03, what is this, Plutonia?

Will probably get filtered by Metal like the last time.

>> No.6523529

>>6522921
Yes, but I haven't decided on the wad yet. Currently I'm leaning toward 300 minutes of /vr/ to finish the trilogy, but I may do something else.
>>6522932
No idea. Although, it didn't break anything, it seems.

>> No.6523545

>>6522958
skip it and don't look back. plutonia is not only way better but historically significant

>> No.6523557

playing quake 2 makes me realize doom 2016 is quake with a doom theme

>> No.6523560

>>6523557
What's that supposed to mean?

>> No.6523563

>>6523560
the acrobatic combat, the quad damage, the armor shards, even the pistol works the same

>> No.6523568

Curious, are there any concrete resources out there to learn Quake modding? Modelling & Animating to be more specific.

I've interested in lowpoly 3D modelling and I love Quake. I feel like I need something to break the ennui so

>> No.6523571
File: 91 KB, 640x480, 1589498315390.gif [View same] [iqdb] [saucenao] [google]
6523571

what's people's views on saving mid-level?

for me I try to avoid it

>> No.6523576

>>6523571
I usually just forget to save. Unless level is unreasonably long, it's better not save to have a proper experience.

>> No.6523578

>>6523571
No shame in it if the level is really fucking long. I usually limit it to saving when picking up keys.

>> No.6523580

>>6523578
ooh that's actually a good idea

>> No.6523581

>>6522754
Ye right bruv

>> No.6523584

>>6523571
only if a level is long and i know there's a bitch of a fight coming up

>> No.6523606

>>6523571
If you can't beat the level without saving, you need to turn down the difficulty. For example, Preacher Map 09 is very difficult and about 40 minutes long, with an Icon of Sin boss fight at the very end. Don't bitch out. Just play on skill 1 while you learn the map.

>> No.6523608

>>6523606
ha that's what I did for my first full quake playthrough

>> No.6523658

>>6523571
If I get to where I died previously I'll make a save beforehand. I'm usually a chronic savescummer so I try to save as little as possible when playing Doom.

>> No.6523721
File: 76 KB, 720x779, 1588716986362.jpg [View same] [iqdb] [saucenao] [google]
6523721

>>6522958
Update: I'm playing Plutonia on HMP, with a bit more savescumming than usual due to the high amount of combat encounters. This shit is unimaginably more fun than TNT ever was. The combat is super satisifying, this is the same glee I felt during shit like Attack.wad and KDITD and other just, generally well designed maps.

Due to it being at HMP it's not as ball-busting as I expected. For now. But it is still giving me a lot more trouble than Doom 1 or 2 did. It feels more like a roided up Doom 2 than a full on slaughter-fest like I assume UV is, but I'm honestly still having a lot of fun all the same. I'm leaving it here for the night but I got to MAP12 in just about an hour of playing. If it keeps up the pace like this I'll be pleased.

>> No.6523726

>>6523721
glad you're having fun

>> No.6523768

>>6523606
>just grind the same map over and over again on a piss-easy boring difficulty so that you can play it on the one it's actually balanced for
>rather than using saves (a function built into the game) sparingly
I could see doing this on certain maps you really like but nobody has the time and autism to do this for every single mapset; you're better off just playing a different or easier WAD and going back to it later.

>> No.6523791
File: 263 KB, 1344x1063, 79923265_p11.jpg [View same] [iqdb] [saucenao] [google]
6523791

>>6523726
Thanks anon, it's a blast. I see why people praise Plutonia now despite the difficulty. It feels a bit less designed on HMP but well, Dario said in that Doomworld interview that he would test the maps on hard so presumably medium was an afterthought. Guess I'll have to revisit it once I git gud.

Also, while I'm here. Guess I gotta plan for the next installment. What's the best way to play Doom 64 nowadays? Is getting the Steam version the best way to go nowadays? Are all those fancy lighting tricks gonna rape my performance on my craptop Optiplex?

>> No.6523798

>>6523791
the steam version of doom 64 is well programmed and a great way to play it, but there's no option for freelook and you don't get lots of fancy graphics options like in gzdoom or something. if that bothers you, play doom 64 EX, although imo it runs worse

>> No.6523803

>>6523798
steam d64 runs so well because it's on vulkan

>> No.6523804

>>6523803
someone explain why vulkan is better than openGL, I really don't get it

>> No.6523845

>>6523768
>keep dying
>piss easy
pick one

>> No.6523856

When watching videos of runs on vanilla-compatible WADs, would you rather watch videos of demos recorded using Chocolate Doom and played back using Chocolate Doom, or would you rather watch demos recorded in Crispy Doom and played back in Crispy Doom? PrBoomers and GZDoomers need not reply.

>> No.6523881

>>6523856
Crispy

>> No.6523891

>>6523856
elitists like you shouldn't talk unless they're playing doom off a floppy on their x86 system

>> No.6523894

>>6523845
Yes, skill 1-2 are piss easy, and even skill 3 can trivialize some maps depending on their design. You're neglecting a huge factor here - most wads are usually balanced around UV enemy placement unless otherwise mentioned in their textfile.

I can't really see the fun in grinding a map repetitively just to beat it on UV the "proper way" anyway unless you're doing it for a speedrunning competition, or again if you just really enjoy a specific mapset, but I'd rather experience more content the way in which it was balanced towards than meticulously grind out each level with little to no enemies.

>> No.6523931

>>6523891
What part of "need not reply" didn't you understand?

>> No.6523941

>>6523894
>even skill 3 can trivialize some maps
Not nearly as much as mid-level saves trivializes maps. You cannot argue that lower difficulties are too easy while simultaneously admitting you cannot beat them without saves.

>> No.6524005

>>6522719
Original Doom engine can too, it's just that no editor supported this trick so you hace to manually edit some stuff
The linguica portal

>> No.6524010

>>6522834
>refurbished laptop
Better buy a refurb PC
There are guides for getting a 200/300/400/500 bucj gaming rig, with 300/400/500 versions being able to run modern titles better than consoles

>> No.6524013

>>6523571
it doesent matter how much you save
only how much you load

>> No.6524014
File: 300 KB, 211x230, 1584874982056.gif [View same] [iqdb] [saucenao] [google]
6524014

I need a gif or just the sprites of Heskel's talking head from Ion Fury. Anyone happen to have or could tell me how to get them?

>> No.6524015

>>6523856
3DGE or GTFO

>> No.6524018

>>6524014
just open up the .grp file in SLADE and try to find the sprites

>> No.6524039

>>6524010
I thought about including a guide on doing that but I was assuming he didn't have the cash for it based on the " I chose a MAC for non gaming related reasons when choosing a laptop" line. If anything its a challenge to find a computer that cant play an oldschool shooter so why was he asking for a bootcamp option with a mac?

But yeah a refurbished prebuilt with at least a 2nd or 3rd gen i7 with a low profile 1650 or a used 1050 and you'll have a pretty damn competent PC. Just make sure to get a card with 4 gigs of vram as those 2 gig models are aging out fast.

>> No.6524049

>>6521867
>Actually being able to dodge enemy projectiles
This is the one main gripe I have with the old school shooters community. What's with the obsession with real projectiles and dodging them? Everybody complains about hitscan enemies. Not enough games have hitscan enemies and projectiles are too fucking slow. Learn to peek. Swear to god it's like you people have never played a BuildEngine game.

>> No.6524062

>>6523571
Used to save all the time in Blood. Always around 20 health no matter what so can't risk it.

>> No.6524065

>>6523804
It pumps out more frames than OpenGL because of it using the CPU more I think? Don't quote me on that but I think that's the gist of it.

>> No.6524073

Anybody know how to get Soldier of Fortune to run without the wasd getting all fucked up and out of sync?

>> No.6524089

>>6524065
Actually scratch that, it makes more draw callsto render objects thus reducing cpu load. Not super sure how it works but there you go.

>> No.6524115

>>6524049
Its because cover shooters get old after a while. With a modern game enemies are always shooting you in the face so "peeking" amounts to nothing more than trading bullets but your health comes back and theirs doesn't. Sometimes hitscan means 100% unavoidable unmitigatable damage. Duke Nukem isn't Halo and Blood isn't Call of Duty. Go play a modern shooter and there's frequently tons of enemies shooting nonstop at your location. In an oldschool shooter you have a window of opportunity to damage them without getting shot yourself. Or you have something like the holoduke, pipebombs, tnt, high damage instant kills weapons, the list goes on.

>> No.6524124

>>6524115
Last I checked the bulk of Bloods enemies were rapid fire hitscan that could down you in seconds.

>> No.6524135

>>6524124
learn to read

>> No.6524147

>>6524135
I read the whole thing the first time. Doesn't change anything about my comment. You might want to learn how to make a more focused point. You bring up Call of Duty and Halo out of nowhere and they add nothing to your comment. Who cares is the damage is unavoidable? This isn't a downside it's a legitimate obstacle you have to take into account.

>> No.6524162
File: 1.97 MB, 640x800, chaingunscreens.png [View same] [iqdb] [saucenao] [google]
6524162

Hi, this anon again
>>6519067
I've made sprites for the plasma gun and chaingun, going to take a week off on working on it though because I'm going on a trip. Heres the zip containing what I have done so far. I decided to skip doing an AR in favor of having doomchief hold a chaingun instead.

https://filebin.net/y946pzmzkza6rt0z

>> No.6524163
File: 2.95 MB, 640x1200, plasmascreens.png [View same] [iqdb] [saucenao] [google]
6524163

>>6524162
And screens for the plasma rifle

>> No.6524172

>>6524147
okay fine.
learn to comprehension

>> No.6524179

>>6524172
>learn to comprehension
Listen buddy, I don't think you're in a good position to talk down to people. Take a breath and try explaining yourself without pitching a fit.

>> No.6524191

>>6524179
>He still insists cod and blood are the same thing
lel

>> No.6524198

>>6524191
Never even implied any of that. You're the one who brought up modern shooters. I've only mentioned BuildEngine games and Blood.

>> No.6524202

>>6523379
>because to me it sounds like you weren't and you're about to commit those same mistakes
The difference is that those .wads would foist that storytelling upon the player whether they wanted to or not, often with """cutscenes""", Anon wants to make it an optional thing you have to activate, and presumably it would just dump a few strings of text which you could then drop down the console for to read them if you felt like it.

>> No.6524207

>>6524162
>>6524163
I know you're trying to mimic Halo, but these are all fucking gigantic.

>> No.6524208

I just played HDoom and it gave me a brown stain in my underwear.

>> No.6524212

>>6524202
Not that anon but I don't think too many people play these shooters for the story. Whether it be told environmentally or otherwise. They're shooting galleries. I just want good map design.

>> No.6524217

>>6524208
Should have waited a few years to release. Could have called it coom.

>> No.6524219

>>6524198
Lets put it this way. You're not worth the time and effort to type out some essay to explain the intricacies of how hitscanners work in Duke and Blood. Until you put in a good faith essay of your own I'm assuming you're just some dumbass.

>> No.6524224

>>6524207
They arent that much bigger than the vanilla sprites though?

>> No.6524229

Are there any WADs out there that have something similar to the Meathook from Eternal?

>> No.6524230

>>6524224
That chaingun takes up the entire screen.

>> No.6524243

>>6524219
Listen man when I tell you to calm down and take a breath I'm trying to prevent you from making a complete ass of yourself. You're acting all hotheaded thinking you're getting in some big argument when all I said was that I didn't get why the "retro shooter community" hated hitscan enemies when they play such a huge part in those shooters. They actively mod them out and complain about hitscan ambushes all the time. Not everything has to be a projectile. Not everything has to be dodgeable. I'm being sincere here when I say calm down and stop assuming things that I haven't even said. You're going to end up looking like a cringe sperg if you keep getting angry like this.

>> No.6524252

>>6524243
honest to god in the place hitscanners are the most brutal (blood) they are the most fun to play against

>> No.6524259

>>6524252
Yeah totally. Love the machine gun ambushes. They always give you a good way out with waist high walls and quick escape routes like the library at the train station.

>> No.6524267

>>6524207
XBOX HEUG

>> No.6524268

>>6524230
The regular chaingun is massive too, I aligned it so that the muzzle flash was in the same spot for both. Also, the plasma cooldown animation takes up half the screen too, idk man, I couldnt go any lower than that and still maintain the resolution I wanted.

>> No.6524272

>>6524268
>The regular chaingun is massive too
lol never used the chaingun unless I had to for specifically this reason. Not that anon but I wouldn't change anything with your sprites except move down the chaingun just slightly but that just my personal taste.

>> No.6524278

>>6523508
If you find a level particularly unbearable, don't feel too bad about saaay, noclipping towards the exit, because quality kind of mixes throughout, and even though the last third is weak, there's still good maps near the end.

>> No.6524296

>>6524073
Still really hoping somebody knows a fix for this. Play for long enough and all of a sudden you're hitting A and you're moving forwards and to the right.

>> No.6524328

>>6524010
>>6524039
There is no reason to buy a PC; any Intel Mac is going to run retro shooters with zero problem at all. For modern titles, look at eGPUs.

>> No.6524335

>>6524328
>There is no reason to buy a PC
Good luck getting that Mac repaired when the motherboard lights up.

>> No.6524358

>>6524328
>paying a big premium for a laptop with ridiculously inferior cooling
No thanks.

>> No.6524428

>>6524229
Seconding this. I'd love to see a doom wad that mimics eternals gameplay. Being able to take on rooms of enemies and hit scanners without needing to corner peek would be amazing. I know theres D4D, but that's old news at this point.

>> No.6524523

>>6524335
yeah like your alibaba chinktrash is gonna last a month, right?
>>6524358
poorfag cope.

>> No.6524531

Also he already owns a Mac you massive fucking retards

>> No.6524532

>>6524073
I played with the SOF Plus patch and never encountered such a thing.

>> No.6524543
File: 58 KB, 690x720, satania bwahaha.jpg [View same] [iqdb] [saucenao] [google]
6524543

>>6524523
>"It's exclusive shit!"
LMAO, I'll enjoy my 'poorfag cope' machine that has better performance across the board for a lower price, and you do you, I'm sure your machine looks very fashionable as it slowly cooks itself to death.

>> No.6524545

>>6524532
Thanks. Getting this right now.

>> No.6524549
File: 7 KB, 192x192, mtex443.png [View same] [iqdb] [saucenao] [google]
6524549

>>6523568
export plugin here: https://bitbucket.org/khreathor/mdl-for-blender
a-z guide here: https://pnahratow.github.io/creating-models-for-quake-1.html
older guide, but useful info (+rest of the blog): https://tomeofpreach.wordpress.com/2012/11/24/a-modelling-pipeline/

>> No.6524574
File: 1.48 MB, 1124x1326, EaDVd70XkAA5G4u.png [View same] [iqdb] [saucenao] [google]
6524574

how the fuck do i look at the server info when i start a multiplayer game in ezquake

>> No.6524621

>>6524162
>>6524163
>>6524207
Gigantic AND ugly.
If you are ripping shit from the game at least do it properly, there are guides for that you know

>> No.6524629

>>6524523
nobody buys or talks alibaba chinktrash other than youtube cumguzzlers
Used PCs with 3-4 year old hardware get cheap fast, and still perform better than brand new Mac or a console.

>> No.6524648

>>6524523
>ur poor lol
Jesus, you mongoloids have been using the same weak comebacks for literal decades now.

>> No.6524660
File: 703 KB, 1920x1080, Screenshot (1971).png [View same] [iqdb] [saucenao] [google]
6524660

anybody know how I can fix this? I switched from hardware acceleration to true colour sw renderer and the blood decals on floors sperged out.

is there another way to get the retro pixelated effect on textures overall in gzdoom?

>> No.6524663

>>6518853
>>6518854
>>6521680
man i loved 90s lemonfics! post moar lore!

>> No.6524664

>>6524660
nevermind. I'm retarded. I just turned filter mode off.

>> No.6524673

>>6521523
also better than Hexen imo.

>> No.6524759

>>6524574
use a server tracker site or some shit cus thats how these games work anymore

>> No.6524953
File: 2.65 MB, 800x600, SOPHIA THE 3RD, NORA MA 01 Blaster Master.gif [View same] [iqdb] [saucenao] [google]
6524953

>>>/wsg/3513241

That's another gun down. I wish I could just post webms with sound here, so just have this relevant gif to go with the link.

>> No.6525012

>>6524217
HUEHUEHUEHUEHUEHUEHUEHUE

>> No.6525013
File: 17 KB, 320x200, INTERPIC.png [View same] [iqdb] [saucenao] [google]
6525013

I can't stop grinding Scythe E1 UV-Fast. I brought my time down to 18:55 using a route I came up with myself just by playing, then I looked at the world record (13:57 by 4shockblast) and learned a ton of ways I can reduce my time further, like using the chainsaw throughout map 01 instead of the pistol, punching out pinkies on EVERY map that has berserk, and some minor pathing improvements like going straight for the switch on map 05 instead of attacking the explosive barrels first. All of this started because I began posting demos to youtube of PWADs that lacked gameplay videos, but now I can't stop trying to perfect my runs so that I'm not wasting the viewers time with mediocre runs. I'm never going to get to play any new PWADs because I'm going to spend over a month on each PWAD that I am replaying. At least I'm having a lot of fun doing it.
send help

>> No.6525017

>>6524621
>there are guides for that you know
I mean great, I'd still like to think they look alright coming from someone who's never done anything with gimp or sprite art or slade before. If youd tell me what you dont like about it, I'd appreciate the criticism so I can improve.

>> No.6525052

>>6525017
They do take up way too much screen space. I like how the chaingun looks but I'd have to see it in action to make sure the firing doesn't look janky. Maybe cut off the bottom half or third of the sprites. For comparison, the Doom chaingun barely peeks over the status bar sometimes because of the weapon sway. Also no excuse for the plasma cooldown occupying the entire screen. That one definitely cut in half.

>> No.6525078
File: 23 KB, 381x261, Doom_64_box.jpg [View same] [iqdb] [saucenao] [google]
6525078

does anyone have a batch file for launching Doom 64? It requires a custom sound front called Doomsnd which has to be manually changed in game every time you switch between 64 and other wads, does anyone have a way to automate this?

>> No.6525090

>>6520613
can you or someone id me on the weapon/texture pack you/anon is using?
Looks kinda cool

>> No.6525092

>>6525052
I figured the chaingun was fine because of the center barrel. You're welcome to download the zip and see it in action yourself though. I decided to keep it a little higher because I liked the extra bits on the sides, but that's just personal preference for me. Oh, and I'm definitely going to redo the muzzle flash sprite, the current one was just sort of thrown together to get the weapon "done"
As for the plasma rifle, yes I see what you mean. Again, it doesnt seem that bad while you're actually playing since that frame only shows up for a second when you're done firing, and the regular plasma cooldown is fuckhuge anyway. I'll try some alternate frames though, I just liked that as the cooldown since its screened straight from CE, and my ultimate goal with this nod is just to get some of my xbox friends to try out doom. I'm not adding any additional frames or gameplay tweaks, the goal is essentially "halo but in 1994".
Thanks for the advice, anon. I'll be sure to keep it in mind.

>> No.6525093

>>6525092
*center barrel window
Fuck me. It's too early for me to be posting.

>> No.6525247
File: 98 KB, 629x812, 1588910063120.jpg [View same] [iqdb] [saucenao] [google]
6525247

>update gzdoom
>all my saves gone
b-bros?

>> No.6525250

>>6525247
>saving

>> No.6525252

>>6525247
you delete your old gzdoom folder every time you update?

>> No.6525254
File: 654 KB, 2453x1754, 11118.png [View same] [iqdb] [saucenao] [google]
6525254

>>6525017
>>6525092
Picrelated some slightly edited and updated tips I made a while ago on ZDoom forums
The topic https://forum.zdoom.org/viewtopic.php?f=37&t=38067
The AceToolkit https://forum.zdoom.org/viewtopic.php?f=232&t=68329

The imagemagic command line is

for %f in (<input directory>\*.*) do convert.exe %f -filter lanczossharp -resize 33.3x27.8% -mattecolor #000000 -channel alpha -threshold 89.4% <output directory>\%~nf.png

>> No.6525273
File: 147 KB, 596x598, cover.jpg [View same] [iqdb] [saucenao] [google]
6525273

>>6521489
Why can't i enjoy both their mapping styles? And fuck you nigger, si6il
literally inspired me to stop playing modern flavour of the month steam games and start dooming/mapping again last year.

>> No.6525285

>>6525252
No, literally just drop everything in place and overwrite.

>> No.6525295

>>6525285
you should make a new gzdoom folder every time in case something dumb happens and you have to use the old version

>> No.6525314

>>6525273
>Bongripper
Nice

>> No.6525327
File: 32 KB, 577x573, s1.png [View same] [iqdb] [saucenao] [google]
6525327

>>6524018
I found them but I have no idea what to do from here to export them individually.

>> No.6525374

It's hard for me to make good Doom maps because I don't like being mean to the player :((
I don't want to make any traps or anything, just a couple cool rooms to shoot through, but I'm not creative enough to have my levels stand on that along.

>> No.6525413

>>6524014
Why desecrate a good games graphics for your shitty Doom wads

>> No.6525423

>>6525252
Yes

>> No.6525429

>>6525413
That's not what I'm doing, bro

>> No.6525458
File: 41 KB, 1000x600, 1530641683637.gif [View same] [iqdb] [saucenao] [google]
6525458

>>6525327
Nvm, I got it

>> No.6525506
File: 126 KB, 1680x1050, i win.png [View same] [iqdb] [saucenao] [google]
6525506

>>6523721
>>6523791
Update: Plutonia is still really fun. Friend told me where to get the secret levels so, it was pretty hard and took me a lot of deaths, but I've done it. Go 2 It. Though I mean, doing it on HMP doesn't really feel like something to brag about but honestly just saying I've done it is pretty nice. I'll revisit Plutonia on UV one day probably once I beat it.

>> No.6525529

>>6525413
>good game

>> No.6525586
File: 20 KB, 255x351, 1592321442505.jpg [View same] [iqdb] [saucenao] [google]
6525586

>>6525529
Yes

>> No.6525625

>>6525506
Go 2 it stinks. It's the main reason slaughtershit exists. I blame you Milo Casali

>> No.6525682
File: 8 KB, 464x468, file.png [View same] [iqdb] [saucenao] [google]
6525682

How can I send a message to the player when they use a line? Using GZDoom and GZDoom Builder.
using this script, and a script execute on the line, and everything is working perfect, except it also executes the script when loading the level.

>> No.6525686

>>6525682
nevermind I got it
If I read two more sentences from the tutorial, I would know that ENTER means it is activated when you [enter] the map.

>> No.6525749

What are some fun wads, mods or maps to do in co-op mode in either Doom or Duke3D? (I wasn't sure if Alien Armageddon has co-op where you can play as Duke and Shelly) Perhaps some sort of a survival level where you just survive for as long as possible?

>> No.6525825

>>6521489
Sigil is the absolute greatest mapset made for Ultimate Doom, and you fucking know it.

>> No.6525830

Is there a guide to find all eight tomes in Swampy Bogbottom in Arcane Dimensions? This map is huge as fuck.

>> No.6525835

>>6525749
For Doom: Doom 1 Maps of Chaos, Doom II Maps of Chaos are perfect for co-op. Also the innumerable Invasion branches.

>> No.6525908
File: 2.71 MB, 832x518, 2020-06-16 13-55-20.webm [View same] [iqdb] [saucenao] [google]
6525908

I put myself into the skybox Morty!

>> No.6525924

>>6525749
Does eduke32 even have functioning multiplayer? All I know is that there’s some older fork with >discord integration, and YANG or whatever it was called.

>> No.6525940

>>6525924
No. Ion Fury was supposed to get multiplayer, but that never came to fruition.

>> No.6526139

Do you guys like Evilution soundtrack? A lot of it just way too fast.

>> No.6526190

>>6526139
Yes, it's easily the best part of Evilution.

>> No.6526194

>>6526139
It's what got me through Mount Pain
https://www.youtube.com/watch?v=nF8jztAHVA8

>> No.6526195

>>6526139
Yes, I think it's really good, easily as good as the original tracks.

>>6526190
Arguably true.

>> No.6526197
File: 439 KB, 850x800, 1588707452620.png [View same] [iqdb] [saucenao] [google]
6526197

>>6521534
I'm gonna be honest, I don't understand the love for E2M2. Maybe I'm just retarded but it seems way too big littered with few combat encounters and most of my time was spent just looking for how to progress. It's certainly not as bad in that regard as a TNT map but I just genuinely never got the hype for it.

>> No.6526203

>>6526197
TNT had lots of good maps.

>> No.6526209

Man, learning ACS is so much fun!
Now I can do cool things like, doors only becoming unlocked after killing a certain amount of monsters! Imagine the potential!
Like, maybe you are on Earth (Doom 2 wad) and, uhh, there is a family in a house, and they've barricaded themself inside, and won't let you in until it's safe, so when you kill all the enemies they let you in and that's where the level exit is!

>> No.6526216

>>6526197
I'm now just realizing that cinematic gman looks like a german bootleg of gman from HL Alyx

>> No.6526228

>>6526209
Who's gonna tell him

>> No.6526230
File: 93 KB, 720x720, 1591336577026.jpg [View same] [iqdb] [saucenao] [google]
6526230

>>6526203
A few, for sure. But I honestly couldn't stomach it, I gave up like 3/4 of the way through MAP18 and went to Plutonia, couldn't be happier. Either way I was refering to TNT's general labyrinthy map design.

>> No.6526234

>>6526228
w-what

>> No.6526241

>That teleport in Evilution map 3 that just gets you into a room where you get shotgunned
Just why? It's not in any way better than entering the room normally.

>> No.6526248

Playthrough videos of map30 and map33 of 200 minutes of /vr/ are up. Map30 is just an icon of sin map, while map33 is a fun, long, semi-slaughter Wormhole. I'm done with 200minvr.wad.
https://www.youtube.com/watch?v=m-OvJ3GgVDg
https://www.youtube.com/watch?v=xlGV9Pzvb_A

>> No.6526249
File: 26 KB, 340x311, Ow_the_edge.jpg [View same] [iqdb] [saucenao] [google]
6526249

>>6525749
Last thread there were a few spree shooter maps that apparently were made for co op if you read the readmes. Only work on ZDoom though so no idea how that's supposed to work.

>> No.6526260

>>6526249
ZDoom supports netplay, but uuuuuuuuhhhhhhh
https://www.youtube.com/watch?v=y7x2Vn2qhCA

>> No.6526263

>>6526234
Any changes to ACS breaks save games, including changing the number of ACS modules. It's kind of a big hacky mess that should be nuked from orbit.

ACS may seem powerful to you right now, but only because you have not tried ZScript yet. Go learn ZScript intead.

>>6526248
Dude I don't understand. Why are you playing the WAD on the wrong complevel? I know it didn't outright break anything like you said earlier, but still, might as well not set a complevel at all...

>> No.6526273
File: 6 KB, 260x150, file.png [View same] [iqdb] [saucenao] [google]
6526273

>>6526263
oh I thought this was zscript?
Where do I use it?

>> No.6526280

>>6526260
Heard you could do it with ZDL cause you can mix and match engines. Probably ends up the same though.

>> No.6526281

>>6526263
>Any changes to ACS breaks save games, including changing the number of ACS modules.
any change to a map breaks saves in that map, what did you expect

>ACS may seem powerful to you right now, but only because you have not tried ZScript yet. Go learn ZScript intead.
zscript isn't for scripting maps

>>6526273
ignore him, he's talking about an entirely different subset of modding

>> No.6526285

>>6526281
>>6526273
oh nvm i only saw "ACS" in >>6526209 and stopped reading

>> No.6526287

>>6526281
>>6526285
Well what's zscript, and how does it differ?
I started doing some research, and I put the code in a DECORATE tag or something?

>> No.6526297

>>6520686
Fucking ancient

>> No.6526306

Man, I've been playing BTSX E1 again and it's a fucking slog. I don't know what's going on, I loved it the first time around.

>> No.6526309

>>6526287
zscript is gzdoom's latest and greatest way to completely redefine how weapons, monsters, movement physics, menus, the HUD, and even level geometry works
it also has minimal documentation if you want to do anything with it that DECORATE (the old way to (re)define weapons, monsters, decorations, the like) doesn't

both differ vastly from ACS, which was originally made to add more advanced behavior to maps than the standard line specials gave and got bastardized into being used for more general modding through the use of LOADACS. it used to be the only real way to do some complicated stuff in gameplay mods before zscript came around, but shouldn't be used for that anymore unless you're aiming for zandronum or zdoom 2.8.1 compatibility.

using ACS to give maps some scripting is just fine. if you want to add some decorations or some basic monster variants, you'd be looking at DECORATE, or the subset of zscript that's basically just DECORATE with semicolons. you'll know if you need the advanced stuff zscript offers.

>> No.6526337

>>6526263
>Any changes to ACS breaks save games, including changing the number of ACS modules.
Everything breaks save games in zdoom.
>It's kind of a big hacky mess that should be nuked from orbit.
Nobody besides programmers cares about how "hacky" it is if it works.

>> No.6526347

>>6518835
lol

>> No.6526356

>>6523379
wait, people don't like that kind of stuff?
goddammit
I've been working on a very heavily story focused megawas as like my first big Doom project (started making levels in like 2018, but just lots of individual ones).

>> No.6526358

>>6526356
Just do whatever you want to do. It's your mod.

>> No.6526361

>>6526358
but I want people to experience it :(

>> No.6526368

>>6526356
>>6526361
How do you intend to tell the story in your .wad?

>> No.6526369

>>6526356
Hey, if it works, it works. I really liked Tei Tenga for example. I think people just soured on this style because of the KDiZD clusterfuck.

>> No.6526370

>>6526369
>KDiZD clusterfuck
I wasn't there. Care to explain?

>> No.6526372

>>6526370
Weapons grade overhype for what's essentially Half Life remade for ZDoom.

>> No.6526384

Are there any mods with voice acting?

>> No.6526390

>>6526369
>I really liked Tei Tenga
Well that's a phrase I didn't think I'd ever read. Good on you for enjoying a thing though, I guess. Wasn't my cup of tea at all.
Then again most ZDoom specific mapsets tend to be awful in my eyes.

>> No.6526394

>>6526384
Plenty, though the ones off the top of my head are GMOTA, Treasure Tech, The Space Pirate, and Guncaster.
Unless you're talking about extended talky bits, if that's the case I have no idea there.

>> No.6526395

>>6526369
But Assault On Tei-Tenga was probably the worst example of adding more storytelling into Doom

>>6526372
It's not even that, it emulates original map layouts loosely, but then add shitloads of detail and add lots of pointless contrivances that murders the flow of the maps.
It's amazing how someone can actually make KDITD boring.

>>6526384
Action Doom 2 : Urban Brawl, though that's more a standalone game.

>> No.6526421
File: 2.35 MB, 490x390, rat.gif [View same] [iqdb] [saucenao] [google]
6526421

>decide to give blood another burl after many years
>maybe it's not as dogshit as i remember it being
>>put it on extra crispy
>grab dynamite, armor
>head into the courtyard
>immediately sniped and gibbed by a cultist tossing a bundle of tnt from above
i'll take nosave NM sunlust over this, thanks

>> No.6526428
File: 7 KB, 106x118, 1547765619300.gif [View same] [iqdb] [saucenao] [google]
6526428

>>6526421
>extra crispy
you literally got filtered to the highest degree, you dumb fuck.

>> No.6526449

>>6526248
Nice, looking forward to the 300 minutes of /vr/ playthough.

>> No.6526464

>>6526421
>return to a game after multiple years
>put it on the difficulty designed specifically for co-op play
>beeline to the first cultist in the game with no regard for preservation
>die

>> No.6526475
File: 38 KB, 512x384, unnamed.jpg [View same] [iqdb] [saucenao] [google]
6526475

https://www.moddb.com/mods/turoktirol
I didn't knew that Quake 2 has this addon.

>> No.6526485

>>6526475
>added 4 hours ago
thanks for showing me this, I haven't seen many singleplayer TCs for Quake 2

>> No.6526502
File: 6 KB, 145x145, 1549328007423.jpg [View same] [iqdb] [saucenao] [google]
6526502

>>6526421
git gud

>> No.6526508
File: 3 KB, 368x69, Untitled.png [View same] [iqdb] [saucenao] [google]
6526508

>>6526485
classic

>> No.6526540
File: 14 KB, 300x400, 1576658924397.jpg [View same] [iqdb] [saucenao] [google]
6526540

>>6526421
Extra Crispy is a co-op difficulty anon.

>> No.6526576
File: 81 KB, 500x500, shinobu hah.jpg [View same] [iqdb] [saucenao] [google]
6526576

>>6526421

>> No.6526671

If Zandronum has no save games then doesn't that complicate trying to play a co-op campaign?

>> No.6526678

>>6526671
>if zandronum has no save games
it does
>then doesn't that complicate trying to play co-op
you've never been able to save online

>> No.6526810
File: 2.57 MB, 266x258, woah.gif [View same] [iqdb] [saucenao] [google]
6526810

Started a map in doom2 format but all tutorials are for doom in hexen or udmf etc. I don't give a shit about acs. I just need tuts to explain teleports, pillars constantly going up and down, etc etc.

Next map I will do it doom2 in hexen format but I'm definitely not starting this over. so I'm pushing through. I've figured some stuff out but not teles.

TL;dr any doom2 format Doombuilder 2 tutorials/vids out there? Thanks.

>> No.6526818

>>6518836
>https://github.com/so-sleepy/Xdoom

404 not found

>> No.6526869

https://www.youtube.com/watch?v=DF3hQfo9ju0

>> No.6526941
File: 707 KB, 1920x1080, ty 4 playing.png [View same] [iqdb] [saucenao] [google]
6526941

>>6518835
Anons, i was showing some tips for my little brother on doom mapping and i've made this 2h small wad. I was going to trash it but maybe someone could have some quick fun with it.
Just a warning, its not easy. By limiting ammo and space, and by using more archviles that i should, i was looking to make the map 'complicated'. Maybe its just full of bullshit, but whatever.

Here: http://www.mediafire.com/file/v5f5u77kc6rv8ci/2h_Map.wad/file

I don't make maps anymore, but any feedback would still be great.

>> No.6526971

>>>/ck/14258257
We have a fucking emergency - /ck/ reports of flemoid invasion in Worst Korea. Our breakfasts are compromised!

>> No.6526973
File: 107 KB, 507x848, 1589390473704.jpg [View same] [iqdb] [saucenao] [google]
6526973

>>6526421
That's not how this works. Blood is to 2D first person shooters what Plutonia is to the Doom series, of course you're going to get fucked headfirst into the "intended for coop" difficulty.
Try it again with custom difficulty settings from BloodGDX. If you "have to" see all the monster adds, pump monster count to max. I'd try leaving monster health at normal, anything less and it messes with zombies and anything more makes the game a trudge.

>> No.6527005

>>6526941
Interesting. Challenging. Fair(after dying a few times to realize what you want me to do). Creative. Non linear.

Fun? MMMmmnnnnnnn idk

>> No.6527139
File: 905 KB, 1920x1080, Screenshot (1972).png [View same] [iqdb] [saucenao] [google]
6527139

ok guys, so basically I'm trying to move brutal doom's liquid textures into project brutality. so far I've "replaced" the textures but its not changed a damn thing.

any idea how I change liquid textures, like is there some other trick to it?

>> No.6527145

>>6527139
probably need the animdefs file

>> No.6527150

>>6527145
LOL

its funny because usually the way I figure out which file is the one I need to edit / move, is by deleting files in a copy of my pk3 and seeing what changes when I do so.

first one I just tried this with was animdefs before I even read your response and you're right. thanks bro.

>> No.6527152

>>6526370
KDIZD is basically a zdoom remake of Knee Deep In The Dead, with the layouts made overly complicated, and detailing that doesn't know the meaning of the word subtle. Lots of custom monsters that were only really there because "its zdoom so we can"
It started to make people suspicious of overhyped zdoom mapsets.
After Zpack and Stronghold later also disappointing a lot of people after lots of hype, And more classic style wads at the time like UAC Ultra and Speed of Doom proving to be popular, a lot of mappers began to move away from zdoom towards vanilla/boom.

>> No.6527330

>>6526810
Once you learn linedef actions and tags there's nothing left to learn. Just put the right actions on your lines and make their tags match sectors you need. And make sure teleport lines face the right direction.

>> No.6527354
File: 35 KB, 474x455, external-content.duckduckgo-1.jpg [View same] [iqdb] [saucenao] [google]
6527354

>first play through of doom 64
>having a good time, playing on "I own Doom"
>Get to the absolution
>pic related begins to rape me
>Lol what are artifacts
>getting fucking wrecked forever

where the fuck is the balance. This boss is just bullshit if you didnt' grab the artifact/demon key things.

>> No.6527383

>>6527354
>This boss is just bullshit if you didnt' grab the artifact/demon key things
just as planned

>> No.6527391

jesus christ how hard can it be to replace nukage textures?

>> No.6527403

>>6527391
Not very easy if you aren't smart enough to use certain basic functions

>> No.6527406

>>6527403
I've managed to get a working custom wad. but it only works when standalone. when I try to run it alongside project brutality, its fine, but then when I add other wads on top with no custom textures, it reverts back to the original nukage textures.

>> No.6527407

https://youtu.be/DYNsuHnnk1A

>> No.6527429

Why did the cultist cross the road?

>> No.6527430

>finish First City Bank and Trust on expert after 2.5 hours or so
thief 2 owns

>> No.6527436

>>6527406
yeah, the wad works standalone. but the second I pair it up with another wad, even if there are NO textures attached to that wad. it reverts back to the original textures. so annoying.

can anyone help?

>> No.6527440

>>6527429
MARINATE
PHALLUS

>> No.6527468

>>6526384
yes
https://youtu.be/Ji9qSuQapFY

>> No.6527469

>>6527468
Thank you Marisa.

>> No.6527481

>>6526260
>six year old video
yeah sure thing bud

>> No.6527482

>asks for help on VR
>asks for help on doomworld

no help.

love this community.

>> No.6527484

>>6527482
what help do you need?

>> No.6527486

>>6527469
what

>> No.6527490

>>6527486
Did you not make Tim Doom, baka?

>> No.6527491

>>6527490
why are you thanking me for it?

>> No.6527493

>>6527484
for the past few hours I've been trying to place the brutal doom v2.1 liquid textures either in the project brutality 3.0 pk3 or within a standalone wad as in my opinion the "glowing" textures in brutal doom, especially with the nukage surpass the default by far. Only the problem is. Even after changing the animdefs file and even after deleting the liquid textures in the PB PK3, when I run my wad + PB 3.0 together, it always reverts back to the default nukage textures

I asked for help the other day too but got none at all. been looking for workarounds ever since, or possible alternative texture packs but there's nothing. I even messaged mark on twitter asking for help but no reply

>> No.6527496

>>6527493
also when I run it standalone, it works. only other possible solution I can think of in regards to figuring out what is conflicting is removing / deleting stuff from pb pk3 until the texture pack works then deleting only that conflicting thing in the original.

>> No.6527509

>>6527496
ok so, I have it running with PB now. but when I add a 3rd wad. it reverts again. this doesn't happen with other texture packs. I just tried. LTP 2.0 liquid texture pack and it works across the board. no matter how many wads I have running at the same time.

>> No.6527543

>>6527509
Nobody helps you because
1)it's BD.
2)you need to learn how animdefs and gldefs work and explaining it is WAY too much effort
3)judging by symptoms what you have is a load conflict, which can only be resolved by careful merging of mods which is obviously beyond your skill, takes even more effort and time to do, and is the reason why you can't just combine mods/parts of mods that aren't specifically built for that kind of thing, which neither BD nor PB were
There's a reason BD is known for its trash code - everything is interconnected in obscure ways that makes "spaghetty code" look like compliment in comparison

>> No.6527549

>>6527543
I actually appreciate this info. first I've heard of any of this.

I have a question though.

gldefs, specifically nukage 1,2,3 are just "packs" of textures used to create the gif like moving images in-game, right?

so the resources ID'd as nukage, in gldefs are just the names of the merged packs of textures listed under the same IDs in animdefs?

>> No.6527569

>>6527549
why are you playing Shitty Doom anyway

just play the game in crispy doom with doom 2 sprite fix, vanilla smooth weapon animations and perk's hi-res sound effects mod

>> No.6527585

>>6527569
nevermind. I give up. none of this makes any sense. so the coding must be screwy.

I just figured out that the exact same textures are already included in PB. but they just don't work.

and I just really enjoy PB desu.

>> No.6527598
File: 139 KB, 320x244, desu.png [View same] [iqdb] [saucenao] [google]
6527598

>> No.6527646

>>6527354
just stunlock it with the ssg gg ez

>> No.6527656

>>6527646
like a real man
https://youtu.be/bPliwgnraSY

>> No.6527724

>>6525830
bls resbond :DDD

>> No.6527731
File: 52 KB, 750x753, :D.png [View same] [iqdb] [saucenao] [google]
6527731

>>6527724
ooze noukleep :DDD

>> No.6527765

>>6527731
Has anyone ever made a proper wall run/ledge shimmy in GZDoom?
I remember seeing some posts of Tomb-Raider style ledge shimmy, but no actual mod release

>> No.6527769

>>6527731
bls no :DDD

>> No.6527814
File: 99 KB, 1440x1080, DCA4E2AD-3E75-4360-B148-D17BF72784FF.png [View same] [iqdb] [saucenao] [google]
6527814

>>6527769
Persevere with power of intuition or, better yet, ignore it as i prefer to do

>> No.6527867

What do we think about HROT?
https://www.youtube.com/watch?v=nNadsB8y58Y

>> No.6527892

>>6527867
Still need to try the demo but its good to see more games like Dusk. Gloomwood is a little more interesting to me, and Ultrakill is cool but its inspirations are a bit too modern for /vr/

>> No.6527898

>>6527892
>Ultrakill
Looks like puke and piss fampai

>> No.6527903

>>6527898
Plays buttery smooth senam

>> No.6527915

>>6527903
Still looks bad. I'll play it only if you can turn down all those dumb extra effects.

>Hey Play this game
>I can't see anything while playing
>Yeah! Thats what makes it so great!
>wut

>> No.6527924
File: 164 KB, 1920x1080, 1230260_screenshots_20200617142255_1.jpg [View same] [iqdb] [saucenao] [google]
6527924

>>6527915
Good news
It gives you the option on launch if you want PC or PSX and lets you change in-game

>> No.6527937

>>6527924
Well thats good. Any time I see a game where explosions overstay their welcome I get annoyed.

>> No.6527953

>>6527867
Sorry, but it's a trash.

>> No.6527957
File: 21 KB, 426x494, 1401018558275.png [View same] [iqdb] [saucenao] [google]
6527957

>>6527867
Is it Polish? I see Polish SMG.

>> No.6527972

Any recommendations for moderately challenging wads with short-medium levels (maybe not Scythe 1 size, but rather Plutonia size), with great aesthetics? I am enjoying Ancient Aliens although some levels can get pretty long.

>> No.6527976

>>6527972
JPCP, Doomer Boards Projects, Epic 2.

>> No.6528002

>>6521475
Believe me, I know that feel bro. I work an overnight shift and its hard as fuck to sleep for it sometimes. How did it go?

>> No.6528058

>>6528002
Half-asleep at work
Finished workday, went to sleep immediately after going home.
Woke up at 4h in the night.
Proceeded as normal, next evening struggled to stay awake until 23h, went to sleep to wake up at 7 and resumed normal sleep schedule.

>> No.6528059

>>6528058
>>6528002
also heard drinking warm milk helps go to sleep easier, but haven't tried it. Don't really like milk or buy it unless I'm cooking something that needs it.

>> No.6528093

>>6528059
Fuck no. Chamomile tea with a scent of mint is the real deal.
It works wonders with me.

I like milk but its heavy before bed.

>> No.6528109

>>6525830
I gave up on that because I spent like over 2 hours on that level. Don't get me wrong, I had a great time, but I couldn't find a lot of the secrets, so I just opted to noclip around to look at what I missed in the level, which turned out to still be a dozen secrets.

>> No.6528128
File: 123 KB, 1000x669, vz26.jpg [View same] [iqdb] [saucenao] [google]
6528128

>>6527867
Interesting, though could use a bit more texture variety, and some more variety in color. I get that it goes for a dirty and grungy theme, but it doesn't have to be all tan, all the time, try different shades of tan, try brown, try gray, try some accents of mold green.

>>6527957
Looks like a Czech Vz.26

>> No.6528138

>>6527867
engine is Wolfenstein with verticality - everything is square tiled vertically and horizontally
AI is beyond stupid
Guns aren't fun
overall I'm not hopeful

>> No.6528165

Was playing Blood. I found you can hot swap to another weapon immediately following a shotgun blast. Not sure if this is worth it on Well Done, though, because you really shouldn't be out in the open too much lest you incur lots of damage. Plus the reload sound is super nice.

>> No.6528179

https://youtu.be/LMhLrDGNeFQ

>> No.6528182

I love Doom 64, it's perfect. Ever enjoy a game so much you want to put up a poster in your room even before finishing it? The aesthetic is amazing.

>> No.6528186

>>6528182
every copy of doom 64 is personalized

>> No.6528187

>>6521660
NRFTL is second anon.

>> No.6528231

>>6528138
>>6528128
>>6527953
>>6527892
Hype seems nonexistent
Its trash then
could you people recommend me something?
Im aware of the usual stuff and am tired of doom modding

>> No.6528234
File: 94 KB, 464x354, 1591769273596.png [View same] [iqdb] [saucenao] [google]
6528234

Question time. For the anons here that play all WADs and IWADs at UV for their first go. Do you do it UV continuous for a first run and then go for UV pistol start? Or God forbid, one of the two with -fast enabled.

>> No.6528240

>>6528234
Been Dooming for years. UV continuous, then I run the mod Babel with its UV equivalent (elohim) continuous. Makes the game feel as fast and elegant as a Build Engine title.

>> No.6528284

Are newer Doom wads okay to play in 4:3?

>> No.6528291

>>6528231
Dusk getting some mods
Ion Maiden too though I haven't looked into it.

>> No.6528315

>>6528138
>Guns aren't fun
sound like shit too

>> No.6528334

>>6528315
To be fair, I actually kinda like subtle gun sounds.

>> No.6528340

Is there a way to make my doom look dark and gritty, similar to silent hill with all its blood and rust? I really get horror vibes from doom 2 but its all held back by teletubby color palette and le whacky fun monster/weapon designs

>> No.6528342

>>6528340
Play Doom 64.

>> No.6528347

>>6528342
are custom maps compatible with it?

>> No.6528351

>>6528347
No, but I have a universal Doom 64ier I'll post later.

>> No.6528352

>>6527867
I like the dirty industrial theme, but everything being brown makes it look kinda boring, but maybe there will be more variation in level themes and textures in other levels. Also isn't one of the enemies pretty much a reskinned Ogre? There's one enemy type there which also shoots grenades and wields a chainsaw. I hope the weapon sounds get replaced.

>> No.6528358

>>6528351
Ill wait then
I found some incomplete 64 textures and monsters but no weapons, cant say im too fond of the weapons anyway

>> No.6528381

>>6528284
yes

>> No.6528395

>>6528347
There are some custom maps and even one megawad (Beta64) made for it, but well yeah it doesn't has much custom content.

>> No.6528415

>>6528347
Yeah, but the new port doesn't support custom textures for some reason, so you'll have to use Doom 64EX for certain maps.

>> No.6528424

>>6528395
>>6528415
lets hope anon delivers
>>6528351

>> No.6528449

>>6528284
Only major thing I'd say 16:9 has over 4:3 is that its slightly easier to see when an Archie flame is in your face. Otherwise, no real advantages that modern maps would rely on.

>> No.6528453

How do I stop procrastinating and put things where they belong.

>> No.6528461

>>6528453
JUST DO IT
NOW

>> No.6528515

>>6528453
I have an external drive with almost 60gb of addons, patches and mods for old shooters and some other stuff, with duplicate files scattered around, shit that's poorly labeled or organized etc.
I'm at the point where I've stopped bothering doing upkeep, and things just get tossed in with no regard and pulled out when I feel like messing with something

>> No.6528540
File: 899 KB, 1920x1080, shot005.png [View same] [iqdb] [saucenao] [google]
6528540

>>6528182
>The aesthetic is amazing.
Agreed.

>> No.6528561

Is having several action lines occupy the same space a bad idea? Nobody on Doomworld would tell me. It seems to work, but I don't trust it.

>> No.6528596

>>6528561
I had problems when I've used walk over trigger lines extremely close to door linedefs (the door didn't work), but that was on a strictly vanilla format map, so maybe that's just a vanilla thing.

>> No.6528604

>>6528596
All of them in my case would be walk-on. Specifically 3: Lower light, move one platform and change texture and lower another to represent pressure plate being pressed. Use lines do seem to have this problem where they get blocked by any action line, this is true.

>> No.6528608
File: 746 KB, 1920x1080, 1585508191771.png [View same] [iqdb] [saucenao] [google]
6528608

>>6528351
https://www.mediafire.com/file/jqjigwqe5wbowb4/sd64texpack.pk3/file
Here it is. I use Smooth Doom for the D64 weapons and sounds. This is just the textures and lighting.

>> No.6528618
File: 947 KB, 1920x1080, 1585506999332.png [View same] [iqdb] [saucenao] [google]
6528618

>>6528608

>> No.6528625
File: 423 KB, 1920x1080, gzdoom 2020-06-17 13-36-21-490.png [View same] [iqdb] [saucenao] [google]
6528625

>>6528618
I haven't played with this in a while. Seems like it's exactly what you're looking for. If you can hook up the PSX OST with ZDL, you should be golden.

>> No.6528639

>>6528515
I was actually talking about my wad and how I'm procrasting on finishing monster and item placement.

>> No.6528648

>>6528515
Literally me.

>> No.6528712

Page 10, lads...

>> No.6528715

>>6528712
Working on a new thread, gimme a sec

>> No.6528725

NEW THREAD
>>6528723
>>6528723
>>6528723

>> No.6528762

>>6528625
>>6528618
>>6528608
Kudos
do you plan on doing monsters and weapons too?
Ive found monsters but i dont think they are complete since some maps would spawn gibs instead of actual enemies, dont know what that might be tho. Good work will give it a shot now

>> No.6528868
File: 18 KB, 560x407, 1567154291929.png [View same] [iqdb] [saucenao] [google]
6528868

>>6527867
I dunno guys, I liked it